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The Binding of Isaac Repentance Patch Notes | All changes, What’s New!

A massive amount of updates and changes!

Binding of Isaac Downloadable Content is now available, the massive update called The Binding of Isaac Repentance was released on March 31. Here are the patch notes for what all has been updated, changed, and new. Are you ready to dive into the new features this rogue-like has to offer?

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The Binding of Isaac Repentance v4.0.4 Patch Notes

General fixes

  • Vengeful Spirit deals a lot more contact damage, before it was dealing much less than intended.
  • Hostile enemies spawned glitch items no longer deal instant damage, so the player gets a small amount of time to get away from them.
  • Fixed Vanishing Twin being able to turn into Dark Esau.
  • Fixed Locust of War + Brimstone Bombs being able to damage the player when spawned by Cricket Leg.
  • Fixed a bug which caused the first two floors of the alternate path to always share the same variant, making it impossible to see both Downpour and Dross in the same run.

General modding changes

  • Mods are now stored in a "mods" folder in the same directory as the rest of the game files.
  • This directory can be easily accessed by right clicking The Binding of Isaac: Rebirth in the Steam library, then clicking on "Properties", "Local Files", and finally "Browse...".
  • Mod save data is now stored separately in a "data" folder, meaning that updating or unsubscribing from a mod will no longer cause its save data to be wiped.
  • The name of the subfolder used to store save data is determined by the "directory" property in metadata.xml.
  • Added a loading screen that appears when installing or updating mods from Steam Workshop.

XML changes

  • Players (players.xml).
  • Added the following properties:
  • broken: Number of broken hearts this player begins with.
  • pocketActive: Gives this player the specified starting active item in the pocket item slot.
  • birthright: The unique description that should be displayed when this character picks up Birthright.
  • bSkinParent: If present, marks this character as the "tainted" version of the regular character that bears the specified name.
  • Usually, this should be set to the same name as the character, unless the tainted and regular version of this character bear different names.
  • If there is no regular character to attach to, this character will not be available in the character selection menu.
  • hidden: If set to "true", hides this character from the character selection menu.
  • Custom coop selection graphics can be set for all modded characters by supplying the following animation file (non-tainted characters only):
  • "content/Coop Menu.anm2": Must contain one animation per character, each animation must bear the same name as the character it was made for.
  • Custom menu graphics can be set for tainted characters by supplying the following animation files:
  • "content/CharacterMenuAlt.anm2".
  • "content/CharacterPortraitsAlt.anm2".
  • "content/Death Screen Alt.anm2".
  • "content/Coop Menu Alt.anm2".
  • "content/CharacterMenu.anm2" and "content/CharacterMenuAlt.anm2" no longer require a "Background" layer as the game now renders the paper background automatically.
  • Items (items.xml).
  • Added the following properties:
  • shopprice: Sets a custom shop price for this item.
  • initcharge: Overrides the initial charge for this item (this can be used for active items that do not start with a full charge).
  • chargetype: Can be set one of the following 3 values: normal (recharges on room clear), timed (recharges over time), special (never recharges automatically, cannot be recharged by batteries or item effects).
  • passivecache: If set to true on an active item, evaluates the player’s stats on pickup like a passive item rather than when using the item.
  • hidden: If set to true, cannot be obtained in game unless explicitly spawned or given to the player.
  • persistent: If set to true, temporary effects tied to this item persist between rooms.
  • quality: Sets the quality of this item (0 to 4, where 0 is the lowest quality and 4 is the highest).
  • tags: Adds one or more tags to this item (see items_metadata.xml for reference).

Lua changes

  • Added a new include() function which acts like a "raw" version of require() and will always load the specified file even if it was loaded before.
  • Fixed the spelling of EntityPlayer:GetMaxPocketItems() and EntityPlayer:DropPocketItem().
  • Previous spellings are still present for backwards compatibility but should no longer be used.
  • Sprite:SetFrame() can now be called with only an int argument, this will adjust the current frame for the current animation without stopping it.
  • Vector multiplication is now commutative (number * vector is a valid operation) and supports element-wise vector by vector multiplication.
  • Color(R, G, B, A, RO, GO, BO) has been updated:
  • Only the first three arguments (R, G, B) are required, A defaults to 1 when omitted.
  • The offset parameters (RO, GO, BO) default to 0 when omitted and are now in the 0-1 range instead of 0-255 for consistency.
  • Mods that use this feature will need to be updated.
  • Added constants Vector.Zero, Vector.One and Color.Default for convenience purposes.
  • Updated Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false).
  • If Tainted is omitted or set to false, only matches non-tainted characters.
  • If Tainted is set to true, only matches tainted characters.
  • Tear flags are now represented by the BitSet128 data type, this was a necessary change due 64 bits no longer being enough to hold every tear effect in the game.
  • Most AB+ mods should be backwards compatible, however due to a limitation from Lua, expressions such as "Tear.TearFlags & TearFlags.TEAR_POISON == 0" no longer work correctly.
  • This can be quickly fixed by either replacing "==" with "<=", replacing 0 with TearFlags.TEAR_NORMAL, or using the convenience functions below.
  • The following convenience functions have been added:
  • void Entity_Tear:AddTearFlags(BitSet128 Flags).
  • void Entity_Tear:ClearTearFlags(BitSet128 Flags).
  • boolean Entity_Tear:HasTearFlags(BitSet128 Flags).
  • void Entity_Bomb:AddTearFlags(BitSet128 Flags).
  • void Entity_Bomb:ClearTearFlags(BitSet128 Flags).
  • boolean Entity_Bomb:HasTearFlags(BitSet128 Flags).
  • void Entity_Laser:AddTearFlags(BitSet128 Flags).
  • void Entity_Laser:ClearTearFlags(BitSet128 Flags).
  • boolean Entity_Laser:HasTearFlags(BitSet128 Flags).
  • void Entity_Knife:AddTearFlags(BitSet128 Flags).
  • void Entity_Knife:ClearTearFlags(BitSet128 Flags).
  • boolean Entity_Knife:HasTearFlags(BitSet128 Flags).
  • Updated EntityProjectile:
  • Added:
  • void ClearProjectileFlags(int Flags).
  • boolean HasProjectileFlags(int Flags).
  • MC_PRE_SPAWN_CLEAN_AWARD, MC_PRE_NPC_UPDATE and all MC_PRE_xxx_COLLISION callbacks will now only skip remaining callbacks when returning a non-nil value.
  • MC_GET_SHADER_PARAMS will now only skip remaining callbacks when returning a table.
  • Updated arguments passed to MC_USE_CARD (int CardId, EntityPlayer Player, int UseFlags).
  • Updated arguments passed to MC_USE_PILL (int PillId, EntityPlayer Player, int UseFlags).
  • Updated arguments passed to MC_PRE_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData).
  • Updated arguments passed to MC_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData).
  • If a table is returned instead of a boolean, the following fields can be set to a non-nil value for extra functionality:
  • Discharge: Determines whether the item should be discharged or not after being used.
  • Remove: Determines whether the item should be removed from the player or not after being used.
  • ShowAnim: Plays the default use animation if set to true (equivalent to simply returning true in AB+).
  • Updated PlayerTypes.ActiveItemDesc.
  • Added:
  • int TimedRechargeCooldown: Number of frames before an item with a timed cooldown can recharge again (used by Spin To Win to pause its recharge after fully discharging it).
  • float PartialCharge: How close the item is to gaining another charge (0-1 range, used by 4.5 Volt).
  • int VarData: Holds extra information for some active items (such as the number of uses for Jar of Wisps).
  • Removed:
  • boolean Lock.
  • Updated EntityPickup:
  • Added:
  • int OptionsPickupIndex: Any non-zero value causes the item to form an option group with any other item with the same OptionsPickupIndex value.
  • When an item belonging to an option group is picked up, all other items belonging to the same group disappear.
  • 0 is the default value and means the item doesn’t belong to any group.
  • Removed:
  • boolean TheresOptionsPickup: see above.
  • Updated GridEntity:
  • Added:
  • RNG GetRNG().
  • The object returned from this function is now a reference rather than a copy.
  • Sprite GetSprite().
  • Same as above.
  • Removed:
  • RNG RNG.
  • Sprite Sprite.
  • Updated Sprite:
  • Added:
  • string GetAnimation().
  • string GetOverlayAnimation().
  • Updated EntityPlayer:
  • Added:
  • void ChangePlayerType(PlayerType Type).
  • void AddBrokenHearts(int Num).
  • int GetBrokenHearts().
  • void AddRottenHearts(int Num).
  • int GetRottenHearts().
  • boolean CanPickRottenHearts().
  • void AddSoulCharge(int Num).
  • void SetSoulCharge(int Num).
  • int GetSoulCharge().
  • int GetEffectiveSoulCharge().
  • void AddBloodCharge(int Num).
  • void SetBloodCharge(int Num).
  • int GetBloodCharge().
  • int GetEffectiveBloodCharge().
  • EntityPlayer GetMainTwin().
  • EntityPlayer GetOtherTwin().
  • boolean TryHoldEntity(Entity Ent).
  • Entity ThrowHeldEntity(Vector Velocity).
  • EntityFamiliar AddFriendlyDip(int Subtype, Vector Position).
  • EntityFamiliar ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero).
  • EntityFamiliar AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false).
  • EntityFamiliar AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false).
  • void TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL).
  • EntityFamiliar AddSwarmFlyOrbital(Vector Position).
  • int GetNumGigaBombs().
  • void AddGigaBombs(int Num).
  • CollectibleType GetModelingClayEffect().
  • void AddCurseMistEffect().
  • void RemoveCurseMistEffect().
  • boolean HasCurseMistEffect().
  • boolean IsCoopGhost().
  • EntityFamiliar AddMinisaac(Vector Position, boolean PlayAnim = true).
  • void SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false).
  • Updated all enums (see enums.lua).

The Binding of Isaac Repentance v4.0.3 Patch Notes

General fixes

  • Vengeful Spirit deals a lot more contact damage, before it was dealing much less than intended.

  • Hostile enemies spawned glitch items no longer deal instant damage, so the player gets a small amount of time to get away from them.

  • Fixed Vanishing Twin being able to turn into Dark Esau.

  • Fixed Locust of War + Brimstone Bombs being able to damage the player when spawned by Cricket Leg.

  • Fixed a bug which caused the first two floors of the alternate path to always share the same variant, making it impossible to see both Downpour and Dross in the same run.

General modding changes

  • Mods are now stored in a "mods" folder in the same directory as the rest of the game files.

  • This directory can be easily accessed by right clicking The Binding of Isaac: Rebirth in the Steam library, then clicking on "Properties", "Local Files", and finally "Browse...".

  • Mod save data is now stored separately in a "data" folder, meaning that updating or unsubscribing from a mod will no longer cause its save data to be wiped.

  • The name of the subfolder used to store save data is determined by the "directory" property in metadata.xml.

  • Added a loading screen that appears when installing or updating mods from Steam Workshop.

XML changes

  • Players (players.xml).

  • Added the following properties:

  • broken: Number of broken hearts this player begins with.

  • pocketActive: Gives this player the specified starting active item in the pocket item slot.

  • birthright: The unique description that should be displayed when this character picks up Birthright.

  • bSkinParent: If present, marks this character as the "tainted" version of the regular character that bears the specified name.

  • Usually, this should be set to the same name as the character, unless the tainted and regular version of this character bear different names.

  • If there is no regular character to attach to, this character will not be available in the character selection menu.

  • hidden: If set to "true", hides this character from the character selection menu.

  • Custom coop selection graphics can be set for all modded characters by supplying the following animation file (non-tainted characters only):

  • "content/Coop Menu.anm2": Must contain one animation per character, each animation must bear the same name as the character it was made for.

  • Custom menu graphics can be set for tainted characters by supplying the following animation files:

  • "content/CharacterMenuAlt.anm2".

  • "content/CharacterPortraitsAlt.anm2".

  • "content/Death Screen Alt.anm2".

  • "content/Coop Menu Alt.anm2".

  • "content/CharacterMenu.anm2" and "content/CharacterMenuAlt.anm2" no longer require a "Background" layer as the game now renders the paper background automatically.

  • Items (items.xml).

  • Added the following properties:

  • shopprice: Sets a custom shop price for this item.

  • initcharge: Overrides the initial charge for this item (this can be used for active items that do not start with a full charge).

  • chargetype: Can be set one of the following 3 values: normal (recharges on room clear), timed (recharges over time), special (never recharges automatically, cannot be recharged by batteries or item effects).

  • passivecache: If set to true on an active item, evaluates the player’s stats on pickup like a passive item rather than when using the item.

  • hidden: If set to true, cannot be obtained in game unless explicitly spawned or given to the player.

  • persistent: If set to true, temporary effects tied to this item persist between rooms.

  • quality: Sets the quality of this item (0 to 4, where 0 is the lowest quality and 4 is the highest).

  • tags: Adds one or more tags to this item (see items_metadata.xml for reference).

Lua changes

  • Added a new include() function which acts like a "raw" version of require() and will always load the specified file even if it was loaded before.

  • Fixed the spelling of EntityPlayer:GetMaxPocketItems() and EntityPlayer:DropPocketItem().

  • Previous spellings are still present for backwards compatibility but should no longer be used.

  • Sprite:SetFrame() can now be called with only an int argument, this will adjust the current frame for the current animation without stopping it.

  • Vector multiplication is now commutative (number * vector is a valid operation) and supports element-wise vector by vector multiplication.

  • Color(R, G, B, A, RO, GO, BO) has been updated:

  • Only the first three arguments (R, G, B) are required, A defaults to 1 when omitted.

  • The offset parameters (RO, GO, BO) default to 0 when omitted and are now in the 0-1 range instead of 0-255 for consistency.

  • Mods that use this feature will need to be updated.

  • Added constants Vector.Zero, Vector.One and Color.Default for convenience purposes.

  • Updated Isaac.GetPlayerTypeByName(string Name, boolean Tainted = false).

  • If Tainted is omitted or set to false, only matches non-tainted characters.

  • If Tainted is set to true, only matches tainted characters.

  • Tear flags are now represented by the BitSet128 data type, this was a necessary change due 64 bits no longer being enough to hold every tear effect in the game.

  • Most AB+ mods should be backwards compatible, however due to a limitation from Lua, expressions such as "Tear.TearFlags & TearFlags.TEAR_POISON == 0" no longer work correctly.

  • This can be quickly fixed by either replacing "==" with "<=", replacing 0 with TearFlags.TEAR_NORMAL, or using the convenience functions below.

  • The following convenience functions have been added:

  • void Entity_Tear:AddTearFlags(BitSet128 Flags).

  • void Entity_Tear:ClearTearFlags(BitSet128 Flags).

  • boolean Entity_Tear:HasTearFlags(BitSet128 Flags).

  • void Entity_Bomb:AddTearFlags(BitSet128 Flags).

  • void Entity_Bomb:ClearTearFlags(BitSet128 Flags).

  • boolean Entity_Bomb:HasTearFlags(BitSet128 Flags).

  • void Entity_Laser:AddTearFlags(BitSet128 Flags).

  • void Entity_Laser:ClearTearFlags(BitSet128 Flags).

  • boolean Entity_Laser:HasTearFlags(BitSet128 Flags).

  • void Entity_Knife:AddTearFlags(BitSet128 Flags).

  • void Entity_Knife:ClearTearFlags(BitSet128 Flags).

  • boolean Entity_Knife:HasTearFlags(BitSet128 Flags).

  • Updated EntityProjectile:

  • Added:

  • void ClearProjectileFlags(int Flags).

  • boolean HasProjectileFlags(int Flags).

  • MC_PRE_SPAWN_CLEAN_AWARD, MC_PRE_NPC_UPDATE and all MC_PRE_xxx_COLLISION callbacks will now only skip remaining callbacks when returning a non-nil value.

  • MC_GET_SHADER_PARAMS will now only skip remaining callbacks when returning a table.

  • Updated arguments passed to MC_USE_CARD (int CardId, EntityPlayer Player, int UseFlags).

  • Updated arguments passed to MC_USE_PILL (int PillId, EntityPlayer Player, int UseFlags).

  • Updated arguments passed to MC_PRE_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData).

  • Updated arguments passed to MC_USE_ITEM (int ItemId, RNG ItemRng, EntityPlayer Player, int UseFlags, int ActiveSlot, int CustomVarData).

  • If a table is returned instead of a boolean, the following fields can be set to a non-nil value for extra functionality:

  • Discharge: Determines whether the item should be discharged or not after being used.

  • Remove: Determines whether the item should be removed from the player or not after being used.

  • ShowAnim: Plays the default use animation if set to true (equivalent to simply returning true in AB+).

  • Updated PlayerTypes.ActiveItemDesc.

  • Added:

  • int TimedRechargeCooldown: Number of frames before an item with a timed cooldown can recharge again (used by Spin To Win to pause its recharge after fully discharging it).

  • float PartialCharge: How close the item is to gaining another charge (0-1 range, used by 4.5 Volt).

  • int VarData: Holds extra information for some active items (such as the number of uses for Jar of Wisps).

  • Removed:

  • boolean Lock.

  • Updated EntityPickup:

  • Added:

  • int OptionsPickupIndex: Any non-zero value causes the item to form an option group with any other item with the same OptionsPickupIndex value.

  • When an item belonging to an option group is picked up, all other items belonging to the same group disappear.

  • 0 is the default value and means the item doesn’t belong to any group.

  • Removed:

  • boolean TheresOptionsPickup: see above.

  • Updated GridEntity:

  • Added:

  • RNG GetRNG().

  • The object returned from this function is now a reference rather than a copy.

  • Sprite GetSprite().

  • Same as above.

  • Removed:

  • RNG RNG.

  • Sprite Sprite.

  • Updated Sprite:

  • Added:

  • string GetAnimation().

  • string GetOverlayAnimation().

  • Updated EntityPlayer:

  • Added:

  • void ChangePlayerType(PlayerType Type).

  • void AddBrokenHearts(int Num).

  • int GetBrokenHearts().

  • void AddRottenHearts(int Num).

  • int GetRottenHearts().

  • boolean CanPickRottenHearts().

  • void AddSoulCharge(int Num).

  • void SetSoulCharge(int Num).

  • int GetSoulCharge().

  • int GetEffectiveSoulCharge().

  • void AddBloodCharge(int Num).

  • void SetBloodCharge(int Num).

  • int GetBloodCharge().

  • int GetEffectiveBloodCharge().

  • EntityPlayer GetMainTwin().

  • EntityPlayer GetOtherTwin().

  • boolean TryHoldEntity(Entity Ent).

  • Entity ThrowHeldEntity(Vector Velocity).

  • EntityFamiliar AddFriendlyDip(int Subtype, Vector Position).

  • EntityFamiliar ThrowFriendlyDip(int Subtype, Vector Position, Vector Target = Vector.Zero).

  • EntityFamiliar AddWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false, boolean DontUpdate = false).

  • EntityFamiliar AddItemWisp(int Subtype, Vector Position, boolean AdjustOrbitLayer = false).

  • void TriggerBookOfVirtues(CollectibleType Type = CollectibleType.COLLECTIBLE_NULL).

  • EntityFamiliar AddSwarmFlyOrbital(Vector Position).

  • int GetNumGigaBombs().

  • void AddGigaBombs(int Num).

  • CollectibleType GetModelingClayEffect().

  • void AddCurseMistEffect().

  • void RemoveCurseMistEffect().

  • boolean HasCurseMistEffect().

  • boolean IsCoopGhost().

  • EntityFamiliar AddMinisaac(Vector Position, boolean PlayAnim = true).

  • void SetPocketActiveItem(CollectibleType Type, ActiveSlot Slot = ActiveSlot.SLOT_POCKET, boolean KeepInPools = false).

  • Updated all enums (see enums.lua).

The Binding of Isaac Repentance v4.0.3 Patch Notes

General fixes

  • Fixed Ashpit crashing the game when lighting is disabled.
  • Fixed some challenges showing up as locked despite being previously available.
  • Fixed several controller rebinding issues with Jacob and Esau and other controllable player entities (i.e. Strawman, Found Soul).
  • Fixed the Void portal having no animation in Mausoleum 2 under certain circumstances.
  • Fixed Tech X rings bouncing endlessly with Rubber Cement.
  • Fixed bouncy and orbiting tears never disappearing in side scrolling sections.
  • Fixed Mucormycosis tears becoming much larger than intended when splitting.
  • Fixed Ultra Greed’s health bar not disappearing as intended during his death animation.
  • Fixed Ultra Greedier not having boss armor (that was a bug sorry!).
  • Fixed items generated by TMTRAINER not being saved correctly by Glowing Hour Glass or upon saving and resuming a run.
  • Fixed Spirit Sword and Urn of Souls not triggering effects that occur when tears are fired (i.e. Isaac’s Tears, Mom’s Wig, Immaculate Heart).
  • Fixed pause screen sometimes not playing its appear animation.
  • Fixed Wild Card being tied to the wrong achievement.
  • Fixed the Backasswards challenge giving the player two of each key piece.
  • Fixed items not being removed correctly each floor in the Backasswards challenge.
  • Fixed 1up causing Dark Judas to die instantly upon reviving.
  • Fixed an infinite loop caused by using the Joker in an Angel shop.
  • Fixed "Lazarus" sometimes turning into Isaac upon saving and resuming a run.
  • Fixed some rooms not being saved correctly in Greed Mode, causing crashes upon resuming a run (this was most notable with crawlspaces).
  • Fixed "The Forgotten" not showing any items on the gameover screen.
  • Fixed golden trinkets not being saved correctly upon resuming a run.
  • Fixed Delirious breaking the backdrop in a certain final boss fight.
  • Fixed Delirium’s death static effect sometimes not rendering correctly.
  • Fixed Red Key becoming unusable when absorbed by Void.
  • Fixed co-op player respawns in Greed Mode.
  • Fixed a crash that could occur from throwing rocks.
  • Fixed a crash that occurred when using Glowing Hour Glass under certain circumstances in co-op mode.
  • Fixed Bethany reviving at one half soul heart instead of one half red heart with Guppy’s Collar.
  • Fixed Thunder Thighs / Leo killing the player if they touched a spike rock at one half soul heart.
  • Fixed a softlock from Ventricle Razor being used on a certain final boss fight.

Changes

  • Raised the cooldown of Blank Card from 2 to 4 when used with Holy Card.
  • Souls dropped by enemies with the Urn of Souls are now automatically collected when exiting the room.
  • Added a few more unique Dirty Mind dips for certain special poops.
  • The following items now count towards the Planetarium unlock: Deck of Cards, Tarot Cloth, Zodiac, Card Reading, Echo Chamber.
  • The following items can no longer by found by "The Lost": Best Bud, Hallowed Ground.
  • Rotten hearts will now be replaced by half red hearts in room layouts that contain them if they haven’t been unlocked yet.
  • Red Key can no longer be obtained in Greed Mode.
  • Brimstone/Technology+Ipecac+Ludovico now only starts exploding 1 second after entering a room and no longer explodes on contact with room boundaries (this could cause unavoidable damage).
  • Added unique appearances for Book of Virtues wisps created from Delirious and Mom’s Bracelet.

The Binding of Isaac Repentance v4.0.2 Patch Notes

General fixes

  • Fixed a crash caused by teleporting in Mines/Ashpit II (for real this time!).
  • Fixed Death Certificate crashing the game when used in the Void.
  • Fixed Member Card and the Stairway crashing in Greed Mode.
  • Fixed a rare crash caused by using Potato Peeler right as the player is respawning from an extra life.
  • Fixed a softlock caused by white champion Peeping Fatties.
  • Fixed a potential softlock when fighting a certain version of Death.
  • Fixed a softlock caused by trapdoors incorrectly staying closed on XL floors in the Isaac’s Awakening challenge.
  • Fixed a softlock caused by entering an XL floor on a certain secret path.
  • Fixed player spawning in the wrong spot in a special version of Basement I, sometimes resulting in unavoidable damage.
  • Fixed a certain red door closing itself when it shouldn’t.
  • Fixed an issue preventing Dad’s Key and Filigree Feather from being unlocked.
  • Fixed alternate credits music not playing after unlocking Blue Baby.
  • Fixed certain voices not stopping when quitting or restarting a run.
  • Fixed Confessionals not paying out with Angel room items as intended.
  • Fixed The Lost’s Birthright not blacklisting items as intended.
  • Fixed familiars spawned by Giant Cell causing the Forgotten to be pushed back when hitting enemies with their melee attack.
  • Fixed the Eraser causing a rare crash in the D____ fight.
  • Health Up and Health Down horse pills now play their correct announcer lines.
  • Fixed cancelling the Red Candle causing it to briefly appear as the regular blue Candle in Isaac’s hands before disappearing.
  • Fixed a certain final boss not counting as "beating the game" and not granting Eden tokens.
  • Fixed ""Eden"" not taking Eden tokens away when restarting a run.
  • Fixed a certain dark twin still attempting to attack the player during certain cutscenes.
  • Fixed Brimstone Bombs causing self-damage in the Hot Potato challenge.
  • Fixed being able to create trapdoors in Corpse 2 or Corpse XL.
  • Red Key can no longer create doors to the Error Room on final floors.
  • Fixed double tap items having flipped controls in a certain secret area.
  • Fixed active items obtained in a certain secret area having no charge.
  • Fixed Ventricle Razor being able to create portals between dimensions (i.e. some secret areas).
  • Fixed being able to teleport out of a certain final boss fight using Ventricle Razor.
  • Fixed another bug which prevented daily runs from ending properly.
  • Fixed tarot card dropped from a certain special rock sometimes turning into a sack if the player has Sack Head.
  • This same tarot card will now turn into Telepills if the player has Little Baggy.
  • Fixed R Key not resetting the game properly and causing softlocks on certain paths.

Changes and improvements

  • Increased the drop rate of soul hearts from blue fires from 10% back to 25% in Normal Mode.
  • Increased lighting around the player in Curse of Darkness.
  • Soul heart devil deals can now be taken even if the player cannot afford them.
  • Removed double tap trigger from Dark Arts since it could often be accidentally triggered.
  • Dark Bum can no longer be found by ""The Lost"".
  • Dark Bum and Brimstone Bombs now cost 1 heart container in deals with the devil.
  • Added a few more missing Bestiary entries.
  • Genesis room will now contain a trapdoor back to the starting room on final floors.
  • Helper summoned by Soul of the Forgotten now deals more damage and constantly swings its bone as long as the attack buttons are held down instead of charging a bone throw.
  • Bombs thrown by a certain end game boss now interact as expected with Safety Scissors.
  • Added a charge bar to Sumptorium to indicate when a blood clot will be spawned.
  • White fires no longer trigger on-hit effects.
  • Sacrifice room spikes will no longer teleport the player to the Dark Room when on a challenge or daily run that does not end there.

Misc

  • Updated various room layouts.

The Binding of Isaac Repentance v4.0.1 Patch Notes

Balance changes

  • Chance to find max level Shops in Hard mode increased to 50%, and back to how they were previously in normal mode.
  • Added Restock Machines back to Shops, with a 25% chance to replace the Donation Machine.
  • Tinted rocks are now more common in Hard mode and back to how they were previously in normal mode.

General fixes

  • Fixed a crash caused by dying and reviving during the Rotgut fight.
  • Fixed a crash caused by Mucormycosis tears.
  • Reap Creep can no longer appear on the Scat Man challenge to reduce the likelihood of unfair softlocks.
  • Fixed I Found Pills causing Keeper, Apollyon, Blue Baby and the Forgotten’s head to disappear.
  • Fixed Chub and other bomb eating bosses causing a crash when swallowing rockets.
  • Fixed being able to unlock Golden Razor by saving and resuming a run or by entering a certain area.
  • Fixed Doctor’s Remote getting cancelled when taking damage before the rocket hits the ground.
  • Fixed Delirium’s death animation getting stuck in an endless loop when he dies while slowed or sped up.
  • Added a tentative fix for corrupted graphics caused by burrowing enemies on AMD graphics drivers.
  • Entering certain floors now attempts to place the player in a safe spot to prevent instant damage from any room hazards.
  • Fixed pickup animation getting stuck when using certain active items while holding a red bomb.
  • Fixed Bestiary entries for some Vis enemies that were missing graphics.
  • Touching certain fires no longer triggers Shard of Glass’ bleed effect.
  • Touching certain fires no longer rerolls Eden.
  • Fixed an unintended interaction with certain fires and Pyromaniac.
  • Fixed a rare situation involving Eden tokens which could cause the character selection menu to be stuck on the wrong side.
  • Fixed a crash caused by using Dark Arts while having Midas’ Touch.
  • Fixed Butter allowing single use items to be reused endlessly.
  • Fixed Wormwood sometimes getting stuck underwater when slowed down.
  • Lightning flashes in Downpour have had their brightness reduced to accommodate for users with sensitive vision.

Book of Virtues fixes

  • Added D12 wisps.
  • Fixed Spin To Win wisps not dying as expected.
  • Fixed a crash caused by Box of Friends wisps.
  • Fixed a possible crash caused by Diplopia wisps.
  • Fixed a possible crash caused by Compost wisps.
  • Fixed a possible crash caused by Stitches wisps.
  • Fixed a possible crash caused by Ventricle Razor wisps.
  • Fixed interaction between wisps and BFFs.

Co-op fixes

  • Fixed infinite boss item respawn exploit.
  • Dead co-op players are now revived only when the end-of-floor boss is defeated.
  • Fixed challenge runs.
  • Fixed dead co-op player being able to unlock certain doors.
  • Fixed not being able to start co-op if Player 1 has one or less red hearts.

Misc

  • Added several missing bestiary entries.
  • Updated various room layouts.
  • Updated sprites for Sins and Super Sins.

The Binding of Isaac Repentance v4.0.0 Patch Notes

General Changes

  • Coop can now be played with multiple, separate characters instead of babies. If played with multiple characters, bosses will drop multiple items.
  • Greed Mode now features floor alts (Burning Basement, Necropolis, etc).
  • Challenge room waves are now randomized, and each floor features unique waves (previously they were shared for every alt floor in a chapter).
  • Small boss rooms and small miniboss rooms have been disabled.
  • Rooms with portal enemies now only appear in The Void.
  • Rooms with spikes directly next to the entrance have been adjusted. The spikes are either moved away from the door or blocked off.
  • Adjusted the appearance rate of many special rooms to be more balanced (the black poop super secret room is now rarer, for example).
  • The item tracker now includes a "mini" option, allowing for more items to be displayed at once.
  • Black hearts no longer pause the game with an animation when lost. New, less intrusive effects have been added for them.
  • The tears stat on the HUD now displays as "tears per second" (previously displayed delay between tears in frames).
  • The range stat on the HUD now displays the amount of effective range in tiles (this also fixes misleading cases like Mini Mush/Kidney Stone).
  • Devil/angel chances on the HUD have changed to display the chance the respective deal will appear (previously displayed the chance for an angel deal to replace a devil deal).
  • Duplicate items now show up on the item tracker/pause menu/game over screen.
  • Smelted/gulped trinkets now show up on the item tracker.
  • It is now possible to pick up two of the same trinket (if it was duplicated). Effects can stack.
  • Sacks can now be sold in shops for 7¢.
  • Items/mechanics that damage red hearts first now ignore eternal hearts instead of removing them.
  • Bombs now flash corresponding to their detonation timer, instead of exploding without warning.
  • Curse of the Maze now avoids teleporting players to already explored rooms.
  • Brightness around players has been increased in order to aid visibility in Curse of Darkness on lower gamma settings.
  • The pixelation visual effect (used by Retro Vision and stage transitions) has been reworked, and is generally less blurry/painful to look at.
  • Retro Vision now lasts a set amount of time instead of going away and returning at random intervals.
  • Mom’s Dressing Table has been moved from the starting room to bedrooms.
  • Spider Mod now features color coded health bars and more accurate damage information.
  • Enemies now die upon reaching zero health. Previously, enemies needed to reach negative health to die. This mostly improves the lethality of items that deal fixed damage.
  • "Moldy Bread" has been renamed to "Midnight Snack". Pickup quote changed to "HP up".
  • Rooms with water in them now automatically extinguish fireplaces. Most Flooded Caves rooms have fireplaces pre-extinguished, and the Flush item will extinguish fireplaces in the room upon use.
  • "Delete Save" confirmation dialog now defaults to "No" instead of "Yes".
  • "goto" console command now accepts the prefix "x" for special rooms from the current stage.
  • Many minor tweaks and improvements to various pickup animations.
  • Slightly tweaked enemies with Larry Jr style behavior to have smoother movement.
  • Chubber’s chomping maggot projectile now dies when the Chubber does, instead of returning to the original firing position and disappearing.
  • If pits are near the trap door that spawns after a boss, they will now be automatically filled and become walkable. This prevents situations where a trap door could block off devil/angel doors.
  • Challenge room doors re-close if Isaac no longer meets their entry conditions while in the adjacent room.
  • Removed jittering from Technology lasers and adjusted hit detection to be more accurate.
  • Removed Greed Gapers from treasure rooms.
  • Removed the forced delay between Portable Slot uses.
  • Reworked smelted trinkets to have a more consistent implementation (they are now shared between coop babies and can be removed or rerolled by items such as the D4 and Clicker).
  • Dingle now shoots poop shots instead of blood shots (aside from the red champion), to be consistent with other poop enemies.
  • Ulcers now fire blood shots in arcs instead of in straight lines.
  • Challenge rooms no longer interrupt the floor music theme pre-ambush.
  • Minibosses now use the ambush theme instead of the regular boss theme.
  • Red Candle flames, and flames spawned by certain enemies, now play a sound and animation when extinguished.
  • Head costumes now deform along with the player’s head when firing charged attacks, such as Brimstone.
  • The decapitated body from Pinking Shears now uses the player’s costumes.
  • Floor music layers can now play if the room’s enemies’ total HP reaches a certain threshold (previously required a certain amount of enemies in a room to play the music layer).
  • Light beams (such as Crack the Sky beams or the Cathedral’s entrance beam) and many tear effects now properly light up dark rooms.
  • Homing tears now target enemies much more reliably.
  • Timed recharge items now recharge immediately upon room clear, and from certain item effects (such as Habit or Charged Baby).
  • 9 Volt and Jumper Cables no longer play the "item ready" sound effect when only granting partial charge.
  • The Left Hand and Humbl