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?
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 Humbleing Bundle no longer change already existing chests/pickups.
- Mimic chests have been updated to be more subtle in their appearance.
- Items seen once in shops are now far less likely to reappear.
- It is now possible to see items again that have been rerolled away from by full run reroll effects (this should prevent "Breakfasting" with them).
- Dead Cat and Halo of Flies are no longer immune to full run reroll effects. They are also no longer counted as multiple items for scoring purposes.
- Pretty Flies are no longer counted as items for scoring purposes.
- Most weapons and tear effects now induce knockback on enemies and bombs.
- Farts from both players and enemies can now push bombs and pickups.
- Fires left behind by enemies can now be extinguished by player attacks, and are more visually distinct.
- The use animation on most active items has been shortened, allowing players to attack again more quickly than before.
- Lucky pennies now use translation strings and show their name when picked up, with "Luck up" being the description.
- Restored the original description for the "I Found Pills" pill effect.
- Beggars and machines no longer drop item pedestals when bombed in The Chest/Dark Room.
- Demon beggars now always drop hostile spiders when bombed.
- Bomb bums now retaliate when bombed.
- Certain enemy replacements no longer happen on inappropriate floors (no Mushrooms in Womb, no Blisters in Basement, etc).
- The Nail now gives Isaac blood tears while the effect is active.
- Pin and its variants spawn less excessively large blood explosions on death.
- Tonsil is no longer considered an item, meaning Eden cannot start with it and it doesn’t appear on the collection page.
- Mama Mega’s effect now blows up machines, beggars, and fireplaces.
- Composite enemies (such as Mr. Maw) now show up as a single entry in the Bestiary.
- "Choice" pedestals (such as those found in angel rooms or boss rush) now remember that they’re supposed to be a choice when duplicated or moved out of the room.
- Blood stain from the character selection menu now uses multiply blending so it no longer obscures starting item names.
- Ludovico tears no longer move towards the player when no enemies are present in the room.
- Leaving a crawlspace from any unintended direction now teleports the player to the Error room.
- Fireplaces, movable TNT barrels, and all invincible stone type enemies (i.e. Stone Grimaces, Stonies) now follow obstacle rules when colliding with tears (piercing shots are blocked, spectral shots pass through).
- Mom’s Heart/It Lives now has a small delay before spawning the two Eye enemies at the start of the fight.
- Restored Blastocyst’s intro animation from the original game.
- Restored Gurdy’s taunting laugh animation (after hitting the player) from the original game.
Updated
- Updated the boss intros to have more depth and animation, similar to the original game.
- Updated the transformation lists to include more previously uncounted items.
- Updated the descriptions of various items to be more accurate/informative.
- Updated sprites for various enemies, bosses, items, obstacles, characters, and more.
- Updated some perma-charmed enemies to be less annoying with their attacks and sounds in cleared rooms.
- Updated the Dank Depths backdrop and pits.
- Updated the Burning Basement and Cathedral to have light sources from the backdrop.
- Updated water from the Flooded Caves, Scarred Womb, and Flush item to have reflections.
- Updated the player teleport animation to respect the silhouette of certain characters.
- Updated the colors of Lil Delirium’s attacks.
- Updated the charge attacks of the Pony items to have new visual and sound effects.
- Updated Bestiary animations for some enemies.
- Updated the "Mr. Resetter!" achievement to unlock scared hearts. Half soul hearts are now tied to the "Everything is Terrible" achievement.
- Updated Schoolbag to display the secondary active item to the top left of the primary active, instead of being in the bottom right of it. It also no longer displays a HUD icon when empty.
- Updated many of the "giant book" animations.
- Updated all familiar animations to use interpolation.
- Updated the stat marks on the pause screen to be more accurate.
- Updated the list of possible effects from 3 Dollar Bill and Liberty Cap.
- Updated the list of possible familiars from Monster Manual.
- Updated the sorting and placement of character completion marks.
- Updated some trinkets to support doubled effects from Mom’s Box.
- Updated the hit detection of curse room doors to prevent situations where it may not damage players entering at high speeds.
- Updated many existing room layouts and certain Greed Mode waves to make them more consistently fair.
- Certain floor alts now share less rooms/enemies with each other, in order to make them more distinct.
- Added new music tracks for Utero, Super Secret Rooms, Boss Rush, and the credits (after Blue Baby has been unlocked).
Added
- Added new visual effects for Utero.
- Added new doors for dice rooms, chest rooms, sacrifice rooms, libraries, and shops.
- Added minor color correction for various floors/special rooms.
- Added a familiar chain priority system. Incubus will always be closest to the player, Lil Brimstone second. The rest of the shooting familiars have equal priority, with non-damaging familiars last.
- Added "rune shards", which are weaker versions of existing runes. They only appear if not all runes have been unlocked.
- Added new minimap icons for sacks, crawlspaces, runes, beggars, machines, and the dressing table.
- Added new icons for challenge destinations.
- Added narration voice lines for the cards that did not have them (Era Walk, Huge Growth, Ancient Recall).
- Added new death effects for the Steven boss.
- Added unique item costumes for Keeper, Blue Baby, Apollyon, and Dark Judas.
- Added unique bomb appearances for Bomber Boy, Scatter Bombs, and golden bombs.
- Added a unique card back for Ancient Recall.
- Added visual and sound indicators for Scapular’s effect activation.
- Added extra visual feedback and use effects for Potato Peeler and Sharp Straw.
- Added extra effects to Tech X so laser rings can be seen appearing and disappearing.
- Added "heart flash" HUD effect when gaining hearts or healing.
- Added a slow pulsing outline HUD effect for cards that would be buffed by Tarot Cloth.
- Added an aim direction buffer to assist with firing charged attacks diagonally, such as Mom’s Knife.
- Added tons of new synergies between existing items.
- Added thousands of new room layouts.
- Added 9 new challenges.
- Added 2 new characters.
- Added 150+ new items.
- Added 100+ new enemies.
- Added 25+ new bosses.
- Added a new coloring system for champion enemies.
- Added new curse icons under the minimap.
- Added dust particles on death for bone enemies.
- Added new attacking visual effects for many enemies, and new effects for enemies with stomp attacks (i.e. Monstro).
- Added a dotted line for Marked between Isaac and the target.
- Added an animation for using golden keys on key blocks (previously it just reused the normal key animation).
- Added visual effects for certain champions to make their effects more clear (most notably the Pulsing Red and Pulsing Dark Gray champions).
- Added visual and sound effects for losing Holy Mantle/Blanket/Holy Card shields.
- Added visual telegraph for when Eye enemies are about to attack.
- Added visual telegraph for red/purple fireplace attacks.
- Added a visual and sound telegraph for Lil Haunt attacks.
- Added a visual fart cloud effect when spawning a No. 2 bomb.
- Added new visual and sound effects for Mama Mega’s explosion.
- Added many missing enemy death portraits.
- Added a new visual effect for Telekinesis.
- Added new sound effects for Brimstone, Glass Cannon, Technology, Tech X, Holy Mantle, Death’s Touch, Crack the Sky, Clicker, Book of Belial, Eye of Greed, Uriel/Gabriel’s wings and attacks, Stonies, coin pickups, special rock destruction, Arcade doors, blood donation machines, challenge room doors, enemy deaths, black heart loss, Globin regeneration, small/large explosions, menu scrolling, enemy spawning, and the pause menu.
Fixed
- Fixed Leeches not pathfinding correctly in rooms with pits.
- Fixed Leeches not being properly locked along their charging axis (they no longer wildly bounce from tear knockback).
- Fixed full run reroll effects not properly removing rerolled items from item history.
- Fixed Whore of Babylon not activating for the current room when fulfilling the conditions through means other than damage (Guppy’s Paw, Hematemesis, etc).
- Fixed a softlock caused by triggering Death’s List thumbs up animation while falling down a pitfall.
- Fixed poison effects from The Virus and Serpent’s Kiss not dealing damage if Isaac remains in contact with the afflicted enemy.
- Fixed many cases of Book of Revelations failing to generate a horseman boss fight in each chapter.
- Fixed Clicker being able to remove key items, such as The Polaroid/Negative or key pieces.
- Fixed burn sound not being played when Isaac takes contact damage from fireplaces.
- Fixed Odd Mushrooms and Adrenaline causing some item costumes to be improperly scaled.
- Fixed game over screen displaying the wrong location name in Greed Mode.
- Fixed Pin and other related bosses being able to deal contact damage during the same frame they were spawned in.
- Fixed Hot Bombs not always dealing contact damage when they should.
- Fixed some bosses being able to spawn multiple enemies at the exact same location (such as Isaac and Dingle).
- Fixed Ipecac explosions being unable to damage enemies when the tears are too large.
- Fixed a broken synergy between The Ludovico Technique and Explosivo.
- Fixed an issue which caused boss pools to heavily skew towards certain bosses.
- Fixed Greedier mode becoming visible (but impossible to select) when switching languages.
- Fixed using a bed as the Forgotten also giving HP to his alternate form.
- Fixed full heals not affecting the Forgotten’s body when obtained as The Soul.
- Fixed The Forgotten being damaged by lasers generated from the Haemolacria + Jacob’s Ladder synergy.
- Fixed Crown of Light not visually updating when losing health through means other than damage.
- Fixed Mom’s Knife not updating its color when held by Incubus.
- Fixed crawlspace items suddenly having a pedestal underneath them when leaving and reentering the room.
- Fixed Leech being able to heal Isaac more than once per enemy in certain cases.
- Fixed devil/angel rooms and boss rush not being reliably seeded.
- Fixed all off grid rooms not being consistently seeded due to extra special rooms spawning (such as sacrifice rooms or arcades).
- Fixed some player homing attacks targeting perma-charmed enemies. Homing shots from perma-charmed enemies will also no longer target Isaac.
- Fixed a few pathfinding issues with some familiars (especially Bumbo).
- Fixed Hush entrance door skipping its animation when opened while having a golden key.
- Fixed a few animation issues with Rag Man.
- Fixed several seeding issues with item pedestals which caused inconsistent rerolls in seeded runs.
- Fixed Mom rarely ever doing her hand attack when standing near her doors.
- Fixed the D7 not rerolling miniboss drops.
- Fixed the D7 not properly refreshing Greed miniboss rooms.
- Fixed X-Ray Vision and I Can See Forever not always opening secret rooms in The Void.
- Fixed some broken interactions between Camo Undies/Faded Polaroid and other items that change Isaac’s color.
- Fixed being able to survive fatal devil deals by holding certain actives over Isaac’s head and leaving the room (such as Bob’s Rotten Head).
- Fixed blended hearts not being affected by Maggy’s Bow.
- Fixed dying from The Bible on the Satan fight displaying an inappropriate death portrait.
- Fixed unlocked coin doors appearing open even when they are closed.
- Fixed barred doors playing their closing animation upon entering the room.
- Fixed a rare crash caused by Mom’s Knife + Sad Bombs.
- Fixed a rare crash caused by Glitter Bombs.
- Fixed a rare crash caused by Soul Suckers.
- Fixed a rare crash caused by using Undefined in Greed Mode.
- Fixed a rare crash caused by starting with the Error trinket as Eden.
- Fixed Mom’s Toenail immediately stomping if starting with it as Eden.
- Fixed perma-charmed enemies not being properly restored when rewinding with Glowing Hourglass.
- Fixed a bug with eternal flies which could cause their position to become undefined when turning into a normal fly.
- Fixed a lot of enemies not being able to become champions when they should.
- Fixed still being able to take damage from fly enemies on their first frame of spawning when the player has Skatole.
- Fixed Brown Nugget flies not being buffed by Hive Mind/BFFs.
- Fixed the D20 being able to reroll already opened chests into more pickups/chests.
- Fixed Duke of Flies, Husk, and The Wretched not spawning enemies upon death.
- Fixed Red/Blue Candle flames sometimes passing through enemies without damaging them.
- Fixed the D4 sometimes rerolling all items into items from one pool.
- Fixed some enemy kills being counted in the bestiary multiple times per kill.
- Fixed Hagalaz being able to open secret rooms in L rooms.
- Fixed some enemies missing sound effects (such as Super Sloth’s spider throwing attack, Gurdy Jr’s slide, Blastocyst splitting, etc).
- Fixed boss shadows becoming invisible during their death animations.
- Fixed Guts and Wall Huggers starting in an unpredictable direction when spawned next to a fireplace.
- Fixed bad interpolation on Ludovico Technique tears.
- Fixed Spirit of the Night, Dead Dove, Empty Vessel, and Guppy not properly overwriting the front wings layer from other flight items.
- Fixed Epiphora and Maw of the Void not working when blindfolded (which also allows them to be used with Lilith).
- Fixed Little Chubby, Big Chubby, and Bob’s Brain being unable to destroy fireplaces.
- Fixed the Chub spawned after the Matriarch fight rarely being pushed in strange ways by the Fistuloids orbiting her.
- Fixed Chargers getting stuck on other enemies.
- Fixed the fire animation on Flaming Gapers and Flaming Fatties playing too fast.
- Fixed the fire animation on Flaming Fatties and Flaming Hoppers not playing when they are not moving.
- Fixed Trisagion shots not disappearing with Ludovico Technique + Fruit Cake.
- Fixed charged familiars releasing their attack when the player gets hit or picks up an item.
- Fixed nickels and dimes not having the sparkling pickup animation like regular pennies.
- Fixed Pin’s dirt segment briefly appearing as its head before exploding on death (this also applied to the Frail and Scolex).
- Fixed being able to go to the Error room in The Void.
- Fixed being able to access The Void after the first Hush kill in the save file by leaving and entering the room.
- Fixed a bugged interaction between Boomerang/Jaw Bone and sticky nickels.
- Fixed Gurdy’s hit sphere not matching the sprite.
- Fixed the black ring from Athame/Maw of the Void extending much farther away from the player when they have Proptosis.
- Fixed several enemies not applying their damage resistances when frozen.
- Fixed Hosts being unable to see players from behind spikes, and refusing to pop up if stuck between spikes.
- Fixed being able to trick Round Worms into not firing by hugging the nearest rock.
- Fixed Blank Rune not being able to trigger Black Rune.
- Fixed a glitch causing Gold Hearts to instantly break when picked up if a Gold Heart had been previously picked up and lost.
- Fixed slowed enemy projectiles losing their color.
- Fixed Carrion Queen and Mask of Infamy disappearing on death with no sound or effect.
- Fixed ???’s Soul and Cain’s Other Eye leaving the room bounds in L rooms.
- Fixed Isaac’s Fork not having any indicators of the effect activating.
- Fixed Red Patch not applying its costume when the effect activates.
- Fixed Lost Contact being able to destroy shots from perma-charmed enemies.
- Fixed being able to pay demon beggars twice per half heart.
- Fixed the various Blastocyst forms not having an appear animation.
- Fixed Mom’s Heart/It Lives being able to spawn enemies in the top center part of the room, usually causing them to die instantly from the projectiles fired by the heart.
- Fixed several instances of familiars disappearing, only to respawn later once the player gets another familiar.
- Fixed issues where some enemies could attack without playing an attack animation.
- Fixed Mega Blast’s laser not being the correct color when combined with certain tear effects.
- Fixed Technology 2 not getting correctly updated with 3 Dollar Bill and Rainbow Worm if continuously shooting.
- Fixed perma-charmed enemies not blocking shots from other enemies.
- Fixed Isaac being able to die while the big chest opening animation is playing (did nothing aside from visual bugs with the animation).
- Fixed Mine Crafter’s barrel instantly detonating if used while having the Mom transformation.
- Fixed Mr. Mine chains being counted as enemies by the D10.
- Fixed Mr. Maws having extremely erratic and glitchy behavior when charmed.
- Fixed Buttlickers not being counted for any "on kill" effects (such as Lusty Blood).
- Fixed a bug which caused Conquest to share his health with War or other Conquests in the room.
- Fixed uncleared rooms not saving champions when leaving and re-entering them.
- Fixed being able to exploit Holy Mantle with the save and continue system.
- Fixed win streaks not being cleared when exiting to the main menu as Isaac is dying.
- Fixed a regression to light blending which caused colors to appear more washed out compared to Rebirth.
- Fixed being able to infinitely duplicate hearts using The Jar + Maggy’s Bow/Humbleing Bundle.
- Fixed Greed’s Gullet not applying its bonus retroactively.
- Fixed a bug with Mega Satan where bombs would go into a bugged state and be deleted without exploding during his transition to phase 2.
- Fixed a long standing bug where tears and projectiles fired very close to a wall would instantly collide with it (this was an issue with splitting shots and enemies that explode into projectiles on death).
- Fixed being able to use teleportation cards and active items during a room transition, resulting in the teleport being wasted.
- Fixed brown and spiked chests opened in Chapter 6 turning into golden chests when an item appears from them.
- Fixed gold and red chests losing their outline when an item appears from them.
- Fixed Dead Sea Scrolls playing its overlay animation when canceling two-stage effects such as Bob’s Rotten Head and Shoop da Whoop.
- Fixed familiar tears not increasing in size with BFFs.
- Fixed an issue that caused many familiars’ tears to be Soy Milk sized.
- Fixed an issue where the Little Horn item’s contact damage effect would override superior contact damage effects from other items.
- Fixed certain enemies being able to deal contact damage to Isaac by jumping onto him while he’s flying over pits, snapping back to the ground afterwards in a very glitchy looking way.
- Fixed Hush being able to immediately cause contact damage during its appear animation.
- Fixed Store Credit allowing for infinite trinket purchases in Greed Mode.
- Fixed enemies spawning onto and detonating dangerous objects in Greed Mode (such as TNT).
- Fixed spiked chests being able to spawn in narrow pathways.
- Fixed Liberty Cap giving the Compass effect instead of Magic Mushroom.
- Fixed YO LISTEN! hovering over obstacles that are ineligible for a crawlspace.
- Fixed certain items and rainbow poop being able to heal Isaac as he dies (while this had no effect, it was confusing to have hearts visible on the game over page).
- Fixed Eye of Belial tear impacts being the default tear color.
- Fixed Magneto still attracting soul hearts while at maximum health.
- Fixed Turdlings not being healed by Butt Bombs.
- Fixed Ultra Greed not having a door at the top of the room to spawn enemies from (it was always meant to be there).
- Fixed some classic bosses (such as Peep, Bloat, and Monstro) being unable to jump over obstacles, despite clearly achieving enough visual height to do so.
- Fixed secret rooms connected to the treasure room not having an exit when teleporting there in Greed Mode.
- Fixed Key Bum not paying out when taking charged keys. Upon taking a charged key, he also leaves behind a battery pickup.
- Fixed The Poop and Bozo failing to create poop ontop of various objects (such as already destroyed poop piles).
- Fixed Fish Tail not working with several blue fly sources.
- Fixed Duct Tape not setting the position of familiars correctly at the start of a room when obtained by the Error trinket.
- Fixed most known bugs relating to Schoolbag (items deactivating when swapping, certain passive effects not working correctly, etc).
Rebalances
- Angel deals can now be guaranteed if the first seen devil deal is skipped without entering it.
- Red chests in the starting room of the Dark Room now turn into devil deals when opened. These must still be paid for.
- The shop on the first floor is now free to enter.
- Removed the "special item" system.
- Pill rotation generation has been reworked to reduce the amount of "joke" pills in rotation, and to increase prevalence of stat modifiers.
- Rate of fire can now be improved beyond the previous limit, allowing items such as Soy Milk to benefit from tears upgrades.
- Shot speed no longer has any impact on effective range.
- Time scaling effects have been reworked to affect enemy/player animation speed and attack rate, and no longer affect range of tears.
- Bomb damage has been increased to 100 (from 60). Mega bombs (such as those from Mr. Mega or Mr. Boom) now deal 185 damage (from 110). Bombs now pierce enemy armor.
- Blue spider damage has been reduced to 2x Isaac’s damage (previously x2.5).
- Enemies that spawn other enemies upon death will now spawn less of them with each death if they’re regenerating dark red champions.
- Yellow champions will no longer spawn on the first chapter.
- Batteries can no longer appear as room clear rewards without certain trinkets.
- Bomb Bum’s payouts have changed to give coins and hearts back instead of more bombs.
- The Guppy transformation now grants a 50% chance to spawn a blue fly upon attacking enemies (previously 100%).
- The Stompy transformation now allows the player to crush rocks by walking over them.
- It is now possible to fully empty heart containers through donations or self harm items.
- Double red hearts can now uncommonly drop randomly (previously they only appeared in specific room layouts, killing dark red champions, or with Humbleing Bundle). The spawn chance is 1/20 in Normal mode and 1/50 in Hard mode.
- Sacrifice room spikes, curse room doors, spiked chests, Kamikaze, Sharp Plug, and the Bad Trip pill no longer compromise devil/angel room chances if they damage red hearts. These sources also no longer count as damage for scoring purposes.
- Most HP upgrades now heal more on pickup than previously.
- Boss challenge rooms now always contain a boss pool item. Isaac must be at one heart or less total to enter, including soul/black hearts.
- Super Sins no longer appear in the first chapter.
- Krampus can now only appear if the player has previously entered a devil deal.
- Devil deals now accept bone hearts, equal in worth to a regular heart container.
- Devil deal items cannot be purchased unless Isaac has the asking price.
- If Isaac only has one heart container, devil items that would normally cost two heart containers now cost one heart container plus two soul hearts.
- If Isaac has enough health of various types, the devil may randomly ask for three soul hearts, or a mixture of one heart container plus two soul hearts.
- Some items now cost more in devil deals. These include Dark Bum, Dead Cat, Ceremonial Robes, and Succubus.
- Reduced the price of Dark Prince’s Crown to one heart in devil deals.
- Eternal chests are now guaranteed to pay out at least once.
- Bombs are Key pill now swaps golden keys/bombs. A carried golden key would change into a golden bomb, and vise versa.
- I’m Drowsy and I’m Excited pills now also affect the speed of the players and their attacks.
- Eden’s starting tear delay can’t get quite as bad as before (roughly ~15 tear delay maximum).
- Dark Judas now shares the same health properties as Blue Baby. Heart containers cannot be gained, and will instead be converted to soul hearts.
- The Lost’s Holy Mantle is now an effect intrinsic to him once unlocked, and cannot be rerolled.
- The Lost’s starting active has changed from the D4 to a new item.
- The Lost can only take one item per devil deal. Other options, if present, will disappear.
- Magdalene’s unlockable starting pill changed to Full Health (from Speed Up). Both Full Health and Health Up are guaranteed to be in the run’s pill rotation.
- Keeper can now have up to three heart containers. If the "Keeper now holds a penny" achievement has been unlocked, he will start with three.
- Keeper’s starting speed has been increased to 0.9 (from 0.85).
- Keeper’s starting tear delay has been reduced to 27.4 (from 28).
- Keeper is now unable to lose devil/angel deal chances through taking damage.
- Keeper is now unable to get Health Down pills.
- Devil deals now sell items for money instead of health when playing as Keeper.
- Hematemesis now spawns coins when playing as Keeper.
- Abaddon no longer kills Keeper when picked up, but reduces the amount of coin containers to one.
- Midas’ Touch can now appear when playing as Keeper (previously it could not appear).
- Swallowed Penny now works similarly to Piggy Bank as Keeper, no longer guaranteeing a coin drop with every hit.
- Blood donation machines are no longer guaranteed to pay out as Keeper.
- Adjusted collision sizes for some entities, such as Peep/Bloat’s eyes.
- Charmed enemies now inflict more damage to other enemies, and receive less contact damage.
- Mom and Satan’s legs now deal contact damage. Does not apply to disjointed legs, such as from High Priestess or Broken Shovel.
- Fistula has been moved from the Cellar to the Caves.
- Poison Minds now float over obstacles, and explode on death.
- Drowned Chargers spawned from Drowned Hives now have reduced health.
- Fistuloids now have a death animation, which delays and telegraphs their attack.
- Restored a missing Blastocyst attack from the original game (the random arced shots when the largest form is jumping), and restored its original, larger shot size.
- Widow/Wretched’s animations and behavior have been sped up to more closely resemble their Flash counterparts.
- Replaced Big Horn’s ability to summon Little Horn with a new combo attack, in which Big Horn temporarily brings Little Horn out to shoot three consecutive smoke balls.
- Big Horn’s black balls now bounce off of him when coming into contact instead of hurting him and destroying the balls.
- Conquest and the Isaac boss now use a delayed version of the Crack the Sky beam which leaves the player with enough time to move out of the way.
- Boss attacks that involve Crack the Sky beams are now more aggressive to compensate for the above change.
- Daddy Longlegs’ and Triachnid’s random stomp attacks are now distributed more evenly.
- Daddy Longlegs’ and Triachnid’s health have been increased to 500 (from 300).
- Ultra Pride baby (Florian) health has been increased to 30 (from 25).
- Increased the health of minibosses by varying amounts (does not include Krampus, Envy, or Super Envy).
- Mega Satan now has boss armor (not as much as Hush, don’t worry).
- Reduced the health of Wizoobs and Red Ghosts to 20 base HP and 4 stage HP (from 25 base HP and 5 stage HP).
- Made several adjustments to the Matriarch:
- Decreased Fistula pieces spawned when changing phases to 1 (from 2).
- Spawning Fistuloids now consumes 30 HP, Fistuloids will not be spawned if this would cause a phase change (this does not apply to Fistuloid spam attack).
- Fistuloids will chase the player less aggressively and refrain from attacking while the Matriarch is doing her 8-way chubber attack.
- Restock machines now explode when bombed. Still grants one reroll/restock in the process. They also appear much less frequently outside of Greed Mode.
- Holy Card’s shield now persists between rooms/floors.
- "Ace" cards now convert all non-boss enemies in the room into the respective pickups. Still applies to other pickups in the room as well.
- Basic shooting familiars now fire at an increased rate, to match their rate of fire in the original game (every 22 frames, down from every 30 frames).
- Most forms of player creep now deal damage ticks at significantly increased rate.
- Familiars that mimic Isaac’s movement (such as Shade, Papa Fly, or Obsessed Fan) now follow Isaac more closely (roughly a 0.66s delay, down from 2s).
- Aries now prevents receiving contact damage if ramming and killing enemies at full speed.
- Aquarius now synergizes with tear effects.
- Sissy Longlegs now charms enemies upon contact.
- Black Powder’s pentagram can now damage flying enemies.
- Book of Secrets now avoids giving mapping effects that the player already has. If the player has all mapping effects, it grants the "I can see forever!" effect for the floor.
- White poop from Hallowed Ground is now more durable, similar to golden poop. While standing in the aura, Isaac’s damage is now also increased by 25%, and his tears gain a homing effect.
- Cursed Eye can now shoot a maximum of 5 shots at a time (increased from the previous 4 shots maximum).
- Bloodshot Eye now blocks enemy shots, has increased shot speed and rate of fire, and now only shoots when lined up with enemies.
- Telepathy for Dummies now increases range upon use (roughly twice as much as regular range upgrades).
- Magneto is now capable of opening chests from a small distance. Does not apply to locked chests.
- Strange Attractor tears now pull enemies in with less force at first, but increase in magnetization as they travel.
- Holy Water is now a thrown projectile attack, similar in behavior to Bob’s Brain. The puddle now also freezes enemies that come into contact with it, in addition to continuously damaging them.
- GB Bug i
Published: May 24, 2021 04:55 am