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Rapporter et oversættelsesproblem
Most of the features in this mod were designed to either improve on small mechanics that already exist in the base game, or reward the player for taking paths they don't normally follow, all without making any *major* changes. A lot of the ideas came from other Rogue-likes, or general chatter from the community - this mod isn't about introducing more difficulty, but slightly easing some of the more annoying aspects of the base game.
With that said, I hope you end up following the project - I have plans to release a mod that introduces an entirely new "harderer" mode with a difficulty curve that I haven't seen done in Isaac before (not just copy the Ultra Hard challenge). It will have unlocks for all the characters to make the grind worth it, too!
Empty item pedestals no longer have collision. - Yes! I had a mod for that before I switched to modless TBOI.
If the player has collected at least one copy of Breakfast and does not have Binge Eater, subsequent Breakfasts will be automatically rerolled into a random item. - It's like, ehh, I don't know. I'll say I don't have an opinion on this one.
Defeating an Angel miniboss while holding Filligree Feather now guarantees the rewarded item will be of Quality 2 or higher. - Sorry but you keep making the game so much easier and I'm not a fan of that. Why should the Filligree Feather grant a Sacred Orb effect? Too easy.
Defeating a Fallen Angel miniboss will reward one of two Red Key pieces, which can be used to spawn the Red Key in a secret room. - It's an interesting idea but I think it's too easy. Visit two devil rooms for Red Key which is crazy op? No thank you. But if changed properly I would enjoy this.
Hope you have a good day/night :)
The base chance to spawn a Planetarium has been increased to 5%. - No. Sorry, not a fan. You want a planetarium? Go skip one treasure room and you'll likely find it. There are also items/trinkets that increase that chance. Sorry but not a fan.
The first door leading to the alt. path is unlocked automatically. Again, making the game easier. It would be only useful if you don't find the key on the first floor but the chances of you finding a key on the second floor is extremely likely.
Defeating a boss without taking damage will reward an additional item pedestal that contains a random Health upgrade. - Hell no. Too easy, and useless on TLost.
Defeating an Angel miniboss after collecting both Key Pieces has a chance to spawn a random Angel Room item as a reward. - Also no, there's a trinket for that.
Bombing the statue in the Devil Room will now spawn a Fallen Angel miniboss, which have unique rewards (see below). - That's cool, I like that :)
Bosses that spawn in non-special rooms have 25% less health. - Unnecessary in my opinion, removes the difficulty. Also if it applies in The Chest/Dark Room then it's a bad decision imo.
Monsters that are spawned by other enemies are given the same status effects as their 'parent.' - Cool.
The Stompy transformation (or similar rock-breaking effect) can be used to destroy Stoneys. - Yesss, should be in the main game!
Grimaces and Spike Blocks are automatically destroyed after clearing a room they are in. - Not the biggest fan, again, removes difficulty.
Enemies that are naturally on fire (such as Grilled Clotties) now slowly lose health. - I suppose it's alright but I'm fine with them not losing health. It's cool though
Delirium now drops an Eden's Blessing. - Too easy IMO. Again, making the game easier than it already is. Instead you could have a trinket that if held will spawn Eden's Blessing after Delirium, in that case I'd say it's nice.
The good news is that I will be pushing an update very soon to make it so this mod no longer changes the 'itempools.xml' file, but I'm not confident it'll fix the issue you're having.