srp99 escribió:Estoy intentado matar a Mega Satàn con The Lost, que eslo último que me queda para completar el post-it con éste pero no consigo la llave. He tenido varias veces un 75% de probabilidades pero ne se ha abierto la sala de angel, hay algún truquillo para conseguirlo?
Yo lo hice con pactos de ángeles, simplemente explota a tenderos y todo lo que te suba la probabilidad de que se abra la puerta (sea del demonio o del ángel), e intenta donar monedas a la tienda (si donas 10 te aumenta en un 25% la probabilidad en ese piso de que se abra la puerta del ángel en vez de la del demonio. Poco más puedo decir... La mía es una opción, pero también puedes buscar la Llave de Papa o la "Get out of jail free card". Suerte!!srp99 escribió:Estoy intentado matar a Mega Satàn con The Lost, que eslo último que me queda para completar el post-it con éste pero no consigo la llave. He tenido varias veces un 75% de probabilidades pero ne se ha abierto la sala de angel, hay algún truquillo para conseguirlo?
Senegio escribió:@Sph1nx Yo ese logro también lo hice una vez y no me salió, y buscando en Internet leía a gente que decía que estaba bug.
Quizá tampoco se pueden abrir cofres... no sé, yo ya no lo he vuelto a intentar y por lo que veo sigue dando problemas
El-Gabo escribió:Necesito cambiar la resolución y no puedo hacerlo. El juego coge la resolución del escritorio o nativa, la cual no es la que uso para jugar.
Algún ini que tocar (?), que valores poner para 1080p.
Gracias de antemano.
El-Gabo escribió:El-Gabo escribió:Necesito cambiar la resolución y no puedo hacerlo. El juego coge la resolución del escritorio o nativa, la cual no es la que uso para jugar.
Algún ini que tocar (?), que valores poner para 1080p.
Gracias de antemano.
El archivo de opciones que está en mis documentos, trae 4 ajustes visuales. Alguien que juegue a 1080p podría darmelos para ver si soluciono eso.
[Options]
Language=
MusicVolume=0.0000
SFXVolume=0.0000
MapOpacity=1.0000
Fullscreen=1
Filter=0
Exposure=1.0000
Gamma=1.2000
ControllerHotplug=1
PopUps=1
CameraStyle=2
ShowRecentItems=1
HudOffset=0.0000
TryImportSave=0
FoundHUD=1
EnableMods=1
RumbleEnabled=1
ChargeBars=1
MaxScale=99
MaxRenderScale=2
VSync=1
PauseOnFocusLost=1
SteamCloud=1
MouseControl=0
BossHpOnBottom=1
AnnouncerVoiceMode=0
WindowWidth=1920
WindowHeight=1080
WindowPosX=8
WindowPosY=103
Sph1nx escribió:Casi 300 horas despues ¡1.000.000% Conseguido!
Para lo de matar a The Lamb sin coger monedas, bombas ni corazones (que es uno de los que más problemas me ha dado) tiene que ser en una run normal (en una rerun no funciona, aunque yo he visto a gente sacandolo así), se puede coger cualquier tipo de llave u objeto (incluso objetos que te den bombas o corazones) y está permitido abrir tanto cofres como sacos.
PLK1 escribió:Que le pasa a UltraGreed, va to chetao!! Que dificil... ¿?que se aconseja para apalizar a este ser/monstruo/jefe/boss?¿¿?
PLK1 escribió:Que le pasa a UltraGreed, va to chetao!! Que dificil... ¿?que se aconseja para apalizar a este ser/monstruo/jefe/boss?¿¿?
PLK1 escribió:Las runs diarias se pueden hacer varias veces? porque una vez que la haces te sale la opciona practicar como si ya no pudieras volver a hacer y realizar otra puntuacion. Despues de un largo descanso del juego he vuelto a jugar unas partidillas, que vicio. He desbloqueado a Lilith y creo que ya tengo todos los personajes. Aun me queda algun desafio por desbloquear, creo que el 11, porque hoy me he convertido en Guppy, no veas el gatico como lo parte.Es infinito el juego...
adriano_99 escribió:Buenas, soy nuevo en este juego que me acabo de comprar y aunque es dificil de narices tiene un no se que que me engancha xD
He visto vídeos de alexelcapo por lo que algo se pero me follan en seguida.
PLK1 escribió:Ayer me salio un run muy bestia con Isaac y el dado de 6 caras, iba con las gafas de rayos X y un monton de objetos que me hacian ir megachetado, una carga y la habitacion limpia, corazones rojos a tope, sacos de runas, sacos de corazones azules. Total que me salio una victory lap y pense, esta es la mia, hare 3 vueltas o las que sean pero creo que me equivoque y me meti en The Void, lo limpie entero, acabe con Delirium y se termino la run...
PLK1 escribió:MOD
Para quien le interese el tema MODs
PLK1 escribió:Hola amiibo. Como afrontais las runs para boss rush? Vais a saco? Hasta que salga algún objeto guapo? Pactos? El poder de lo random? Bueno llevo varios intentos con Isaac y el d6. La verdad es que juego sin prisa por sacar todo pq como cada partida es distinta pues voy poco a poco.
Game changes
Fixed Mega Fred not creating a blood explosion on death
Fixed some minor graphical issues in the main menu
Fixed special rocks (ie pots and mushrooms) not playing the appropriate sound in some floors
Fixed boil rocks giving the wrong drops when destroyed in the Blue Womb
Fixed Haunt champion variants not being transparent during their first phase
Fixed multidimensional tears not scaling properly (only one of the two layers would scale)
Slightly improved navigation in the collection menu (faster and loops back on itself when scrolling vertically)
Updated game over sprites for some of the items from Booster #4
Fixed The Magician and Judgement having unwanted transparent pixels
Improved animations for the Shade familiar (and some minor behavior fixes)
Improved a few existing item and trinket sprites
Improved sprites for eyeball tears (from Pop)
Added a more distinctive visual effect to Haemolacria (also visual synergies with Brimstone/Tech/Tech X and Dr Fetus)
Haemolacria now uses the same tear delay calculation as Ipecac (should scale a little better)
Fixed Lil Monstro not playing its shooting animation (also replaced its sound effect with a more appropriate one)
Laser familiars like Robo Baby and Lil Brimstone can now damage fireplaces and poops
Fixed Stone Grimaces not closing their eyes when the room is cleared
Fixed a broken interaction between Lachryphagy and Death's Touch
Fixed an infinite recursion issue with Haemolacria + Lead Pencil and Haemolacria + Dr Fetus + Sad Bombs
Fixed the Cage's grey creep not blinking like damaging creep normally does
Fixed the Cage's rolling attack ending as soon as it begins
Fixed Level 4 Bumbo occasionally getting stuck trying to pick up a coin
Fixed Mushrooms not displaying status effects, not playing their hiding animation, and moving around way too much when shot
Stonies now have a brief death animation and break into rock debris
Added a generic firing animation to Brimstone for combos that keep its appearance but removes its ability to charge (i.e. Haemolacria)
Slightly toned down the tear delay penalty from Haemolacria + Monstro's Lung + Brimstone/Dr Fetus
Troll bombs now play their drop sound when they hit the ground, not when they spawn
Fixed some stray pixels in Rag Mega's animation
Fixed charmed enemies not being able to deal contact damage to a charmed target
Betrayal will no longer trigger if there are less than 2 enemies in the room
Fixed pressure plate rooms granting a charge when bombing out of them
Fixed spikes rarely staying in their raised position when clearing pressure plate rooms
Spikes will now start (and remain) in their lowered position when entering a cleared pressure plate room
Fixed boss HP bar counting negative boss HP, causing it to report inaccurate values or even disappear when bosses are killed with very high damage
Fixed Razor Blade always giving blood tears when held instead of only when activated
Fixed Eve not leaving a pool of blood behind instead of pee when walking between rooms at low HP
Fixed mushroom items not playing their unique pickup sound
Ministro now has a new hopping animation instead of a sliding animation to reflect its behavior better
Fixed Euthanasia being able to kill Ultra Greed during his transformation into Ultra Greedier
Charmed enemies will now prioritize non charmed enemies unless there aren't any
Fixed the Greed fight before Ultra Greed not triggering the victory jingle when cleared
Nerve Endings 2 now play a sound when attacking
Nerve Endings 2 can never replace Nerve Endings next to doors
Swingers now spawn with their head retracted and extend over 2 seconds (so the head is less likely to spawn right on top of the player with no warning)
Decreased the damage rate of Level 3 and 4 Bandage Girl to match Meat Boy (it was way too high before)
Increased the damage rate of Angry Fly to match other fly orbitals (that's only fair, considering its base damage and how often it hits enemies...)
Stoneys now roar less often and will stop doing it while catching their breath
Fixed Mega Clotties not making any sound when stomping
Fixed a glitch which caused Shoop da Whoop to only deal damage during its first few frames, and gave it a flickering impact effect
Halved the damage of Shoop da Whoop to compensate for the above fix (total damage remains the same, but it will be inflicted over a slightly longer period of time)
Pickups can now be picked up as soon as they hit the ground
Added unique card backs for Card Against Humanity, Credit Card, Chaos Card and the cards introduced in booster packs
Death's Heads no longer deal contact damage during their death animation
Fixed bosses spawned by Delirious dropping key pieces when killed in angel rooms
Fixed Succubus not granting its damage bonus when obtained via Cambion Conception
Fixed Devil Deals costing soul hearts instead of red hearts if all of the player’s heart containers are empty
Improved animation for charged keys
Fixed Nerve Endings 2 having a 2 pixel thick outline at the base of their tentacle during their attack animation
Eternal hearts will now take half a heart worth of damage from any lethal hit taken with only soul hearts
Fixed orbitals jittering when spawning or entering a new room
Improved sprites for Mystery Egg
Fixed the Glowing Hour Glass not discharging on use when overcharged
Fixed an exploit involving the Glowing Hour Glass and the Schoolbag
Fixed permanently charmed enemies not being able to shoot projectiles through each other
Permanently charmed enemies will no longer try to go after Punching Bag
Fixed use animation not playing when activating Satanic Bible
Number One and Kidney Stone now cause Isaac to fire "tears" from the middle (since they don't come from his eyes anymore... you know), and at a slightly lower height
Fixed Glowing Hour Glass duplicating expendable familiars (blue flies/spiders) and perma-charmed enemies
Fixed projectiles from perma-charmed enemies being blocked by familiars
Dressing Table will no longer spawn locked items or items that were previously picked up
Fixed Dressing Table visually duplicating itself when dropping a collectible after being bombed
Fixed Rag Man's appear animation lasting much longer than intended
Fixed the Fallen's brimstone attack being delayed due to previous changes to Krampus' AI
Fixed Krampus' brimstone attack animation not matching the timing of the actual attack
Fixed Famine starting his dash later than he's supposed to, resulting in a weird looking animation
Fixed blue Famine's head playing its attack animation with the wrong timing
Fixed surprise minibosses such as Greed and angels not playing the alternate boss music when they should
Fixed the Hollow occasionally getting stuck along a wall
Fixed the Hollow's champion variants often not dropping what they're supposed to drop
Fixed Freds looking jittery when jumping over obstacles
Glowing Hourglass now rewinds event counters as well (this includes donations and Eden's blessings)
Using ? card with Glowing Hourglass will now consume the card
Removed the 5 uses limit from Glowing Hourglass as all (or most) known game breaking exploits have been fixed (needs testing)
Changed all of Isaac's red alt spritesheets to have more consistent shading
Fixed lvl 3 and 4 Meat Boy having inconsistent head and body color (and lvl 3 and 4 Bandage Girl, to a lesser extent)
Fixed the following item costumes not having color alts: My Little Unicorn, Piggy Bank, Bogo Bombs, Lord of the Pit, Holy Grail, Fate, Cancer, Sagittarius, Synthoil, The Body, Bursting Sack, Betrayal, Lusty Blood, Sticky Bombs, Polydactyly
Also added color alts to the following transformation costumes: Mom, Spun, Conjoined, Spider Baby
Some transformations will now properly override the player's skin color (Leviathan, Bob and Fun Guy)
Fixed Hive Mind head costume not showing up in game
Fixed an issue where rebuilding the player's costume map would cause visual issues with costumes containing multiple head layers with different spritesheets (such as Mysterious Liquid)
Runes and Dice Shard no longer play a paper sound on pickup
Fixed Backasswards having a chance to give items that weren't unlocked yet or multiple copies of the same item, and allowing starting items to appear again during the run
Improved costume for Broken Modem
Fixed Mulligans and all variants instantly exploding if killed during their spawn animation
Fixed Cod Worms being briefly vulnerable during their spawn animation
Fixed Knights and Eyes being completely invincible during their spawn animation (Knights will still block tears from the front and sides)
Fixed Blastocyst not splitting when killed while poisoned (and awkwardly sliding towards the player during its splitting animation sometimes)
Added a small random delay before Gushers, Splashers and Blubbers can shoot projectiles (so they don't immediately shoot as soon as an enemy turns into them)
Fixed Doples firing their first shot from the middle of the room when the player enters the room while firing
Fixed the Lamb's body not triggering the boss victory jingle if killed last
Fixed Gemini's baby not making a small grunt when it detaches (clearly an oversight as Steven's baby does it)
Mom's Knife now applies status effects in a more consistent way
Fixed Big Horn getting instantly killed by Sharp Straw (among with other minor animation fixes)
Fixed Ouija Board costume overwriting the player's skin color to pink instead of white
Added interpolation to enemy projectiles with wiggling effects (they will now look much smoother in motion)
Fixed slot machines appearing as batteries in the minimap if a battery is present in the same room
Fixed Rag Mega's invincibility ending later than what his animation would suggest
Lost Contact now only affects the player's tears (and tears shot by Incubus)
Fixed mimic chests instantly opening and damaging the player if they spawn at their position when clearing a room
Fixed Greed donation machines jamming even when the HUD displays a jamming rate of 0%
Directional tear variants (i.e. Cupid's Arrow) now take their falling speed into account when computing sprite rotation
Added minimap icons for half hearts, half soul hearts, blended hearts and golden hearts
Improved some of the existing minimap icons (notably sacrifice rooms)
Spectral tears will no longer bounce off rocks with Rubber Cement
Hush and Greed Gapers will now have a proper appear animation if spawned by a room rather than by a boss
Reduced base HP of Hush Gapers and added stage HP so they have slightly more reasonable health when encountered early
Fixed Portals being able to spawn two enemies in very quick succession upon entering a room
Fixed some champion types rarely spawning what they're supposed to spawn in hard mode (such as splitting champions)
Fixed enemies spawned from splitting champions sometimes appearing too far away from the original enemy
Exploding champions will no longer explode if killed very close to the player 1 second within entering the room
Unlockable pickups (i.e. golden bombs) will be replaced with a random variant if they haven't been unlocked yet
Made Rage Creep's attack animation slightly longer so it won't start moving until its laser has fully disappeared
Rooms made for the Afterbirth alt floors after Booster #4 will no longer be subjected to random rock replacements
Pressure plates that spawn enemies will now close the doors as well
Breath of Life will now immediately give invincibility frames when triggered by Void (previous behavior made it extremely exploitable)
Added some visual feedback when Breath of Life provides its invincibility
Breath of Life can now be held down between rooms
Fixed Technology 2 beam being deleted and respawned twice if maintained during a room transition
Fixed not being able to pick up a trinket if the player has that trinket's effect via the Error trinket
Fixed Death's List streak ending if a perma-charmed enemy dies
Fixed alt skin color spritesheets not loading for mod items
Added a visual cue to Hairpin when it recharges the player's active item upon entering a boss room, audio cue now plays after boss intro instead of before
Fixed spawner familiars (i.e. sacks) not playing their floating animation until they spawn something
Fixed Little C.H.A.D. having missing animation frames
Fixed Little C.H.A.D. playing its kissing sound every room cleared instead of only when it spawns hearts
Spawner familiars now have a more consistent spawning algorithm (also BFFs now actually increases their spawn rate as intended)
Fixed spawn command ignoring subtype when spawning entities by name (i.e. heart pickups)
Fixed the Left Hand not affecting bomb chests
Fixed Lil Gurdy being excessively loud when hitting walls
Glowing Hour Glass will now also revert the player's character if it was changed by an item during the current room
Fixed some minor visual issues when turning back time with Glowing Hour Glass (such as fires being invisible during the teleport in animation)
Spiders and Big Spiders will no longer blink when the player has Bursting Sack
Champion enemies will no longer deal contact damage if the non-champion version doesn't
Charmed portals will now spawn permanently charmed enemies
Fixed Spear of Destiny hit detection being shifted up by several pixels
Fixed a crash when disabling a mod that contains custom characters
Fixed the Bestiary not counting kills for Ultra Greed and Ultra Greedier
Donations will now gradually accelerate if the player stays in contact with the donation machine (applies to Greed donations as well)
Fixed Glaucoma blood tears being completely invisible
Fixed Multidimensional Baby not working properly with Anti Gravity tears
Fixed miniboss rooms not displaying the right character name if the player's character was changed via an item
Fixed pickups not showing up in the Shop in the minimap
Fixed red creep not being darkened in the Womb when playing Greed Mode
Red creep will no longer be darkened in the Scarred Womb
Fixed Eve not starting with the Razor Blade if the item itself hasn't been unlocked yet
Holy Mantle will no longer be restored if the player saves and continues after losing it
Fixed Famine’s charge and Ultra Greed’s dash being able to instantly kill the player in some cases
Boss heart drops now depend on the room seed (they no longer depend on the order in which the bosses are killed)
Fixed daily related achievements incorrectly notifying that all challenges have been unlocked
Fixed a memory leak occuring when exiting a run while a coop baby is still on screen
Fixed up some code related to coop babies to make them work better with Glowing Hourglass
Fixed Lil Haunts having an incorrect sprite on the death screen (and in the bestiary)
Fixed a bug which caused certain Greed mode waves to be much more common than others
Achievement popups can now be fast forwarded by tapping Start
Adjusted the stats of each character in the character selection menu to better reflect their actual in-game stats
Updated charge bars to be less visually intrusive
Fixed missing animation warning spam caused by Stoneys
Added extra sounds and effects to creep attacks (from Conjoined Fatties and Meatballs)
Fixed blue and purple fires having a chance to drop multiple soul hearts if extinguished by multiple simultaneous explosions
Following familiars are no longer pushed back when very close to the player (behavior more consistent with Rebirth)
Added a charge bar to Mom's Knife and Lil Gurdy
Fixed Incubus' charge bar being incorrect with Mom's Knife
Coop babies are now saved and restored by Glowing Hourglass
Fixed some special coop babies giving the wrong amount of hearts back to the player when removed
Fixed items that lock the player's aim completely overriding the blink animation
Fixed a softlock with Mega Satan caused by Mine Crafter
Fixed sacks dropping batteries and tarot cards way more often than intended
Boosted announcer lines for the new cards and pills so they are consistent with the rest
Parasitoid will no longer spawn spiders/flies when hitting invincible enemies such as stone grimaces
Fixed using Mr. ME! with Car Battery causing stolen items to become non-solid
Fixed Marked crosshair not blinking
Fixed the inner part of the boss health bar casting a visible extra shadow
Fixed some more enemies not having overlay effect attachment points
Added unique sounds for golden hearts, black hearts and golden bombs
Added better visual feedback for gold hearts when breaking
Gold hearts will now turn nearby enemies to gold when breaking
Character selection ring now has a perspective effect which scales with the number of characters so it never looks cluttered
Custom characters will now be placed before Random rather than after
Eden can now be randomed if the player has Eden tokens
Fixed the character selection wheel decelerating too early when randoming, cycling through characters at minimum speed until reaching the desired character
Added a failsafe to prevent crashes when too many entity queries are done in a single frame (this fixes a few crashes that occur when a lot of entities are on screen)
Lil Haunts are no longer considered bosses (meaning they can be caught with Friendly Ball) and now have a unique death portrait
Fixed a bunch of bestiary entries using the wrong portrait
Locusts will now only spawn when a room has been entered for the first time (prevents farming them using Door Stop)
Fixed Samson's Chain links not being positioned properly with BFFs
Fixed Gemini familiar chain not being properly interpolated
Fixed Gemini familiar not scaling with BFFs
Fixed Pay To Win overriding More Options
Coop babies can no longer borrow Guillotine from the player (very buggy interaction)
Fixed rock waves from Wait What? and Mega Bean being able to hurt Isaac's Heart and co-op babies
Trap buttons will now lock the room when spawning enemies
Fixed some pills not playing the correct sad/happy animation
Fixed being able to clip through item pedestals by running into them
Incubus will no longer play sounds when firing Tech X (was particularly annoying with Brimstone)
Fixed Scarred Para-bites sometimes spawning a projectile at the player's position when killed during their appear animation
Added unique card back for Holy Card, ? Card and Get Out of Jail Free
Fixed achievement popups being unnecessarily delayed once the player has played 31 or more dailies
Afterbirth floor exclusive enemies (i.e. burning/flooded/dank) will no longer appear in Rebirth floors
Fixed Adrenaline not updating when taking certain health affecting pills (such as Hematemesis)
Fixed Dark Prince's Crown only reapplying its buff 1 frame after entering a new room, triggering Found HUD each time
Bombs swallowed by Chub will now do their proper explosion effects
Fixed Flush and Brimstone+Ludovico affecting friendly enemies
Added safeguards to prevent boss champions that double themselves (i.e. Monstro, Cage and Gurdy Jr) from spawning on top of the player upon entering the room
Fixed Guillotine not firing from the right position with Duct Tape
Fixed some Caves/Depths rooms containing wall creeps being slightly broken since Booster #4
Homunculus and Begotten will now be chained to an adjacent rock if the nearest wall is more than 1 grid cell away
Fixed a corner wall entity not being generated in one of the L room shapes (shape 12, causes some issues, notably with Card Against Humanity)
The Forsaken will now move to a more appropriate place to perform his Brimstone attack in L shaped rooms
Multiple Forsakens in the same room will now be able to spawn their own bony each and will always spin their Brimstone attack in the same direction at the same speed
Fixed being able to fire infinite rockets when using Doctor's Remote with Marked
Fixed sacks dropped from Sack of Sacks often containing identical cards
Fixed being able to teleport into an Error room on top of a hazard (i.e. a spiked chest)
Most sources of blue spiders will now throw those spiders out instead of spawning them on the ground
Parasitoid tears now spawn blue flies/spiders at their position rather than the player's (spawned flies and spiders will be thrown towards the player before targeting enemies)
Red chests inside a Devil Room will no longer teleport the player to the Devil Room
Fixed Athame and Maw of the Void being able to spawn many black hearts when damaging enemies with damage resistance (i.e. Mushrooms)
Fixed some on-kill effects (such as Gimpy and Infestation 2) triggering more than once when an enemy is killed by simultaneous damage sources
Fixed Envy's split parts sharing the same drop seed
Moving Box is now unlocked by using Pandora's Box in the Dark Room (as it seems to have been originally intended)
Coop babies can no longer drop out while the player is playing a pickup animation (could be used to exploit devil deals)
Poops spawned by E. Coli and Flush now react to damage similarly to regular poops
Movable TNT barrels now take damage exactly like their regular counterparts (they will take less shots to destroy at base damage)
Mine Crafter will now spawn a TNT barrel directly at the player's position rather than on a nearby free tile
Mine Crafter will now spawn two TNT barrels with Car Battery instead of spawning one and then immediately detonating it
Chaos Card and Little Horn will now properly kill fireplaces without a blood effect
All variants of Stone Grimaces now explode into rock debris when killed with Chaos Card or Little Horn and will no longer respawn when reentering the room if killed
Stone Grimaces no longer play their appear animation if encountered in an already cleared room
Head of Krampus no longer has a chance to rotate
Achievements related to sleeping in beds (Wooden Cross, Blanket) will now be unlocked after the sleeping animation rather than before
Fixed being able to force a revival with Guppy's Collar or Broken Ankh by saving and resuming the run after dying
Adjusted Isaac's pickup animation so items no longer obstruct his face
Updated Isaac's Cathedral transition animation
Made a few minor visual tweaks to Ventricle Razor
Ventricle Razor portals will now appear closed if they have no connected portal
Fixed portals from Ventricle Razor sometimes not appearing when created in a large room which is then reentered from a different door
Fixed not being able to enter Ventricle Razor portals within the same room if the player is in an off screen room (i.e. Devil Room)
Fixed Devil Room doors not having proper door animations and disappearing when closed
Items dropped by chests or slot machines no longer revert to their generic stone pedestal look upon leaving and reentering the room
Fixed Mom's Wig spawning blue spiders way too frequently when the player has a charged attack
Fixed Kidney Stone not updating the player's firerate on the final tick of the tear burst (effectively leaving the player with -1 tear delay until the tear state is updated)
Fixed being able to keep the firerate buff from Kidney Stone permanently by picking up an item that changes Isaac's attack type during the tear burst
Fixed Eden's Soul copying the charge of the previously held active item instead of starting at 0 charge
Credits and epilogue will now adapt to the game's volume settings instead of always playing at max volume
Familiars will now be teleported to the player's new position if it was changed by a boss such as Gurdy or Mom's Heart
Fixed shadow layer not being loaded correctly in any room that doesn't have the standard 1x1 shape
FX layers with parallax will now smoothly transition to their new position upon teleporting across the room
Bombs spawned from Scatter Bombs will now actually scatter around
Small bombs from Scatter Bombs now leave smaller craters
Fixed Lump of Coal and Ludovico Technique tears looking odd due to always using the biggest tear sprite
Debug console changes
Console now slides in and out faster and more smoothly, accepts input even while sliding in, and can be closed with Esc
Added support for non QWERTY keyboard layouts
Backspace can now be held to delete characters quickly
Text cursor can now be moved left and right in the console
Home and End will now move the cursor to the beginning/end of the current command
Ctrl+Home and Ctrl+End will scroll to the beginning and end of the history
Numpad Enter can now be used to run commands
Added "clear" command to clear the history
Clamped console history to 1024 entries to limit memory usage
Clamped command buffer to 64 entries to limit memory usage
Commands rerun from the command buffer will now be moved rather than copied to the front (so running the same command multiple times doesn't clutter the command buffer)
Condensed errors printed by the "lua" command so there is less useless junk at the beginning of the error string
Lua errors will now be printed to the console
Added automatic text wrapping to both the console history and input
Added ConsoleFont parameter to options.ini, set to 1 to use a smaller font (0 by default, can also be switched in game using Ctrl-Numpad+ and Ctrl-Numpad-)
Added FadedConsoleDisplay toggle to options.ini, shows recent console on screen even if the console is closed (disabled by default)
Added SaveCommandHistory toggle to options.ini, enables or disables saving the console command history between sessions (enabled by default)
Debug 4 (high damage) will now actually increase the player's damage stat so it applies to all attack types
Debug 5 now shows information about the current room (notably the room ID)
Fixed luamod reporting a success if Lua errors were encountered while loading a mod
Lua changes
Added a custom implementation for the Lua print() function which outputs to the debug console
Fixed Player:GetName() causing crashes with coop babies
Added MC_PRE_ROOM_ENTITY_SPAWN Lua callback for entities spawned as part of a room's layout (int type, int variant, int subtype, int gridindex, int seed) -> int type, int variant, int subtype
Fixed some mod callbacks crashing if anything other than a table is returned