The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

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Absolution (Lite)
   
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3.611 MB
Nov 14, 2024 @ 5:06pm
May 21 @ 2:00pm
13 Change Notes ( view )
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Absolution (Lite)

Description
This version of Absolution is a large-scale mod that introduces a plethora of content, all of which has been designed to enhance the Vanilla experience. This includes new collectibles, trinkets, cards and pills, playable characters, and even gameplay mechanics!

~ Not yet compatible with Repentance+ ~




Mod Features
All of the changes and additions detailed below have been documented on the Absolution Wiki, which can be found here [sites.google.com]. Please note, there may be minor visual inconsistencies if this mod is paired with any other that modifies the appearances, names, or descriptions of vanilla items.

New and Reworked Items
  • Over 60 new collectibles, many of which were originally featured in Pre-Release versions of Absolution
  • Nearly 30 vanilla items that have been tweaked, some now boasting entirely new effects
  • A complete vanilla item pool overhaul, with each room now hosting a specific theme of items

New 'Pocket Items'
  • 20 new trinkets, which are based on existing trinkets and provide more effects
  • 10 new pills, as well as several tweaked vanilla pill effects
  • 42 new cards, adding in those that were missing from a deck of playing cards
  • 5 new runes, which were inspired by vanilla Soul Stones and have effects relevant to the new characters listed below

New Characters
  • Ana, who always has Curse of the Labyrinth but gets extra rewards for exploring. Her B-Side instead cannot enter the Boss room until they have explored most of the rooms on the floor!
  • Balaam, who starts with an active item that grants the effects of a random book when used. His B-Side instead has guaranteed Devil deals but can't have red health!
  • Houngan, who moves slowly but starts with the Stitches familiar. His B-Side instead starts with Heart Break, but cannot easily gain health!
  • Mania, who starts with Missing No., causing all items and trinkets to randomize each floor. His B-Side instead has a chance to cause corruptions and glitches, similar to TMTrainer!
  • Seraphim, who gains access to Angel rooms immediately, and has to skip the first one to get Devil deals. Its B-Side instead holds the Pilfered Reliquary, which temporarily grants passive items from the Angel pool.

New and Reworked Curses
  • 6 new curses, which can be encountered naturally during runs. These all have significant drawbacks, and may be applied in unique ways!
  • 5 reworked vanilla curses, adding additional drawbacks that make them more significant (on Hard difficulty only).

Gameplay Tweaks
  • Planetariums are now more accessible, with a slightly increased chance to encounter them each floor. They also boast an increased roster of items!
  • Health Upgrades have been removed from standard item pools, and can now only be earned by killing the floor boss without taking damage!
  • An optional difficulty mode, which can be started by picking up a new trinket in the starting room (on Hard mode). This currently does not have any rewards, but offers a unique experience during a run!
  • All of the "Options" features of Repentogon have been enabled, including visible Planetarium chance, better Void floor, and a bug fix for Hush.

Other new mechanics include:
  • No more Breakfasting! This item is automatically rerolled after collecting one copy of it.
  • Breaking angel statues has a small chance to payout with items, rather than a minboss fight.
  • The door to the alt. path on the first floor is automatically unlocked.
  • Stoneys are destroyed if Isaac walks over them with the Stompy effect.
  • The Guppy transformation has been slightly reworked, now matching the appearance of all four of Ed's cats.




Mod Config Menu Compatibility
If you are using MCM in addition to Absolution, you may toggle any of the following options on or off, at your discretion:
  • Gameplay changes, such as stat caps, increased planetarium chance, and shop price increases.
  • New mechanics, such as killing Stoneys with stompy, no more breakfasting, and angel statue item payouts.
  • Vanilla tweaks, such as the new Eternal Chest pool, card and pill reworks, and beggars being unable to drop Health Up items.

The following features cannot be toggled:
  • Access to new characters, and changes made to vanilla characters.
  • Item Pool Overhaul, and receiving Health Up items in Boss rooms.
  • Vanilla item reworks and added effects.
  • New pickups added by Absolution, such as items, cards, pills. etc.




This mod is just one small part of the Absolution Overhaul project, and more releases are right around the corner. If you are interested in other mods that belong to this series, you can find them here on Steam, marked with the [AO] tag.

If you would like to stay up-to-date on this project, leave feedback on this mod, or join the community, check out our Discord server - just ask for a link!
Popular Discussions View All (1)
7
Jan 6 @ 8:09am
PINNED: Bug Reports
Black_L4mb
30 Comments
Black_L4mb  [author] May 8 @ 8:25am 
@TheDarkSiders - Ana is directly inspired by the Spelunky series - her character shares a name (and some of the appearance) with a character from those games. Her gimmick is a bit unrelated, but that's why she wears the Spelunker Hat without actually getting the item.
TheDarkSiders May 7 @ 9:52pm 
After reading the information on the website.
I would like to know what is the exact inspiration for the Ana character?
Black_L4mb  [author] Nov 24, 2024 @ 10:29am 
@MisterJacque, I'll keep digging into everything you've reported, and hopefully I can find a fix quickly. Thanks for bringing it all to my attention!
MisterJacque Nov 24, 2024 @ 1:35am 
I liked the idea of Curse of the Giant
I hope he'll be back :lunar2019grinningpig:
MisterJacque Nov 24, 2024 @ 1:30am 
No, I don't get a message in the console, but the Sheriff bug appears when I activate your mod.
Black_L4mb  [author] Nov 23, 2024 @ 11:29am 
The last Health Upgrade is on Womb 1, because they only spawn alongside normal boss room items, and bosses thereafter don't give a reward.

As for the Sheriff, that log snippet isn't showing a bug or incompatibility, that's that mod adding back the character costume as it should. Do you have something from the console, like you showed with StageAPI?
MisterJacque Nov 23, 2024 @ 8:55am 
The mod also creates bugs with other mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=3082060097
(Sheriff)
I don't know if it's linked to the API or a code that updates the player's appearance?

log :
[INFO] - Adding costume for 187 () which was added before and never removed.
[INFO] - Adding costume for 189 () which was added before and never removed.
MisterJacque Nov 23, 2024 @ 4:58am 
I understand the point of the ‘Health Upgrades’ mechanic, but it should be limited. Is there still any point in having HP from The Womb? :dredge_classy:
Maybe remove the HP gain from then on (or later) to test it out.
Black_L4mb  [author] Nov 22, 2024 @ 2:06pm 
Lastly, for balance - I agree that the Planetarium change is stronger than the base game; but it's a give and take since the pool now features the Zodiac items, which means it inherently includes more bad items. I'll test out your suggested changes and see how they feel in-game, and implement a change in the next patch.

However, I disagree with Health Upgrades, particularly because they have been removed elsewhere. I think this would be a considerably larger impact if getting special heart types (like Soul Hearts) was considerably more rare, but that is a problem with the vanilla game and not this mod. I'll toy around with some ideas and see if I can change something with it.
Black_L4mb  [author] Nov 22, 2024 @ 2:04pm 
@MisterJacque -- I appreciate your feedback! I'll need to address this in separate comments because of steam limitations.

To start, I was originally planning on releasing a few 'modular packs' that split up the features of this mod, that way you can pick and choose using individual mods rather than a mod menu. I do like the idea of a menu, but it's slightly out of the scope of my coding knowledge; I'll look into some APIs and see if I can get something working, but no guarantees.

As for stageAPI, that isn't one that I've personally used, so I'm not exactly sure what the incompatibility would be. My assumption is that both of our mods are defining the same variable and the game doesn't like that, so I'll check and see if that is the case. Do you have any other information on what you were doing at the time? That may help narrow it down.