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The Binding of Isaac: Rebirth News

MEGA ISAAC MERCH!



as some of you know we launched a Binding of Isaac kickstarter campaign last night and it has already eclipsed the previous one by nearly 1m dollars... in 24 hours! this kickstarter is going to be insane and i have sooo many cool things to unlock and for you guys to do along the way to unlock even more stuff.

so far we have unlocked 2 warp zone packs from other games ( The End is Nigh, Spelunky and Gish ) and are working on unlocking a new pack on twitter today ( https://twitter.com/edmundmcmillen ) ill add images of the cards at the bottom of the post.

i know a lot of you aren't interested in the card game, and for you we have added the ability to pledge 1$ and gain access to all merch items! we have apparel, plush dolls, figure sets and many many more ( also tons more to come as well ) so please check it out, last time we did this it didnt reach as many people and isaac fans got screwed after the fact by scalpers on ebay ( the original gold box is still selling for 250$ on ebay) so if you are on the fence you have till the 1st of july.. but if you act now...

ALL BACKERS WHO BACK IN THE NEXT 14 hours! get a free Tained Isaac Figurine for any order $35 and above!



dont miss out! thefoursouls.com

and if you are wondering how the binding of isaac: four souls plays, here is a how to play video!

https://www.youtube.com/watch?v=ya2iujUGP-E&t=9s[previewyoutube][/previewyoutube]

Update v1.7.4 (MODS BACK)

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 " - 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)
- Many more additions and changes to existing functions, the full list of changes can be found here: https://pastebin.com/748vEEdR

Repentance v4.0.4

Minor fixes:
- 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:
- Mod support has been re-enabled!
- 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 " - 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)
- Many more additions and changes to existing functions, the full list of changes can be found here: https://pastebin.com/748vEEdR

Update v1.7.3

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

Mod Support to be re-added in the next update!

Update v1.7.2

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