Noita Epilogue 2 Update

Noita Epilogue 2 Update is now available. To celebrate the update, Noita is 60% off at Steam! [img]{STEAM_CLAN_IMAGE}/32936730/d6f6b68612c682b1d2dd5c0b666df06de8ebdc10.gif[/img] This update includes a ton of new things, like new spells, new enemies, new bosses, a new area and new secrets. There's also a bunch of tweaks, updates and bug fixes. Unfortunately your old save games won't survive the update. But there is now a new [url=https://www.youtube.com/watch?v=GQ-1qCqKgtU&t=36s]Steam beta branch called "update_20240214"[/url]. It will allow you to finish your run with the old version of Noita. [b]GENERAL[/b] [list] [*] FEATURE: Spell - Sparkly bounce [*] FEATURE: Spell - Lightning bounce [*] FEATURE: Spell - Vacuum bounce [*] FEATURE: Spell - Null shot [*] FEATURE: Spell - Inner spell [*] FEATURE: Spell - Giga white hole [*] FEATURE: Spell - True orbit [*] FEATURE: Spell - Hookbolt [*] FEATURE: Spell - Anti homing [*] FEATURE: Spell - Holy lance [*] FEATURE: Added 8 modifier spells [*] FEATURE: Added 6 new enemies [*] FEATURE: Added 6 new spells [*] FEATURE: Added 3 new secret spells [*] FEATURE: Added new rare materials [*] FEATURE: Added chemical reactions [*] FEATURE: Added new small biome [*] FEATURE: Item - Utility box [*] FEATURE: Potion reactions [*] FEATURE: Audio is muted when unfocusing the game if "Pause the game when unfocused" is On [*] FEATURE: Amazing golden spell [*] FEATURE: 3 new bossfights [*] FEATURE: Added a new creature [*] FEATURE: New materials and reactions [*] FEATURE: New secret quest [*] FEATURE: Added a new easter egg [*] UPDATE: Dupe around and find out [*] UPDATE: Better interaction with No Wand Tinkering and Tinker With Wands Everywhere perks [*] UPDATE: Lukki Minion is slightly more powerful [*] UPDATE: Spells can now be dropped from inventory at all times [*] UPDATE: Spell drop rates rebalanced [*] UPDATE: Explosive bounce's radius increased [*] UPDATE: Shiny Orb is now more lucrative [*] UPDATE: Moved a boss into a slightly more accessible spot [*] UPDATE: Adjusted various spell mana costs and prices [*] UPDATE: Adjusted weakness modifiers [*] UPDATE: Updated the look of the Hiisi Alchemist's potions [*] UPDATE: Potion content percentages are displayed now (Thank you Evaisa) [*] UPDATE: Vomiting now requires eating a bit more nasty materials [*] UPDATE: Buffed Vampirism [*] UPDATE: A little surprise for the turophiles [*] UPDATE: Audio - new sounds for [REDACTED], glue, eldritch portal, freezing gaze, barrier & wall spells [*] UPDATE: Audio - bzzzt [*] UPDATE: Audio - new sound for [REDACTED] [*] UPDATE: Audio - new music for a few side areas [*] UPDATE: Powder pouches have a new functionality [*] UPDATE: New enemies show their statuses in the UI [*] UPDATE: Visual, audio and other fx when moving very fast [*] UPDATE: Tele bolt resets caster's vertical velocity [*] UPDATE: Less harsh sound for tele bolt for more pleasant tele spamming experience [*] UPDATE: Improved camera tracking when moving fast [*] UPDATE: Lukki Minion should no longer be killable to make it more useful [*] UPDATE: Optimized file system performance when using mods [*] UPDATE: Optimized performance of some game effect queries in various systems [*] UPDATE: All bosses use final boss style health bars [*] UPDATE: Added up to date localizations [/list] [b]BUG FIXES[/b] [list] [*] BUGFIX: Nightmare mode - the boss arena and orb rooms could be overwritten [*] BUGFIX: Nightmare mode - Orbs should now drop hearts even if the spell is unlocked [*] BUGFIX: Nightmare mode - enemies no longer spawn with Attract Gold perk [*] BUGFIX: Permanent polymorph is permanent [*] BUGFIX: Carrying 5th wand by frame perfect swapping is fixed [*] BUGFIX: Rare crash when enemy was converted to a ragdoll (text sprite) (Thank you Dexter Castor Döpping) [*] BUGFIX: Fixed another inventory exploit, that allowed carrying of extra wands [*] BUGFIX: Fixed Lukki Minion sometimes escaping and disappearing [*] BUGFIX: Vaihdosmestari can no longer move cursed rock [*] BUGFIX: Closing inventory while starting to drag items is fixed [*] BUGFIX: Alt tab silliness is should now be fixed [*] BUGFIX: Optimized particle effects [*] BUGFIX: Player can no longer polymorph to Olematon [*] BUGFIX: Runestone of edges could cause Puska to shoot forever [*] BUGFIX: Mouse cursor displays the material even in the far lands [*] BUGFIX: Optimized Circle of stillness and Freezing gaze [*] BUGFIX: Fixed Null shot breaking modifiers cast after it [*] BUGFIX: Cosmetic fix to the alchemist's background [*] BUGFIX: More optimizations, including Freeze Field perk and Iceball spell [*] BUGFIX: Fixed a rare crash that could happen with too many materials [*] BUGFIX: Rare wand generation bug (the default green wand should be now fixed) [*] BUGFIX: Minor - a perk icon was missing a pixel [*] BUGFIX: Fixed a security vulnerability in the modding API (Thank you Dexter Castor Döpping) [*] BUGFIX: Fixed Hookbolt having a buggy sprite [*] BUGFIX: Fixed Giga White Hole not repelling projectiles [*] BUGFIX: Fixed certain spell unlocks happening in an unintended way [*] BUGFIX: Physics objects are less likely to fall through the bottom of the world [*] BUGFIX: Fixed Explosive Detonator being bugged in certain circumstances [*] BUGFIX: Fixed a boss not dropping all the spells it was meant to [*] BUGFIX: Fixed a secret dropping spells that it shouldn't [*] BUGFIX: Fixed multiple spells have some erroneous/missing data [*] BUGFIX: Fixed a rare case of sky being black [*] BUGFIX: Nullifying Altar did not remove the perk icons (Thank you Priskip) [*] BUGFIX: Related perks should now be removed from the perk pool [*] BUGFIX: Surprise puddles behind potions fixed [*] BUGFIX: Certain endgame item can now be dragged in the inventory without TWWE [*] BUGFIX: Saving and loading while stained caused extra status effects [*] BUGFIX: Vomit based status effect glitch is fixed [*] BUGFIX: Longer runs should be more stable and largely address aware thanks to Dexter Castor Döpping [*] BUGFIX: Game mode selection UI has been optimized [*] BUGFIX: Improved overall security of modding API [*] BUGFIX: Audio - rewrote audio event stealing logic - should fix issues with audio sometimes "wrapping up" in a janky manner [*] BUGFIX: Audio - ambience events no longer trigger lots of silent audio instances - reduces ambience CPU use [*] BUGFIX: Audio - droplet sounds would rarely end up repeating without a cause [*] BUGFIX: Audio - liquid flow sound was sometimes left playing [*] BUGFIX: Fixed a potential issue in regards to file paths [*] BUGFIX: Fixed an xml parsing issue [*] BUGFIX: A fix caused more issues than it solved [*] BUGFIX: A fix broke some translation mods that used custom fonts [*] BUGFIX: Possible fix for "Game will restart due to mod changes" without changes [*] BUGFIX: Fungal shifts rarely didn't occur [*] BUGFIX: Fungal shifts that didn't fully realise still counted towards the maximum limit [*] BUGFIX: Certain spells weren't keeping the ID of their caster around like they should've [*] BUGFIX: These release notes were so long that the UI had performance issues [*] BUGFIX: Some surface areas had no sky light after above areas had been visited, and were not counted as surface by audio etc [*] BUGFIX: Final boss hanging around very far from the player could block mini-boss music [*] BUGFIX: Wands retain cast delay, recharge etc over a game restart [*] BUGFIX: A settings menu item was using a missing translation key when hovered [*] BUGFIX: Infinite rain exploit [*] BUGFIX: Some localization strings were incorrectly escaped [*] BUGFIX: Text in tablets and books didn't display correctly in all languages [*] BUGFIX: Fixed issues with UI in some languages [*] BUGFIX: More robust mod check when saving bones files [/list] [b]MODDING[/b] [list] [*] MODDING: Lua - added PolymorphTableAddEntity [*] MODDING: Lua - added PolymorphTableRemoveEntity [*] MODDING: Lua - added PolymorphTableGet [*] MODDING: Lua - added LoadRagdoll [*] MODDING: Lua - GameCreateCosmeticParticle - now with gravity_x and gravity_y [*] MODDING: Lua - LoadPixelScene - now with allow_duplicate param [*] MODDING: Lua - added PolymorphTableSet [*] MODDING: Lua - added ComponentGetTags [*] MODDING: Lua - added InputIsKeyDown [*] MODDING: Lua - added InputIsKeyJustDown [*] MODDING: Lua - added InputIsKeyJustUp [*] MODDING: Lua - added InputGetMousePosOnScreen [*] MODDING: Lua - added InputIsMouseButtonDown [*] MODDING: Lua - added InputIsMouseButtonJustDown [*] MODDING: Lua - added InputIsMouseButtonJustUp [*] MODDING: Lua - added InputIsJoystickButtonDown [*] MODDING: Lua - added InputIsJoystickButtonJustDown [*] MODDING: Lua - added InputGetJoystickAnalogButton [*] MODDING: Lua - added InputIsJoystickConnected [*] MODDING: Lua - added InputGetJoystickAnalogStick [*] MODDING: Lua - added PhysicsComponentGetTransform, PhysicsComponentSetTransform [*] MODDING: Lua - added PhysicsPosToGamePos, GamePosToPhysicsPos [*] MODDING: Lua - added PhysicsBodyIDGetFromEntity, PhysicsBodyIDQueryBodies [*] MODDING: Lua - added PhysicsBodyIDGetTransform, PhysicsBodyIDSetTransform [*] MODDING: Lua - added PhysicsBodyIDApplyForce, PhysicsBodyIDApplyTorque [*] MODDING: Lua - added PhysicsBodyIDGetWorldCenter [*] MODDING: Lua - added PhysicsBodyIDGetDamping, PhysicsBodyIDSetDamping [*] MODDING: Lua - added PhysicsBodyIDGetGravityScale, PhysicsBodyIDSetGravityScale [*] MODDING: Lua - added PhysicsBodyIDGetBodyAABB [*] MODDING: Lua - added ModDoesFileExist [*] MODDING: Lua - added RemovePixelSceneBackgroundSprite and RemovePixelSceneBackgroundSprites [*] MODDING: Lua - added EntitiesGetMaxID [*] MODDING: Lua - added ModMaterialFilesGet [*] MODDING: Lua - added ModRegisterMusicBank (init.lua) and example in mods/example [*] MODDING: Lua - added GameGetSkyVisibility, GameGetFogOfWar, GameGetFogOfWarBilinear, GameSetFogOfWar [*] MODDING: Lua - added DEBUG_LUA_DONT_REPEAT_ERRORS magic number to log recurring, consecutive errors only once (defaults to 1) [*] MODDING: Lua - lua error stack traces [*] MODDING: Lua - added ModImageMakeEditable, ModImageIdFromFilename, ModImageSetPixel, ModImageGetPixel [*] MODDING: Lua - added ModImageWhoSetContent, ModImageDoesExist [*] MODDING: Lua - added ModLuaFileGetAppends, ModLuaFileSetAppends [*] MODDING: Lua - added ComponentGetEntity [*] MODDING: Lua - added optional 'tag' parameter to EntityGetAllChildren [*] MODDING: Lua - exposed ModTextFileGetContent and ModTextFileWhoSetContent to all lua scripts [*] MODDING: Lua - made ComponentGet/SetValue2 up to 300% faster. Old ComponentGet/SetValue API is also a bit faster [*] MODDING: Lua - added GameSetPostFxTextureParameter, GameUnsetPostFxTextureParameter [*] MODDING: Lua - added PhysicsBodyIDApplyLinearImpulse, EntityGetHotspot, EntityRemoveStainStatusEffect [*] MODDING: Lua - added use_material_colors & replace_existing_cells parameters to EntityConvertToMaterial [*] MODDING: Lua - added font and scale options to GuiText, GuiButton and GuiGetTextDimensions [*] MODDING: Lua API documentation - improved documentation of some functions [*] MODDING: MagicNumber UI_WAND_TAG_OVERWRITES_NAME has been added [*] MODDING: MagicNumber DESIGN_ALLOW_INVENTORY_CLOSING_AND_DRAGGING_GLITCH has been added [*] MODDING: MagicNumber DESIGN_ALLOW_FULL_INVENTORY_SPELLS_DRAG has been added [*] MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_TABLETS has been added [*] MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_ITEM_PHYSICS has been added [*] MODDING: MagicNumber GLITCH_ALLOW_5TH_WAND_CARRY has been added [*] MODDING: MagicNumber GLITCH_ALLOW_ALT_TAB_SILLINESS has been added [*] MODDING: MagicNumber GLITCH_ALLOW_STAIN_DUPLICATION_GLITCH has been added [*] MODDING: MagicNumber GLITCH_ALLOW_VOMIT_BASED_STATUS_EFFECT_GLITCH has been added [*] MODDING: MagicNumber DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU has been added [*] MODDING: Components - GameEffectComponent - polymorph_target should now work [*] MODDING: Components - LaserEmitterComponent - ConfigLaser - added damage_apply_hitbox_dmg_multiplier [*] MODDING: Components - PhysicsKeepInWorldComponent - added [*] MODDING: Components - AttachToEntityComponent - added [*] MODDING: Components - BiomeTrackerComponent - added [*] MODDING: ComponentGetValue2() and ComponentSetValue2() now work with types::iaabb [*] MODDING: Components - LuaComponent - added limit_all_callbacks to allow limiting of all callbacks [*] MODDING: Fixed DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU [*] MODDING: Updated debug_keys.txt [*] MODDING: Added support for static_tile biomes, that are like wang biomes without randomization, consisting of one large tile [*] MODDING: Added support for static_tile_bg_mask, that are repeating backgrounds with a rough mask that defines the visibility [*] MODDING: Added audio_music_trigger_without_danger to Biome. Used in watercave. Also added other new audio-related properties [*] MODDING: Added intensity2 parameter to GameEntityPlaySoundLoop [*] MODDING: IKLimbWalker, IKLimbsAnimator - exposed ray_skip_material [*] MODDING: CharacterPlatforming - added audio_liquid_splash_intensity [*] MODDING: PhysicsAI works better with non-levitating creatures [*] MODDING: Added auto-generated any_liquid any any_powder Material tags [*] MODDING: Audio - reports filename on bank load error [*] MODDING: Improved init.lua API documentation [*] MODDING: Fixed a possible rare crash when using the mod API in not recommended ways [*] MODDING: CharacterData/CharacterCollision - added dont_update_velocity_and_xform [*] MODDING: Exposed some path finding debug rendering features in F7 menu [*] MODDING: Materials.xml loading - doesn't log error if a material would have reaction to itself because of a reaction with duplicate material from tags [*] MODDING: Entity xml - added _remove_from_base (on Base components) to exclude components from base entities [*] MODDING: Added 'json' to accepted file types of ModTextFileGet/SetContent and workshop uploader [*] MODDING: Default biome map loads via 'data/scripts/biome_map.lua' (makes biome map multi-mod editing less of a hassle) [*] MODDING: fungal_shift.lua doesn't call CellFactory_GetType on file scope, so mods can use the file before that function is ok to call [*] MODDING: Added AUDIO_PLAY_GAME_OVER_SOUND and AUDIO_FADE_MUSIC_ON_DEATH magic numbers [*] MODDING: Biome - added parameters to control parallax bg look [*] MODDING: MaterialAreaCheckerComponent - added always_check_fullness & count_min [*] MODDING: IKLimbsAnimatorComponent - added is_limp, [*] MODDING: GameStatsComponent - dont_do_logplayerkill [*] MODDING: PhysicsShapeComponent - added material [*] MODDING: AnimalAIComponent - added keep_state_alive_when_enabled (without this AnimalAI can get stuck in no state when Disabled & Enabled) [*] MODDING: VegetationComponent - added random_flip_x_scale [*] MODDING: CellData - added vegetation_random_flip_x_scale [*] MODDING: CellData - added is_grass_hashed (for more natural look when grass grows on a long, flat horizontal surface) [*] MODDING: PotionComponent - added custom_color_material [*] MODDING/BUGFIX: Removing a game mode mod while there was an active run with it could make the game crash or behave weirdly [*] MODDING/BUGFIX: Pressing "Install mods..." in mods menu would take one back to the main menu [*] MODDING/BUGFIX: EntitySerializer couldn't always update entities on hot load changes [*] MODDING/BUGFIX: Fixed a warning on game start if MaterialAreaChecker.material2 is not set [*] MODDING/BUGFIX: ModSettingGetNextValue returned setting key if no next value is set for the setting (now returns nil) [/list]