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]