Noita
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Spells Evolutions
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File Size
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1.255 MB
16 Jan, 2022 @ 12:05pm
6 Feb, 2023 @ 3:18pm
14 Change Notes ( view )

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Spells Evolutions

In 1 collection by MatoLabu@UkiUkiLab
"Spells Evolutions & Monsters! Drop your guns!" compatible mods!
69 items
Description
You MUST install these 2 other mods to enjoy the full experience
It's not mandatory, but I designed this mod to be played with the following two mods. So it is highly recommended to install them:



Development progress
Working on other projects, I don't update this mod since April 2022.
If you want to modify or improve it, I am open to pass the project to one or more serious developers.
You can find me on Noita discord an send me a PM. ;)
Thanks for all your feedback and encouragement, it's so cool!
Thanks to all of you !
GL HF in life!



Description

Spells Evolutions allow you to combine identical spells:

> Fusion of spells with limited ammo
Combining spells with limited ammo adds the ammo of both spells into a single spell:




> Fusion of spells with unlimited projectiles
Combining infinite projectile spells will merge them into a more powerful version of this spell.















Current and future compatibilities



> And finally, place these mods in this precise order at the very end of your modlist
  • Monsters! Drop your guns!

  • Infinity - by Philadelphus (if you use it): Thanks to this mod that creates infinite versions of all spells that have limited ammo + Spells Evolutions = it is now possible to merge all these new infinite spells to get more powerful evolutions!

  • Spells Evolutions (at the very very end, because it takes all the other spells and also the Monsters! Drop your guns! spells into account)



Mods incompatible with Spells Evolutions
  • Shop Machines - by ljiyin: to sell an evolved spell will kill the Shop Machines! Do not try.
  • Goki's Things - by goki_dev: not compatible for now. I'll look at it!
  • Spell Labs - by goki_dev: seems to cause some bugs. I'll look at it!
  • I override the behaviour of the "spell_refresh cristal" to be compatible with munition addition. So Spells Evolutions may conflict with another mod that modify the file "spell_refresh.lua" too.
  • I haven't tested the compatibility with all the mods, so don't hesitate to tell me if you find any problem "Bug Reports" topic.



Possible improvements
  • Adjust the "mana_cost vs. power" balance of Legendary spells (tell me if you find any abusive situations)
  • Add other parameters that boost with evolution (I think I've handled most of the cases, but if you come across boosted versions that are not particularly powerful, let me know)



Known issues
  • When you drag & drop a spell in the inventory, the frame indicating the evolution level does not follow the cursor: seems to be impossible to code.
  • When you loot a wand, in the preview of what it contains, the spells don't have a frame indicating their evolution level: seems to be impossible to code.



Special thanks to
  • Archaeopteryx, Aweguy, celeste, Copiuminpäällikkö, Coxas/Thighs, Extol, Hämdicorn, Lord Pyro, Mahtisauvanoita Nira, nap.reduce(), Näx, nickflik0934, Novakid, Pahämis Scoofilma, Shoug, ! Slurpps | Sydämen Mestari!, SpazProjects, Perh, ryyst, Spoopy Magic Boi, Thatrius, Veum, vihannes mies, wldwailord, xs, Ylistää: for supporting me, giving me the desire to create cool things, helping me many times on my code and my problems on discord! ^^
  • All those who animate the community!
  • Evaisa: for adding compatibility with all her crazy mods!
  • Philadelphus: for modyfing his Infinity mod with my requests. :D
  • Horscht: for adding compatibility with Anvil of Destiny! :O
  • All the devs who make cool tools like Zatherz and his luanxml tool and those who make huge and crazy mods.
  • Nolla for creating this incredibly fun game, and all the docs and tools that give us the power to create all these mods!
  • From Grotto for the OST of Noita and the music of my trailer: https://youtu.be/vQNvy_QM5L4
  • You who are going to play this mod!



Bug reporting
Preferably, please post your bugs in the "Bug Reports" topic below.

Commentaries
I stopped working on this project.
So I won't be reading the posts anymore (unless I pass by one day ^^).



. . .⭒❃.✮:▹ Have tons of huge evolutions! ◃:✮.❃⭒. . .

Popular Discussions View All (2)
37
25 Sep @ 2:56am
[Bug Reports]
MatoLabu@UkiUkiLab
1
12 Aug, 2022 @ 3:35pm
Spell Combinations [DLC]
Axanthic
149 Comments
Templeton 2 Sep @ 12:17pm 
Why does a leveled up magic guard just make me explode? Not every evolution should just deal damage and explode. Make different spells better at their individual responsibilities.
Sgt Mooseknuckle 31 Aug @ 11:27am 
doesn't seem to work
KFadedAway 28 Aug @ 5:54pm 
This mod will replace healing bolt spells in the world, sometimes with "upgraded" versions of them that do more damage than healing. When this happens you are simply griefed by the mod.
7ᴇᴍᴘᴇsᴛᴲ 28 Aug @ 1:22am 
Great mod
The only down side is the increased mana cost and "legendary" spell should be called "omega"
DonWonVon 25 Aug @ 12:52pm 
Good mod but the mana cost is crazy. It actually feels like a downgrade fusing some spells
Epic!Cat 7 Aug @ 1:56am 
STAR PLATINUM, OVER HEAVEN
MercuriusXeno 3 Aug @ 2:13pm 
totally unrelated side note, if this mod gets any future love, i am not alone in wishing evolutions didn't add explosions to things that don't have them at tier 1.
MercuriusXeno 3 Aug @ 2:09pm 
This is a fun mod; i started using horscht's advanced spell inventory and the nature of the spell evolutions causes some misbehavior when storing the spells there.

I mentioned it in the mod discussion there, assumed that there's a reason (maybe even a good one) why the evolutions don't have their own distinct spell ids (which is how horscht stores them).

How hard would it be to decouple the evolutions from their parent, tier 1 spells? It's okay if the answer is "absurdly hard/definitely not happening", but it'd be a real joy to play both mods together.
Shinoskay 30 Jun @ 4:51pm 
I cant seem to get spells to combine. I'm trying to combine bombs and they wont.
Wese 3 Jun @ 9:56am 
The Functionality, sound and UI of the mod is great, and I really applaud the dev for this.

This Mod sounds great on paper, and I had some amazing runs with it and alot of fun. the problem I encountered is, that it's balanced around a single spell "spark", or more broadly, balanced around small projectile starter spells. It makes total sense to upgrade them. Problem is, that the modifiers seem to be the same for every spell, or near identical.
Some spells, especially the bigger ones like lightning bolt or chain bolt get a damage increase like +6 from 125 to 131, but get a mana increase like 14 mana.
It's a flat damage modifier, so great on any fast fire, multitude projectile, but not even worth it for any of the big projectiles. You are actually nerfing the spell by upgrading it, making it more mana costly and less usable.
I think this desperately needs another seperate upgrade path for big spells, that increases the dmg by %, or by a bigger chunk, to make it viable to those spells.