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I realized controllers (and by extension, the Steam Deck) isn't supported much in the Noita community because most players are likely just on PC and adding controller support may be a pain in the ass.
But if you do add controller support, I will give you a virtual hug. That would be hella skibidi bussin no cap skull emoji.
During the v3 rework, I decided restricting a player to a researched minimum instead of just "the minimum" felt pedantic, so I ditched the _min/_max where it made sense to only track _max and MOSTLY renamed them.
'mana_max' is what it's actually called in the game's component system, so I didn't prune _max from 'mana_max' and I just flat missed that one reference when renaming mana_charge_speed.
Thanks for picking up the slack, folks.
Sorry for being so absent, real life has been rough lately. I'm still around, but it'll be slow for a bit.
I took a look at the script - I think the problem is on line 658 of data_store.lua. It looks like you're checking _research.b_mana_charge_speed_max to determine whether to save the mana charge speed. That property does not exist - remove the _max from the end of the property and it should work.
Updates pushed. Stash transfers, Always Casts, Play Without, and Teleport Back bugs fixed.
I mean I think they were. Apparently I'm not very good at this. Sorry guys. Ideally you can try to enjoy it now.
Sorry everyone!
Seconding Alex's bug: The money in the stash never changes. If you "add" money to your stash, it just disappears. If you take money out of the stash, it appears in your character without being removed from your stash
The UI is broken when you have an "always cast" wand. You can't see any of the windows.
What this means: Your run SHOULD NOT break. It MIGHT, I'm sorry. I tried really hard to make this seamless, but I can only test so many edge cases and I likely forgot something obvious. Future runs should work perfectly.
As always, feedback is welcome here or on Github. Enjoy!
One thing I do feel should be tweaked is the max cost for buying spells. And perhaps a way to buy certain spells automatically every time you start a run? (Alt fire teleport bolt from apotheosis goes so hard for early game movement! :-P )
But for the max cost, with how easy it can be to get truly ludicrous amounts of money, being able to increase the max buy cost of spells more would be helpful. Or perhaps an option where the more you buy, the more expensive they get (until they start to get more expensive than the work spells, likely with a configurable cap of say, 2x-6x or something?)
Also, a cap of how much you can earn per run, rather than just a % would be nice.
So if you died, you'd get x% of your gold, up to a configurable max. (So like, 5k-300k ish for the range? This would likely require some balance planning based on other decisions you make if you implement any of these other suggestions)
Also I forgot to enable Discussions and Issues on the Github repo, that's open now to anyone who needs it!
upon removal of the effect, whether it be a mod or perk causing the unlimited charges, as soon as the charge amount shows on the spells again, they become researchable again until the effect is regained.
the problem with the dropper bolt seems to have been anomalous, as even before the update i was unable to repeat the observation.
ill also attempt to post this on the github
the perk causing issues is the unlimited spells perk, which causes most limited charge spells to no loner have a limited amount of charges, making them look and act like regular spells
when a limited charge spell is being affected by this perk (or any effect which causes it to not have a limited amount of charges) it cannot be researched, as it did not pop up in the spell research tab. after this mods recent update, this changed to it showing up in the spell research tab, but only with the recycle option, despite it not having been researched prior.
@crimsonblod -- Let me know if the update I pushed today (added Search to Buy Spells, among other things) fixes this issue. It sounds likely given how much code I've reworked in that area.
I apologize for my overall "move fast and break things" approach, I'm still getting used to all of this. Thank you so much for bearing with me!
Bugs with research spells not working/sliding off screen/etc should be resolved, I found a few mistakes in a few places and two players have been play testing it for a few hours now with no weirdness.
I've added filter, search, and sort to the Buy Spells GUI, that should make using them much easier. (I want to add hover-tooltip style infos to spells, but pulling Cast Delay/etc seems to be difficult -- if anyone knows how or knows of a mod which shows spell data in its own UI, please let me know.)
Due to the way the mod loads spells, Persistence will need to be last in the list. I'll add a note in the description about that soon. (I may look into improving this at a later date, once I understand how these things work a bit better. Again, if anyone knows, feel free to let me know.)
That said, a search function for buying spells would be helpful. They're very large, and even on a huge screen, you can only see a few at once.
cant research spells unless persistance is at the very bottom of the mod list
cant research limited charge spells if you have a perk that removes the limited charges
cant research dropper bolt with or without perk?
can buy limited charge spells that have been researched, and they work with the perk
The research wands you can see sprinting off to the bottom right until it's off screen, but the research spells option just never shows anything, and both of them cause an issue where you can never interact with the bottom left main menu again until you restart your client.
Not sure if resolution is related, but it looks like you've been making some UI changes so I figured I'd mention it!
The money and both the buy screens seem to work though!