and you can only re-arrange your spells in your wands (to put the "shotgun modifier on a wand instead of another, for example) in the "between dungeon" area, you can not really test things.
I mean the game can be cool, and there are many things to find; but everything is random, many things are limited ("big" spells have a limited number of cast per dungeon) and you can only re-arrange your spells in your wands (to put the "shotgun modifier on a wand instead of another, for example) in the "between dungeon" area, you can not really test things.Yeah, that's definitely true. I think it's deliberate, to force the player to dive deeper and take risks. If you remove the limits, you can easily start running into the opposite problem, where you can easily make an overpowered wand and no longer have any need to experiment.
If you test out some more destructive spells during that in-between level and you damage enough of the surrounding area, you will have an invincible enemy spawn over the upgrade altar who will shoot explosive spells at you and slowly follow you throughout the rest of the game, always respawning at the altar. Plus I don't think you can test out spells with limited uses without spending those uses, since the refill is a thing you pick up at the start of it.and you can only re-arrange your spells in your wands (to put the "shotgun modifier on a wand instead of another, for example) in the "between dungeon" area, you can not really test things.
Do you mean having a target dummy or the like? You can still fire your wands quite liberally in the 'between dungeon' area, so I haven't had too much issue fiddling with spell sequences. (That said, I have almost killed myself a couple of times doing so...)
Edit: Turns out "edit wands anywhere" is one of the random perks you can pick in between levels. It's called that outright, too, so it's not one of the cryptic ones.
Mmm... so I hit a polymorph potion, turned into some kind of worm. I burrowed straight down. Turns out the temples between levels are literally between levels. I burrowed through two of them before turning back into a person.Yeah, the entire world is continuous. With enough black hole spells, or chaotic polymorph juice, you can go anywhere.
Then I got a message "You have angered the gods" and a lot of monsters attacked me all at once. So don't do that?
Underground there's a lava field on the right which I haven't managed to cross yetYou can refill any flask with water. Spray the contents out with right mouse, and then step into deep water while holding the empty flask.
The only thing limiting how much you can drink is time. You can drain any body of water eventually.
So far best spell i had was on a wand with no shuffle that had spark with a trigger and Cross explosion. it helped that i had the homing perk so the trigger spark will fly towards enemies and the Cross exploded on top of them for 90dmg.I watched a run where someone just... took one pip of lighting bolt (the jaggy screw off one with the zappy explosion at the end) in a wand early and then facerolled the rest of the game. Killed multiple temple guardians with it, since apparently they can be stunlocked by electricity. It's was pretty amusing, in some ways...
So far best spell i had was on a wand with no shuffle that had spark with a trigger and Cross explosion. it helped that i had the homing perk so the trigger spark will fly towards enemies and the Cross exploded on top of them for 90dmg.I watched a run where someone just... took one pip of lighting bolt (the jaggy screw off one with the zappy explosion at the end) in a wand early and then facerolled the rest of the game. Killed multiple temple guardians with it, since apparently they can be stunlocked by electricity. It's was pretty amusing, in some ways...
Keep in mind electricity will detonate anything explosive, aside from the wooden box bombs. Being immune to electricity doesn't help you if you get blowed up.Being immune to explosions does, though! Getting both immunities is where it's at :P
I watched a run where someone just... took one pip of lighting bolt (the jaggy screw off one with the zappy explosion at the end) in a wand early and then facerolled the rest of the game. Killed multiple temple guardians with it, since apparently they can be stunlocked by electricity. It's was pretty amusing, in some ways...My first win was becoming immune to both electricity and explosions, and then finding a lightning bolt wand. It's really powerful, but also very easy to kill yourself with it.
I met the dragonworm once, and died instantly. Barely even saw it.I'll just say it has more than melee, but I did manage to kill it 2nd time.
It'd probably be trivial with melee immunity, though. All the other worms at least only have a melee attack, and can't hurt you in any way if you have the perk.
Had a reasonably successful run earlier today that got cut short by dropping down the shaft into the ice caves and landing on top of 3 jetpack assholes and a tank, backed up by a sniper and lightning spirit. That was another run where I got to abuse and exploit the Homing Projectiles perk for all it's worth.
So, the perk in general is just sorta okay... It likes to fuck with long-range shots because it'll just find something else to home in on, even if it's on the other side of a wall, and some projectiles really don't work well with the homing in general.
But then we get to abnormal projectiles, and things start getting fun... A number of spells are classed as "projectiles" even when they don't work like your standard shooty bolts and fireballs. The mist spells (slime/blood/whiskey etc.), for instance. The center of the mist cloud is technically a projectile, it just has 0 speed and 0 gravity and doesn't disappear when it "hits" something. The green rain cloud from the acid rain spell is also a projectile, as are the explosions from the cross charge spells.
Homing goes absolutely apeshit with these projectiles. Since they normally have no speed or gravity, the only force acting upon them is the "slight" homing effect, causing them to zero in on nearby enemies with extreme prejudice. Now, having your own little acid storm cloud following you around is already pretty disastrous, but how about we make this even worse?
Projectile modifiers work on these abnormal projectiles. This includes stuff like fire trails, poison trails... And lightning charge. It's only +8 electric damage or so, but it's +8 every time a projectile "impacts" an enemy... Which in the case of abnormal projectiles like mist clouds can happen hundreds of times for a single shot, because the hitbox will intersect with an enemy but the projectile won't go away. And of course it'll shock liquids and metals and stun enemies and all that good stuff.
On my best run, I had two wands that abused this synergy. One was just a paired set of electric cross charges, so while the explosion is charging up they'd home in on and zap anything that moved before detonating. Very handy, and actually remarkably manageable.
Then there was the Armageddon wand. Pure destruction. A timed spark bolt that fired a quadruple multishot of four whiskey mists, with a projectile modifier... Namely, fireball thrower. Because of how modifiers and multicasts work, it used a single charge of fireball thrower to apply it to all four mists. Hurl it into a room and go hide behind something while the world ends.
I miss that wand...
E: Other thing the game needs: Let you kick stuff through portals. I want to watch a minecart% speedrun, where the goal is to kill the final boss with the starting minecart in the shortest time possible. Dunno if it's possible right now, but that'd make it a lot more straightforward.I feel like this (https://www.youtube.com/watch?v=KZZK7GXwIC4) is appropriate viewing material for the subject matter.
E: Also, speaking of hiisi, anyone know why exactly its combat music is oldschool porn sleeze music? What exactly am I walking into with that place?They have bottles of acid, gunpowder, and blood in their bars.
spells/cast 5!!!
capacity 4wait what
So yes, it puts out all fires near you... But it doesn't directly prevent you from catching on fire. And if you do, good fucking luck putting it out again.You can put out a fire by diving into oil instead. Or magic potions.
Lasted right up until I somehow bugged out the game and stopped being able to pick things up.You might have phantom items taking up your item slots. I know Perk Roulette sometimes places copies of perks there for some reason, and though they'll be invisible and unselectable, you can drop them to fix it.
A warning- do not ponder how to switch around stuff on your wands in order to go grab a really fancy wand with stuff like lightning bolt and poison arcs while standing in water holding out a wand with a thunder effect and low HP.Another warning: Do not open chests underwater. They can contain thunderstones, or flasks of chaotic polymorphium that will immediately shatter and turn you into something that doesn't like being in water.
E2: Also daily (or just random) form runs would probably be pretty great. Have your base form for that game be some random critter.The problem with this is just how INCREDIBLY GODDAMN SLOW some of the mobs are, and also how many of them can't use their attacks properly when player controlled.
Ooh, small tip that might be easy to miss: Wands with some knockback make traveling to places like the spirit essence much, much less tedious. Can speed you up pretty significantly, which is nice when places like the lake are so bloody deep.Yeah, was using the knockback on the rapid-fire magic bolt wand as much as its mana could handle, at least on the way down. Going back up it caused a little too much lag to actually be worth it, but that wand got a hell of a lot of (versatile!) usage in the short time I had it.
Is Fireball thrower one of the newer spells ?Nah it's been around for a couple versions (at least the last version, when I started playing), it's just fairly rare. With good reason.
I haven't seen it yet, and both of these look cool :)
... well, maybe you're talking something else since those guys aren't particularly little. Any case, they can do the same freeze/pop-you-like-flimsy-balloon thing.Compared to a lot of other enemies, pikkuturso are definitely not huge... They've got their big brothers that move faster and can actually fire a tentacle at you, but the small ones just float around slowly. I guess the big turso have the freeze-and-chomp as well? Makes sense, I just never got that close to them before.
For once an interesting tidbit that didn't end in a horrible death: Lava doesn't set off gunpowder. ._.Well... It can, but it's a bit fiddly with how it works. You can see this a lot with the fireflies in the coal mines, seeing as they bleed lava and there are suspicious mountains of gunpowder friggin' everywhere.
Mimics, trapped chests, really the moral of the story is to just shoot all the chests open and make peace with however many that ends up ruining. It's for the better.Couldn't agree more...
This is starting to feel like battle of the RNG...Welcome to Noita,.enjoy your stay! And the next one. And the next one. And the ne- ooh, that looked painful.
Oh, I meant gunpowder arc.Ah yeah, that'll do it... Most of the arcs are pretty dangerous when you're using them straight up!
New update also includes better-incorporated modding support, including a mod that randomizes your starting loadout based on various schools of magic.
The randomized start is pretty ace. Best I've seen so far is probably summoner, which has one wand that doesn't matter and a second wand with no spell components... and always cast summon rock. Football wizard agogo.I just got a "Fire Druid". Starts with oil blood and fire immunity. Wands have fireball and oil trail, and firebolt and always cast oil trail.
That's a weird way to spell opportunity. There's no bs in that, though there might be bees in this prospective doom wand. Incidentally, you could make wand that spawns bees. Big bees, little bees, clouds of bees, trails of bees, bees for days. If the game has a bee modifier I haven't seen it yet and the lack is sore. Sore like myriad bee stings. Noita needs bee projectiles and bee summons with great urgency.
When I say rock, I mean the non-minion boulders.Ahh, I got confused because the exploding minion rock spell is also just called "summon rock", and I'm pretty sure the mundane rock spell wasn't even in the game ('cept for beta) before this latest update. Definitely sounds beefy, and a lot more usable than the standard 3 charges on the spell!
Incidentally, you could make wand that spawns bees. Big bees, little bees, clouds of bees, trails of bees, bees for days. If the game has a bee modifier I haven't seen it yet and the lack is sore. Sore like myriad bee stings. Noita needs bee projectiles and bee summons with great urgency. (https://www.youtube.com/watch?v=qeqkoTY61U0)
It's like if the tooth fairy existed, but instead of pillows it's rocks, and instead of teeth it's bodies.
You can no longer drink infinite amounts of stuff....welp. Presumably this means Vampirism is nerfed to shit? I haven't played in a while...Spoiler (click to show/hide)
Polymorphine be deadly.That, at least, I recognize :PSpoiler (click to show/hide)
eventually this lead to me suffocating in an ocean of my own making.
There should be more people talking about Noita! Wonderful, if frustrating, gameplay.Slime blood probably functions like liquid armor (https://en.m.wikipedia.org/wiki/Liquid_Armor) or somethin'. Just inside you. More cushion so you get pushed instead of punctured. It's viscous and slows stuff down, harder to shoot through than blood.
Yesterday I got to the perk room and found these waiting for me:
(https://i.imgur.com/bcRY8Oh.png)
More blood, oil blood, or slime blood. lol
Slime blood really is the best, though, as it reduces incoming projectile damage for reasons that are not entirely clear to me.
The final boss is somewhat dependent on what you do during the run. If you rush straight down to it, no deviations from the straight down path, its very weak. The boss to the right is deliberately absurd from what I understand. In terms of final boss health, you need to go well out of your way to max out the bosss health and if you've gone that far out of your way you should have access to the resources to still kill it.
The base is an area where one misstep can literally end you if you're not well prepared so I don't think that makes you bad, just inexperienced. I've seen supposed experts at the game get annihilated there
Finally got the hang of the game, had a pretty good run with Invisibility perk. Skipped the entire snow level and the base, beat the jungle level pretty easily. Was shopping for wands in the mountain, there was a neat wand full of healing spells on sale.Yeah that happens, now you get to fight steve the bone man. In every temple.
"You have angered the gods"
What the... Apparently some kind of robot from the base level and a giant spider somehow broke through the ceiling where you enter the mountain...
Finally got the hang of the game, had a pretty good run with Invisibility perk. Skipped the entire snow level and the base, beat the jungle level pretty easily. Was shopping for wands in the mountain, there was a neat wand full of healing spells on sale.My info is ~a year out of date, but *apparently* the chance of say, a worm busting through into the temple depends on how long you take.
"You have angered the gods"
What the... Apparently some kind of robot from the base level and a giant spider somehow broke through the ceiling where you enter the mountain...
Worms basically can't bust up the temple anymore, yeah, least without something else giving them a hand :P
Somewhere in the last while they implemented a mechanic to prevent worms from chewing up the temple. There's ways it can get disabled, but they're staggeringly unlikely to happen without direct player intervention.
Anyone else feel like the optimal way to play the game after getting a good wand is to blow up every explosive from a distance and wait a full minute as all the toxins, fire, and freezing gas dissipates? Then move a screen over and do it again?
Without explosion immunity it feels like I'm a dice roll away from losing everything, and all the DOT waiting to leech my health is a slow killer that's best avoided.
I find the 3rd level very hard, you can say there is a slight progression between mines part I and II, but ice caves...well, i'm still a beginner but i still have a hard time there.
That sounds broken... I know there are oddities with perk reroll when you start going on extremely long runs, and getting more perks via [SPOILERS]
Did you switch off to a different wand between casts
Anyone else feel like the optimal way to play the game after getting a good wand is to blow up every explosive from a distance and wait a full minute as all the toxins, fire, and freezing gas dissipates? Then move a screen over and do it again?
Without explosion immunity it feels like I'm a dice roll away from losing everything, and all the DOT waiting to leech my health is a slow killer that's best avoided.
So, having downloaded the mod myself (great mod btw. Starting with a creative loadout makes the early game a lot less dull), I think I have figured out why the construction worker has the heavy gravity perk. According to statements by the creator, when a loadout is created, the perk comes first and the rest of the class is built around it. When the guy was making a class for the heavy gravity perk, I think he just decided to make it construction themed because of it's association with tall buildings and falling hazards (not that there's fall damage in this game).
plasma cutters
orbiting nukes.
orbiting nukes.Dear God! I didn't know there was a spell modifier that created nukes!
orbiting nukes.Dear God! I didn't know there was a spell modifier that created nukes!
I'm pretty sure that 'Nuke' is actually a vanilla spell. The icon looks like a little missile and has... 1? use. For obvious reasons, don't use it without Explosion Immunity.
In modding-land, I got a wackier shuffle wand (applies any random spell modifier to projectiles and de-shuffles them) and subsequently turned my sawblade-headed triplicate bolts into green death harbingers delivering orbiting nukes.
I did not survive this discovery.
I'll add to the "what difficulty spike" notion.
Compared to the Fungal Caverns (the loot-rich area on the left of the second floor), the third floor is easy. Annoying enemies are aplenty, but they still die in a few solid hits as usual, and those that don't require hiding and maneuvering. Plus there's hardly any rock, you can dig with abandon, and there's very few environmental hazards to watch out for besides explosives.
At that point you've been through two holy mountains, and an area rich in both gold and loot. If you don't have spells and/or items that let you manage enemies, it's your own lookout.
The game's a roguelike, you're not going to speedrun your way down unless you really know what you're doing. The third floor only "spikes" in difficulty if you've been avoiding the difficulty on the previous floors. If you're taking your time and preparing properly by scouring the previous floors for good wands and items, it's a much smoother progression.
... wait, people actually have trouble dodging the ~porno grind~ critters shots? Usually you just go up or down or duck behind something solid, though? The explosives or the bots have been what killed me in that region, iirc. The guns are mostly pretty predictable...
I usually avoid getting any orbs, unless I am going for some specific orb-related run, as they just make the boss harder.
There are things that happen in certain circumstances with specific numbers of orbs collected, I won't get into spoilers here.I usually avoid getting any orbs, unless I am going for some specific orb-related run, as they just make the boss harder.
In what cases, if not a secret? The game itself is still a beginner
I usually avoid getting any orbs, unless I am going for some specific orb-related run, as they just make the boss harder.Yeah there's a trade off, but the boss is still pretty darn easy with 3 orbs. 75 extra health at the start of the coal mines is almost double your normal health for the low price of 20 minutes of your time.
The 75 extra health doesn't kick in until you reach the first holy mountain. The heart containers are empty. It's up to you to fill them up. That's why I was hoping for a mod that spawned you with the orbs rather than a mod that simply gave you extra health, cause starting with an extra 75 health gives you an unfair advantage in the mines.This is true, I did see a mod that just spawns 3 +50HP hearts at the start of the game, so you'd still have to fill them, but your orb count wouldn't go up, and you could still collect the orbs. It's pretty close, admittedly.
I'm sure there are some debug tools that simply allow you to spawn orbs.
Aren't chainsaws actually pretty low in damage, despite how they look?Well, chainsaws do "Slice" damage which supposedly does full damage to the boss, where he has 0.2x projectile damage, so the 14 damage the chainsaw does is better than an 60 damage "projectile damage" spell. But yeah, chainsaws are not terribly damaging on their own.
My best damage dealer ever (sort of) was on a quadfire laserhose... with always-cast acid trail. I grabbed the perk at the final Holy Temple, looked at the spell it gave me... paused, shrugged, and fired it straight down into the boss. It pretty much vaporized, and my save file corrupted itself when it crashed. ::)
The Binding of Isaac also has this problem, and very rarely Gungeon. In those games, you can also acquire enough loot to become an indestructible demigod and trivialize the rest of the content.
Triple post... Noita's not too popular around these parts I guess. Weird, because with the amount of losing that happens in this game you'd think DF players would find it extremely !FUN!
The funny thing is, if you've only played around a bit and gotten to the ice caves or so, you don't even realize how little you've seen and experienced of this game. Which is tough, given that it's a difficult roguelike. In my experience there are really 3 phases of the game, and you can 'beat' the game without ever leaving phase 1.
Phase 1. The state you enter the game in. You are in constant danger, you have little health and are vulnerable to everything, and your offense isn't powerful enough to be considered a defense. You're balancing exploration (With the goal of increasing wealth and offensive power) with resource management (Your health). The game is like a survival horror in this phase. You can beat the game like this.
Phase 2. Your offense is powerful enough to be a good defense. Enemies still can hurt you, but you generally kill everything before it has a chance to try. Typically this involves a machine gun wand that can litter the whole screen with projectiles, or sometimes a luminous drill setup. Basically, you hold down the attack button if you think enemies might be nearby, and everything dies. However, you're still vulnerable to environmental damage like fire, toxins, ice mist, lava, etc. You can pretty well explore where you want at this point, as long as you don't wander to enemies where your offense can't keep up. The game is kind of like a FPS here, except for the lack of first person perspective or shooting. This is typically your power level when you beat the game.
Phase 3. You're practically invincible. You've explored parallel worlds and acquired most/all of the immunity perks, plus maybe some damage reduction. You've got healing on demand. As long as you don't fall into a puddle of polymorphine you're safe. Your offense is balanced around not making the game run too slow while killing everything. You have the greek letter spells and thus infinite black holes.
A problem is, the game isn't really equipped to challenge a player at phase 3. You've got more to worry about regarding not paying attention and doing something dumb rather than losing a fight. It's fun to see the crazy stuff you can do... but what do to with the crazy stuff? I can go hunt for all 33 orbs, I guess. But wow, that's a lot of playing a game I'm already in the win state for. But it's not practical to do the 33 orb ending without entering phase 3 in the process.
It's fun when you come up with a cool wand that shoots black holes at machine gun speed, teleports you across the map in moments, and heals you in the process, but the problem is you basically already won at that point.
On the other hand, the noita subreddit seems to think even if you get to phase 3 the game will probably still have some clever way to one-shot you regardless of how overconfident you get.
*snip*
but Angry Ghost seems like, by far, the most OP thing to ever exist. Double DPS basically instantly and it's always an instant pick for me when I find it.
On the other hand, the noita subreddit seems to think even if you get to phase 3 the game will probably still have some clever way to one-shot you regardless of how overconfident you get.
They are right though. Polymorphine always remains a threat. I’ve only died to it once, but it’s a pretty frustrating way to go. As result you can never leisurely stroll though noita and quickly finish the run like you can in Isaac, which I think creates some frustration.
I think we can conclude two things at least. Polymorphine should be removed and the endgame content should be shortened.
It’s funny that you say that because I always felt like the point of Noita was to control and minimize chaos in a world that was always on the verge of collapsing into it.
The moment you lost control was the moment you were at risk of dying to explosions or fire or acid or lava. Any explosive crate that you left undetonated had the potential to end your run 5 minutes later.
Thus the decision to leave the crate intact so you could lure enemies into it was a calculated gamble that could reward you with double the gold compared to killing them normally or it could take out a massive chunk of your health.
but Angry Ghost seems like, by far, the most OP thing to ever exist. Double DPS basically instantly and it's always an instant pick for me when I find it.
do wands spawn anywhere off the main path?Yes? Fungal's pretty lousy with them, iirc, and they show up elsewhere, too. Unless it's been changed since I last played, I guess.
Last time I played, I got to the sky and a cloud melted/reformed and a pixel of it got stuck inside me, locking me in place as enemies come to kill me. Have they done anything to address this? Because that turned my off the game, hard.
Last time I played, I got to the sky and a cloud melted/reformed and a pixel of it got stuck inside me, locking me in place as enemies come to kill me. Have they done anything to address this? Because that turned my off the game, hard.
Getting stuck in materials is a... not uncommon(?) occurrence. Im gonna have to go with this is a feature.