Noita Epilogue 2 Update
2024-04-08Noita Epilogue 2 Update is now available. To celebrate the update, Noita is 60% off at Steam! 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 Steam beta branch called "update_20240214". It will allow you to finish your run with the old version of Noita. GENERAL • 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
Read the full notes
• 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 , glue, eldritch portal, freezing gaze, barrier & wall spells • UPDATE: Audio - bzzzt • UPDATE: Audio - new sound for • 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 BUG FIXES • 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 MODDING • 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)





