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Noita Epilogue 2 Update

Noita Epilogue 2 Update is now available. To celebrate the update, Noita is 60% off at Steam!

1 / 1 · 100%

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

  • 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

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)

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