Noita Epilogue 2 Update
Noita 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
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FEATURE: Spell - Sparkly bounce
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FEATURE: Spell - Lightning bounce
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FEATURE: Spell - Vacuum bounce
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FEATURE: Spell - Null shot
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FEATURE: Spell - Inner spell
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FEATURE: Spell - Giga white hole
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FEATURE: Spell - True orbit
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FEATURE: Spell - Hookbolt
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FEATURE: Spell - Anti homing
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FEATURE: Spell - Holy lance
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FEATURE: Added 8 modifier spells
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FEATURE: Added 6 new enemies
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FEATURE: Added 6 new spells
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FEATURE: Added 3 new secret spells
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FEATURE: Added new rare materials
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FEATURE: Added chemical reactions
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FEATURE: Added new small biome
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FEATURE: Item - Utility box
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FEATURE: Potion reactions
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FEATURE: Audio is muted when unfocusing the game if "Pause the game when unfocused" is On
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FEATURE: Amazing golden spell
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FEATURE: 3 new bossfights
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FEATURE: Added a new creature
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FEATURE: New materials and reactions
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FEATURE: New secret quest
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FEATURE: Added a new easter egg
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UPDATE: Dupe around and find out
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UPDATE: Better interaction with No Wand Tinkering and Tinker With Wands Everywhere perks
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UPDATE: Lukki Minion is slightly more powerful
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UPDATE: Spells can now be dropped from inventory at all times
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UPDATE: Spell drop rates rebalanced
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UPDATE: Explosive bounce's radius increased
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UPDATE: Shiny Orb is now more lucrative
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UPDATE: Moved a boss into a slightly more accessible spot
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UPDATE: Adjusted various spell mana costs and prices
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UPDATE: Adjusted weakness modifiers
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UPDATE: Updated the look of the Hiisi Alchemist's potions
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UPDATE: Potion content percentages are displayed now (Thank you Evaisa)
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UPDATE: Vomiting now requires eating a bit more nasty materials
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UPDATE: Buffed Vampirism
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UPDATE: A little surprise for the turophiles
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UPDATE: Audio - new sounds for [REDACTED], glue, eldritch portal, freezing gaze, barrier & wall spells
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UPDATE: Audio - bzzzt
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UPDATE: Audio - new sound for [REDACTED]
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UPDATE: Audio - new music for a few side areas
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UPDATE: Powder pouches have a new functionality
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UPDATE: New enemies show their statuses in the UI
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UPDATE: Visual, audio and other fx when moving very fast
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UPDATE: Tele bolt resets caster's vertical velocity
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UPDATE: Less harsh sound for tele bolt for more pleasant tele spamming experience
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UPDATE: Improved camera tracking when moving fast
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UPDATE: Lukki Minion should no longer be killable to make it more useful
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UPDATE: Optimized file system performance when using mods
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UPDATE: Optimized performance of some game effect queries in various systems
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UPDATE: All bosses use final boss style health bars
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UPDATE: Added up to date localizations
BUG FIXES
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BUGFIX: Nightmare mode - the boss arena and orb rooms could be overwritten
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BUGFIX: Nightmare mode - Orbs should now drop hearts even if the spell is unlocked
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BUGFIX: Nightmare mode - enemies no longer spawn with Attract Gold perk
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BUGFIX: Permanent polymorph is permanent
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BUGFIX: Carrying 5th wand by frame perfect swapping is fixed
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BUGFIX: Rare crash when enemy was converted to a ragdoll (text sprite) (Thank you Dexter Castor Döpping)
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BUGFIX: Fixed another inventory exploit, that allowed carrying of extra wands
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BUGFIX: Fixed Lukki Minion sometimes escaping and disappearing
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BUGFIX: Vaihdosmestari can no longer move cursed rock
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BUGFIX: Closing inventory while starting to drag items is fixed
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BUGFIX: Alt tab silliness is should now be fixed
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BUGFIX: Optimized particle effects
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BUGFIX: Player can no longer polymorph to Olematon
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BUGFIX: Runestone of edges could cause Puska to shoot forever
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BUGFIX: Mouse cursor displays the material even in the far lands
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BUGFIX: Optimized Circle of stillness and Freezing gaze
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BUGFIX: Fixed Null shot breaking modifiers cast after it
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BUGFIX: Cosmetic fix to the alchemist's background
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BUGFIX: More optimizations, including Freeze Field perk and Iceball spell
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BUGFIX: Fixed a rare crash that could happen with too many materials
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BUGFIX: Rare wand generation bug (the default green wand should be now fixed)
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BUGFIX: Minor - a perk icon was missing a pixel
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BUGFIX: Fixed a security vulnerability in the modding API (Thank you Dexter Castor Döpping)
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BUGFIX: Fixed Hookbolt having a buggy sprite
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BUGFIX: Fixed Giga White Hole not repelling projectiles
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BUGFIX: Fixed certain spell unlocks happening in an unintended way
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BUGFIX: Physics objects are less likely to fall through the bottom of the world
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BUGFIX: Fixed Explosive Detonator being bugged in certain circumstances
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BUGFIX: Fixed a boss not dropping all the spells it was meant to
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BUGFIX: Fixed a secret dropping spells that it shouldn't
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BUGFIX: Fixed multiple spells have some erroneous/missing data
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BUGFIX: Fixed a rare case of sky being black
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BUGFIX: Nullifying Altar did not remove the perk icons (Thank you Priskip)
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BUGFIX: Related perks should now be removed from the perk pool
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BUGFIX: Surprise puddles behind potions fixed
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BUGFIX: Certain endgame item can now be dragged in the inventory without TWWE
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BUGFIX: Saving and loading while stained caused extra status effects
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BUGFIX: Vomit based status effect glitch is fixed
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BUGFIX: Longer runs should be more stable and largely address aware thanks to Dexter Castor Döpping
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BUGFIX: Game mode selection UI has been optimized
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BUGFIX: Improved overall security of modding API
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BUGFIX: Audio - rewrote audio event stealing logic - should fix issues with audio sometimes "wrapping up" in a janky manner
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BUGFIX: Audio - ambience events no longer trigger lots of silent audio instances - reduces ambience CPU use
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BUGFIX: Audio - droplet sounds would rarely end up repeating without a cause
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BUGFIX: Audio - liquid flow sound was sometimes left playing
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BUGFIX: Fixed a potential issue in regards to file paths
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BUGFIX: Fixed an xml parsing issue
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BUGFIX: A fix caused more issues than it solved
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BUGFIX: A fix broke some translation mods that used custom fonts
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BUGFIX: Possible fix for "Game will restart due to mod changes" without changes
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BUGFIX: Fungal shifts rarely didn't occur
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BUGFIX: Fungal shifts that didn't fully realise still counted towards the maximum limit
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BUGFIX: Certain spells weren't keeping the ID of their caster around like they should've
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BUGFIX: These release notes were so long that the UI had performance issues
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BUGFIX: Some surface areas had no sky light after above areas had been visited, and were not counted as surface by audio etc
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BUGFIX: Final boss hanging around very far from the player could block mini-boss music
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BUGFIX: Wands retain cast delay, recharge etc over a game restart
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BUGFIX: A settings menu item was using a missing translation key when hovered
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BUGFIX: Infinite rain exploit
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BUGFIX: Some localization strings were incorrectly escaped
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BUGFIX: Text in tablets and books didn't display correctly in all languages
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BUGFIX: Fixed issues with UI in some languages
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BUGFIX: More robust mod check when saving bones files
MODDING
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MODDING: Lua - added PolymorphTableAddEntity
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MODDING: Lua - added PolymorphTableRemoveEntity
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MODDING: Lua - added PolymorphTableGet
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MODDING: Lua - added LoadRagdoll
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MODDING: Lua - GameCreateCosmeticParticle - now with gravity_x and gravity_y
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MODDING: Lua - LoadPixelScene - now with allow_duplicate param
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MODDING: Lua - added PolymorphTableSet
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MODDING: Lua - added ComponentGetTags
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MODDING: Lua - added InputIsKeyDown
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MODDING: Lua - added InputIsKeyJustDown
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MODDING: Lua - added InputIsKeyJustUp
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MODDING: Lua - added InputGetMousePosOnScreen
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MODDING: Lua - added InputIsMouseButtonDown
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MODDING: Lua - added InputIsMouseButtonJustDown
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MODDING: Lua - added InputIsMouseButtonJustUp
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MODDING: Lua - added InputIsJoystickButtonDown
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MODDING: Lua - added InputIsJoystickButtonJustDown
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MODDING: Lua - added InputGetJoystickAnalogButton
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MODDING: Lua - added InputIsJoystickConnected
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MODDING: Lua - added InputGetJoystickAnalogStick
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MODDING: Lua - added PhysicsComponentGetTransform, PhysicsComponentSetTransform
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MODDING: Lua - added PhysicsPosToGamePos, GamePosToPhysicsPos
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MODDING: Lua - added PhysicsBodyIDGetFromEntity, PhysicsBodyIDQueryBodies
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MODDING: Lua - added PhysicsBodyIDGetTransform, PhysicsBodyIDSetTransform
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MODDING: Lua - added PhysicsBodyIDApplyForce, PhysicsBodyIDApplyTorque
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MODDING: Lua - added PhysicsBodyIDGetWorldCenter
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MODDING: Lua - added PhysicsBodyIDGetDamping, PhysicsBodyIDSetDamping
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MODDING: Lua - added PhysicsBodyIDGetGravityScale, PhysicsBodyIDSetGravityScale
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MODDING: Lua - added PhysicsBodyIDGetBodyAABB
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MODDING: Lua - added ModDoesFileExist
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MODDING: Lua - added RemovePixelSceneBackgroundSprite and RemovePixelSceneBackgroundSprites
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MODDING: Lua - added EntitiesGetMaxID
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MODDING: Lua - added ModMaterialFilesGet
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MODDING: Lua - added ModRegisterMusicBank (init.lua) and example in mods/example
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MODDING: Lua - added GameGetSkyVisibility, GameGetFogOfWar, GameGetFogOfWarBilinear, GameSetFogOfWar
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MODDING: Lua - added DEBUG_LUA_DONT_REPEAT_ERRORS magic number to log recurring, consecutive errors only once (defaults to 1)
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MODDING: Lua - lua error stack traces
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MODDING: Lua - added ModImageMakeEditable, ModImageIdFromFilename, ModImageSetPixel, ModImageGetPixel
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MODDING: Lua - added ModImageWhoSetContent, ModImageDoesExist
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MODDING: Lua - added ModLuaFileGetAppends, ModLuaFileSetAppends
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MODDING: Lua - added ComponentGetEntity
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MODDING: Lua - added optional 'tag' parameter to EntityGetAllChildren
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MODDING: Lua - exposed ModTextFileGetContent and ModTextFileWhoSetContent to all lua scripts
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MODDING: Lua - made ComponentGet/SetValue2 up to 300% faster. Old ComponentGet/SetValue API is also a bit faster
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MODDING: Lua - added GameSetPostFxTextureParameter, GameUnsetPostFxTextureParameter
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MODDING: Lua - added PhysicsBodyIDApplyLinearImpulse, EntityGetHotspot, EntityRemoveStainStatusEffect
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MODDING: Lua - added use_material_colors & replace_existing_cells parameters to EntityConvertToMaterial
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MODDING: Lua - added font and scale options to GuiText, GuiButton and GuiGetTextDimensions
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MODDING: Lua API documentation - improved documentation of some functions
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MODDING: MagicNumber UI_WAND_TAG_OVERWRITES_NAME has been added
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MODDING: MagicNumber DESIGN_ALLOW_INVENTORY_CLOSING_AND_DRAGGING_GLITCH has been added
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MODDING: MagicNumber DESIGN_ALLOW_FULL_INVENTORY_SPELLS_DRAG has been added
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MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_TABLETS has been added
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MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_ITEM_PHYSICS has been added
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MODDING: MagicNumber GLITCH_ALLOW_5TH_WAND_CARRY has been added
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MODDING: MagicNumber GLITCH_ALLOW_ALT_TAB_SILLINESS has been added
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MODDING: MagicNumber GLITCH_ALLOW_STAIN_DUPLICATION_GLITCH has been added
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MODDING: MagicNumber GLITCH_ALLOW_VOMIT_BASED_STATUS_EFFECT_GLITCH has been added
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MODDING: MagicNumber DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU has been added
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MODDING: Components - GameEffectComponent - polymorph_target should now work
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MODDING: Components - LaserEmitterComponent - ConfigLaser - added damage_apply_hitbox_dmg_multiplier
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MODDING: Components - PhysicsKeepInWorldComponent - added
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MODDING: Components - AttachToEntityComponent - added
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MODDING: Components - BiomeTrackerComponent - added
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MODDING: ComponentGetValue2() and ComponentSetValue2() now work with types::iaabb
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MODDING: Components - LuaComponent - added limit_all_callbacks to allow limiting of all callbacks
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MODDING: Fixed DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU
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MODDING: Updated debug_keys.txt
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MODDING: Added support for static_tile biomes, that are like wang biomes without randomization, consisting of one large tile
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MODDING: Added support for static_tile_bg_mask, that are repeating backgrounds with a rough mask that defines the visibility
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MODDING: Added audio_music_trigger_without_danger to Biome. Used in watercave. Also added other new audio-related properties
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MODDING: Added intensity2 parameter to GameEntityPlaySoundLoop
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MODDING: IKLimbWalker, IKLimbsAnimator - exposed ray_skip_material
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MODDING: CharacterPlatforming - added audio_liquid_splash_intensity
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MODDING: PhysicsAI works better with non-levitating creatures
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MODDING: Added auto-generated any_liquid any any_powder Material tags
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MODDING: Audio - reports filename on bank load error
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MODDING: Improved init.lua API documentation
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MODDING: Fixed a possible rare crash when using the mod API in not recommended ways
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MODDING: CharacterData/CharacterCollision - added dont_update_velocity_and_xform
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MODDING: Exposed some path finding debug rendering features in F7 menu
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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
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MODDING: Entity xml - added _remove_from_base (on Base components) to exclude components from base entities
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MODDING: Added 'json' to accepted file types of ModTextFileGet/SetContent and workshop uploader
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MODDING: Default biome map loads via 'data/scripts/biome_map.lua' (makes biome map multi-mod editing less of a hassle)
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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
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MODDING: Added AUDIO_PLAY_GAME_OVER_SOUND and AUDIO_FADE_MUSIC_ON_DEATH magic numbers
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MODDING: Biome - added parameters to control parallax bg look
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MODDING: MaterialAreaCheckerComponent - added always_check_fullness & count_min
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MODDING: IKLimbsAnimatorComponent - added is_limp,
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MODDING: GameStatsComponent - dont_do_logplayerkill
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MODDING: PhysicsShapeComponent - added material
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MODDING: AnimalAIComponent - added keep_state_alive_when_enabled (without this AnimalAI can get stuck in no state when Disabled & Enabled)
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MODDING: VegetationComponent - added random_flip_x_scale
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MODDING: CellData - added vegetation_random_flip_x_scale
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MODDING: CellData - added is_grass_hashed (for more natural look when grass grows on a long, flat horizontal surface)
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MODDING: PotionComponent - added custom_color_material
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MODDING/BUGFIX: Removing a game mode mod while there was an active run with it could make the game crash or behave weirdly
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MODDING/BUGFIX: Pressing "Install mods..." in mods menu would take one back to the main menu
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MODDING/BUGFIX: EntitySerializer couldn't always update entities on hot load changes
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MODDING/BUGFIX: Fixed a warning on game start if MaterialAreaChecker.material2 is not set
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MODDING/BUGFIX: ModSettingGetNextValue returned setting key if no next value is set for the setting (now returns nil)
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