Noita
Heres Ferrei
59 Comments
MrB0Nes 24 Nov, 2024 @ 2:15pm 
@Bruham i gotcha
Bruham  [author] 24 Nov, 2024 @ 11:23am 
It would be possible to make it so the sword spawns embedded in the wand pedestals, I'll think about this.
MrB0Nes 24 Nov, 2024 @ 9:53am 
@Bruham Like this mod, it's a cool concept, the only thing I don't like is that wish there was a way to find the sword while playing game rather than it just being in your inventory or just at the start.
:)
Enever 8 Oct, 2024 @ 11:55pm 
Mimicing tablet or Cursed rock causes a huge radius of matter evaporation
Mimicing notebook forces death
Lmao
hweenor 14 Oct, 2023 @ 3:39pm 
took your advice, both the .5 pixel size and password stuff, but now i just made epee look like a silver toothpick lmao
Bruham  [author] 14 Oct, 2023 @ 6:40am 
Rigidbody physics in Noita are bizzare and rather buggy - integrating them into gameplay will result in a plethora of edge cases that are simply impossible to solve (especially for long thin objects). Proper approach would be to from scratch code the phys throw using the same techniques as the sword slashing is based upon. It is definitely possible, there can be even a full blown lightsaber throw coded but that's a lot of work and we are all tied for the time being with the other projects.
Radiant Gravel 14 Oct, 2023 @ 3:43am 
is it possible to make the sword be throwable? just doing rmb with the sword would throw it, and maybe pressing it again could return it back to you? im asking this because the sword already acts like an object when its thrown from the inventory unlike tossing a wand, so why not make it work as an attack? maybe even make it be able to guide the sword by holding lmb to the cursor, kind of how the old telekinesis bug worked with items.
Bruham  [author] 4 Oct, 2023 @ 8:19pm 
The in-game sword pic is supposed to be downscaled to 0.5 pixel size from the ground up, so there's no easy fix to get around this (you can manually stretch the low-res sword_0 on all of the sword_1-3 to kinda get what you expect). There are however 2 secret password-locked swords (both are high res though) - poke in setting.lua to get the code, enter em in settings and the next run you'll have one.
hweenor 4 Oct, 2023 @ 7:49pm 
Hey bruham, in the mod files there are other sword sprites, however they bend and morph weirdly when i try holding the sword with a different sprite. Do you know how and what numbers i need to edit for the swords? i in particular want to use sword_0 (The same one as the inventory icon)
Bruham  [author] 30 Sep, 2023 @ 5:50am 
Fuck, I've just realized that I forgot to change the desc for when the mnee is active. If you are indeed using it - either Z or X should work (you can also press ctrl+m to rebind it, just keep in mind that ctrl or alt won't work since they are considered a special key).
JCGemX 30 Sep, 2023 @ 4:08am 
How do you reset? Left-control doesn't do anything.
FodaseMen 15 Sep, 2023 @ 4:33pm 
Okay, thanks for helping.
Bruham  [author] 15 Sep, 2023 @ 4:29pm 
Oh, I think I forgot to add the new M-Nee binding, let me update it real quick.
Bruham  [author] 15 Sep, 2023 @ 4:28pm 
To enter the one you'll have to RMB the game in your steam library, select "properties" then "betas" and select the version in the dropdown. Or you can install the M-Nee (which is an "unsafe" mod, so comes with it's own set of disclaimers) - should work this way too.
FodaseMen 15 Sep, 2023 @ 4:18pm 
Actually, I don't know
Bruham  [author] 15 Sep, 2023 @ 4:10pm 
Huh, are you on the beta branch?
FodaseMen 15 Sep, 2023 @ 4:04pm 
I played with it a while back, but now the sword just doesn't "awaken". I've tried left shif, down+use, and a bunch of other combinations, but it just doesn't work. What's the problem with it?
Bruham  [author] 1 Sep, 2023 @ 7:40am 
I'm on it right now actually: as you probably heard, Nolla is planning on doing an official mod showcase on 16th, so this will be one of our submissions.
Jenno 31 Aug, 2023 @ 6:18pm 
Do you plan on refining this mod further once the jam is over? This is probably one of the most creative mods I've played with for its scope.
Bruham  [author] 30 Aug, 2023 @ 10:48pm 
The max hp getting reduced on damage is a balancing measure for liquids, since many of them are insanely OP as a source of mimicry.
The mod does not feature any perk compatibilities (at least by design as for now) due to time limitations of the jam. In the particular case of fire immunity, I'm pretty sure the damage is being applied on the fundamental level (editing hp value directly), so no damage model modifiers will save you from this one.
Jenno 30 Aug, 2023 @ 7:32am 
When i have a liquid or energy effect on my sword and I take damage, the damage affects my max hp, causing it to be permanent. Is there a way to reverse this? Also would fire immunity cause fire effect on the sword to not damage me?
Bruham  [author] 30 Jun, 2023 @ 8:45am 
Additionally, sword is nothing if the wielder can't really handle themselves and Mina, well, is not really a close quarters fighter. And I can't really change player much within the context of this very project but we for sure will manage precisely this for our next melee system.
Bruham  [author] 30 Jun, 2023 @ 8:43am 
There are many ways of improving sword handling and making it a more viable main weapon but this is not the focus of this mod. However, this exact system will be heavily utilized in one of our next releases, where it will be elaborated upon.
The main problem of this implementation is that I cannot really use any buttons to modify the sword behavior, since they are all taken by the matter system, but I already have an extensive concept of LMB+RMB+pointer based control scheme that should eliminate the absolute majority of problems physical controller introduces.
Radiant Gravel 30 Jun, 2023 @ 7:07am 
do you accept suggestions? i have a small idea thats been floating around my head today,
a (maybe?) simple idea: when you would switch off from the sword you would prime it to be able to swing faster, when you equip the sword again you would have a 2 second duration effect where the sword could swing 50% or 100% faster, with like a 3 second cooldown to prevent the idea from being overused. im not sure if this requires extensive coding or just number changing with some code to add an effect that does the stat changing or both, i just wanted to give the idea out already since it has been with me for 8 hours already
Bruham  [author] 29 Jun, 2023 @ 1:38pm 
oh, i think i know what you mean: the pixels turn from static to sand-like (powderise indeed) when you hit enemies with a sword
yep, it's an intended behavior, it's referred to as earthquake within the iron scroll
Radiant Gravel 29 Jun, 2023 @ 11:15am 
and by most i mean all of them, physics solids, static solids, powders cause the same effect, and im not sure but i have maybe seen some liquids also cause it
Radiant Gravel 29 Jun, 2023 @ 11:14am 
most of the solid and powder materials cause any solid materials to powderise, like i said before, the same as the type of powderising you see when exiting from a portal
††SWAZZ BEARD, MORALITY PIRA 29 Jun, 2023 @ 7:30am 
k well good luck i seen your profile pic on a few awesome mods. God bless
Bruham  [author] 29 Jun, 2023 @ 4:07am 
it won't really be a 100% drawback then + this would require custom code: I didn't write my own fall damage script during development due to time constraints and I won't do it now, cause it wouldn't really fix some of the fundamental problems this mod has + we need all time we can get to for the development of our next project
††SWAZZ BEARD, MORALITY PIRA 28 Jun, 2023 @ 6:27pm 
what about instead of fall damage it spawns a earthquake. the bigger you fall the bigger the earthquake, im imagining an avengers superhero fall type thing if the avengers were made of lead
Bruham  [author] 28 Jun, 2023 @ 4:37am 
I don't really get what you mean by "matter powderising thing", can you list an example of the material that adds such an effect?
Some projectiles can indeed be sliced right out of the air but these were specifically done by Nolla do be such (most notably - acid balls/slime shots/dynamite). It's not hard to make it consider every projectile yet would be counterproductive, since this mod is just a test of a melee system that will be paired with dodge and other advanced movement mechanics in its final destination.
Radiant Gravel 28 Jun, 2023 @ 2:44am 
and am i tripping or can you destroy projectiles with the sword? if yes then thats a badass way to not get hit
Radiant Gravel 28 Jun, 2023 @ 2:42am 
the little matter powderising thing is mildly annoying to be honest, the type that you see when you teleport or use an explosive like a bomb, specifically when i get hit or hit something that powderising doesnt really help.
Bruham  [author] 27 Jun, 2023 @ 3:53am 
I mean the mod is pretty op as is (especially considering you can always heal from literal air), so the more drawbacks matter can have, the better it is in my book. There's no need to limit oneself in stealing matter powers and there's no cooldown on it either.
Radiant Gravel 27 Jun, 2023 @ 3:31am 
so can we atleast have the option to turn it on or off?
Bruham  [author] 27 Jun, 2023 @ 2:21am 
The fall damage is done using vanilla method aka flipping a single variable from false to true, so it's kinda weird indeed.
††SWAZZ BEARD, MORALITY PIRA 26 Jun, 2023 @ 8:57pm 
the fall damage is like slapping my gonads even when i slow down my fall with a flight boost i break my little tiny balls
Bruham  [author] 26 Jun, 2023 @ 6:50am 
The passive mana regen is just a QoL feature, the real method of obtaining it depends on the material you are mimicking at the moment with the intended way being sucking up the liquids (as you've discovered). Additionally, there are several exotic combinations and probably even a couple of exploits.
Radiant Gravel 26 Jun, 2023 @ 6:17am 
OOOH, now i have figured out, i have to keep the sword in contact with the material, i apologise, im just incapable of problem solving
Radiant Gravel 26 Jun, 2023 @ 5:56am 
though i am very glad the spinning issue has been resolved, i have another thing to ask: why does the mana regenerate so slowly? the abilities from matter require mana to use, and they drain it rather quickly, the mana does not generate quickly to acommodate it.
††SWAZZ BEARD, MORALITY PIRA 22 Jun, 2023 @ 2:21am 
i love your mod God bless you thank you for your work
Radiant Gravel 20 Jun, 2023 @ 9:05am 
i still very much enjoy this mod as it is in its current form even without the awoken sword state. you either remain in dormant or you stay rotating or in awoken state forever, well until you end the run
Copi 19 Jun, 2023 @ 6:10am 
@MemorXorcist by default it should be your interact key and down at the same time (E and S by default)
Bruham  [author] 19 Jun, 2023 @ 12:59am 
yeah, will do in a bit. honestly, dormant gameplay is the intended way - the rest of the mod got not nearly enough time in the oven due to time limitations, so the sword itself is the only done part
Radiant Gravel 18 Jun, 2023 @ 10:13pm 
so youre gonna try fixing the rotating issue? its quite jarring to look at, so i just use the sword as a sword
Bruham  [author] 18 Jun, 2023 @ 11:43am 
They are both intended behaviour - check the tablet in your inventory. But now, when you mentioned the rotation, I can see how it can be annoying rather then a "limitation" of the material (added it as a psychological balancing). Will add a setting to disable it some time later.
Radiant Gravel 18 Jun, 2023 @ 7:36am 
another thing is that you "eat" the thing you copied
Radiant Gravel 18 Jun, 2023 @ 7:34am 
when i use it for some reason after i stop doing the copy thing i start rotating without end??
Bruham  [author] 14 Jun, 2023 @ 5:45pm 
hm, probably my 5 second junk of checking delta till destination finally failed
Evaisa 14 Jun, 2023 @ 4:16pm 
Uhhh during the sword pull cutscene my sword kind of just flew into the mountain ceiling and never returned, and i was stuck with my controls locked