Full notes
Full Noita update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Maps
- UI and audio
- Balance
- Performance
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
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
- FEATUREAdded 8 modifier spells
- FEATUREAdded 6 new enemies
- FEATUREAdded 6 new spells
- FEATUREAdded 3 new secret spells
- FEATUREAdded new rare materials
- FEATUREAdded chemical reactions
- FEATUREAdded 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
- FEATURE3 new bossfights
- FEATUREAdded a new creature
- FEATURENew materials and reactions
- FEATURENew secret quest
- FEATUREAdded 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
- UPDATEExplosive bounce's radius increased
UPDATE: Shiny Orb is now more lucrative
UPDATE: Moved a boss into a slightly more accessible spot
- UPDATEAdjusted various spell mana costs and prices
- UPDATEAdjusted weakness modifiers
- UPDATEUpdated 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
- UPDATEAudio - new sounds for [REDACTED], glue, eldritch portal, freezing gaze, barrier & wall spells
UPDATE: Audio - bzzzt
- UPDATEAudio - new sound for [REDACTED]
- UPDATEAudio - new music for a few side areas
- UPDATEPowder pouches have a new functionality
- UPDATENew 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
- UPDATEImproved 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
- UPDATEAdded 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
- BUGFIXCarrying 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)
- BUGFIXFixed another inventory exploit, that allowed carrying of extra wands
- BUGFIXFixed Lukki Minion sometimes escaping and disappearing
BUGFIX: Vaihdosmestari can no longer move cursed rock
- BUGFIXClosing inventory while starting to drag items is fixed
- BUGFIXAlt 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
- BUGFIXFixed 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
- BUGFIXFixed a rare crash that could happen with too many materials
- BUGFIXRare wand generation bug (the default green wand should be now fixed)
BUGFIX: Minor - a perk icon was missing a pixel
- BUGFIXFixed a security vulnerability in the modding API (Thank you Dexter Castor Döpping)
- BUGFIXFixed Hookbolt having a buggy sprite
- BUGFIXFixed Giga White Hole not repelling projectiles
- BUGFIXFixed certain spell unlocks happening in an unintended way
BUGFIX: Physics objects are less likely to fall through the bottom of the world
- BUGFIXFixed Explosive Detonator being bugged in certain circumstances
- BUGFIXFixed a boss not dropping all the spells it was meant to
- BUGFIXFixed a secret dropping spells that it shouldn't
- BUGFIXFixed multiple spells have some erroneous/missing data
- BUGFIXFixed a rare case of sky being black
BUGFIX: Nullifying Altar did not remove the perk icons (Thank you Priskip)
- BUGFIXRelated perks should now be removed from the perk pool
- BUGFIXSurprise 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
- BUGFIXVomit 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
- BUGFIXImproved 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
- BUGFIXFixed a potential issue in regards to file paths
- BUGFIXFixed 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
- BUGFIXFixed issues with UI in some languages
BUGFIX: More robust mod check when saving bones files
MODDING
- MODDINGLua - added PolymorphTableAddEntity
- MODDINGLua - added PolymorphTableRemoveEntity
- MODDINGLua - added PolymorphTableGet
- MODDINGLua - added LoadRagdoll
MODDING: Lua - GameCreateCosmeticParticle - now with gravity_x and gravity_y
MODDING: Lua - LoadPixelScene - now with allow_duplicate param
- MODDINGLua - added PolymorphTableSet
- MODDINGLua - added ComponentGetTags
- MODDINGLua - added InputIsKeyDown
- MODDINGLua - added InputIsKeyJustDown
- MODDINGLua - added InputIsKeyJustUp
- MODDINGLua - added InputGetMousePosOnScreen
- MODDINGLua - added InputIsMouseButtonDown
- MODDINGLua - added InputIsMouseButtonJustDown
- MODDINGLua - added InputIsMouseButtonJustUp
- MODDINGLua - added InputIsJoystickButtonDown
- MODDINGLua - added InputIsJoystickButtonJustDown
- MODDINGLua - added InputGetJoystickAnalogButton
- MODDINGLua - added InputIsJoystickConnected
- MODDINGLua - added InputGetJoystickAnalogStick
- MODDINGLua - added PhysicsComponentGetTransform, PhysicsComponentSetTransform
- MODDINGLua - added PhysicsPosToGamePos, GamePosToPhysicsPos
- MODDINGLua - added PhysicsBodyIDGetFromEntity, PhysicsBodyIDQueryBodies
- MODDINGLua - added PhysicsBodyIDGetTransform, PhysicsBodyIDSetTransform
- MODDINGLua - added PhysicsBodyIDApplyForce, PhysicsBodyIDApplyTorque
- MODDINGLua - added PhysicsBodyIDGetWorldCenter
- MODDINGLua - added PhysicsBodyIDGetDamping, PhysicsBodyIDSetDamping
- MODDINGLua - added PhysicsBodyIDGetGravityScale, PhysicsBodyIDSetGravityScale
- MODDINGLua - added PhysicsBodyIDGetBodyAABB
- MODDINGLua - added ModDoesFileExist
- MODDINGLua - added RemovePixelSceneBackgroundSprite and RemovePixelSceneBackgroundSprites
- MODDINGLua - added EntitiesGetMaxID
- MODDINGLua - added ModMaterialFilesGet
- MODDINGLua - added ModRegisterMusicBank (init.lua) and example in mods/example
- MODDINGLua - added GameGetSkyVisibility, GameGetFogOfWar, GameGetFogOfWarBilinear, GameSetFogOfWar
- MODDINGLua - added DEBUG_LUA_DONT_REPEAT_ERRORS magic number to log recurring, consecutive errors only once (defaults to 1)
MODDING: Lua - lua error stack traces
- MODDINGLua - added ModImageMakeEditable, ModImageIdFromFilename, ModImageSetPixel, ModImageGetPixel
- MODDINGLua - added ModImageWhoSetContent, ModImageDoesExist
- MODDINGLua - added ModLuaFileGetAppends, ModLuaFileSetAppends
- MODDINGLua - added ComponentGetEntity
- MODDINGLua - 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
- MODDINGLua - added GameSetPostFxTextureParameter, GameUnsetPostFxTextureParameter
- MODDINGLua - added PhysicsBodyIDApplyLinearImpulse, EntityGetHotspot, EntityRemoveStainStatusEffect
- MODDINGLua - added use_material_colors & replace_existing_cells parameters to EntityConvertToMaterial
- MODDINGLua - added font and scale options to GuiText, GuiButton and GuiGetTextDimensions
- MODDINGLua API documentation - improved documentation of some functions
- MODDINGMagicNumber UI_WAND_TAG_OVERWRITES_NAME has been added
- MODDINGMagicNumber DESIGN_ALLOW_INVENTORY_CLOSING_AND_DRAGGING_GLITCH has been added
- MODDINGMagicNumber DESIGN_ALLOW_FULL_INVENTORY_SPELLS_DRAG has been added
- MODDINGMagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_TABLETS has been added
- MODDINGMagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_ITEM_PHYSICS has been added
- MODDINGMagicNumber GLITCH_ALLOW_5TH_WAND_CARRY has been added
- MODDINGMagicNumber GLITCH_ALLOW_ALT_TAB_SILLINESS has been added
- MODDINGMagicNumber GLITCH_ALLOW_STAIN_DUPLICATION_GLITCH has been added
- MODDINGMagicNumber GLITCH_ALLOW_VOMIT_BASED_STATUS_EFFECT_GLITCH has been added
- MODDINGMagicNumber DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU has been added
MODDING: Components - GameEffectComponent - polymorph_target should now work
- MODDINGComponents - LaserEmitterComponent - ConfigLaser - added damage_apply_hitbox_dmg_multiplier
- MODDINGComponents - PhysicsKeepInWorldComponent - added
- MODDINGComponents - AttachToEntityComponent - added
- MODDINGComponents - BiomeTrackerComponent - added
MODDING: ComponentGetValue2() and ComponentSetValue2() now work with types::iaabb
- MODDINGComponents - LuaComponent - added limit_all_callbacks to allow limiting of all callbacks
- MODDINGFixed DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU
- MODDINGUpdated debug_keys.txt
- MODDINGAdded support for static_tile biomes, that are like wang biomes without randomization, consisting of one large tile
- MODDINGAdded support for static_tile_bg_mask, that are repeating backgrounds with a rough mask that defines the visibility
- MODDINGAdded audio_music_trigger_without_danger to Biome. Used in watercave. Also added other new audio-related properties
- MODDINGAdded intensity2 parameter to GameEntityPlaySoundLoop
MODDING: IKLimbWalker, IKLimbsAnimator - exposed ray_skip_material
- MODDINGCharacterPlatforming - added audio_liquid_splash_intensity
MODDING: PhysicsAI works better with non-levitating creatures
- MODDINGAdded auto-generated any_liquid any any_powder Material tags
MODDING: Audio - reports filename on bank load error
- MODDINGImproved init.lua API documentation
- MODDINGFixed a possible rare crash when using the mod API in not recommended ways
- MODDINGCharacterData/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
- MODDINGEntity xml - added _remove_from_base (on Base components) to exclude components from base entities
- MODDINGAdded '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
- MODDINGAdded AUDIO_PLAY_GAME_OVER_SOUND and AUDIO_FADE_MUSIC_ON_DEATH magic numbers
- MODDINGBiome - added parameters to control parallax bg look
- MODDINGMaterialAreaCheckerComponent - added always_check_fullness & count_min
- MODDINGIKLimbsAnimatorComponent - added is_limp,
MODDING: GameStatsComponent - dont_do_logplayerkill
- MODDINGPhysicsShapeComponent - added material
- MODDINGAnimalAIComponent - added keep_state_alive_when_enabled (without this AnimalAI can get stuck in no state when Disabled & Enabled)
- MODDINGVegetationComponent - added random_flip_x_scale
- MODDINGCellData - added vegetation_random_flip_x_scale
- MODDINGCellData - added is_grass_hashed (for more natural look when grass grows on a long, flat horizontal surface)
- MODDINGPotionComponent - 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/BUGFIXFixed 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)
Source
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