Noita
Spells Evolutions
168 Comments
Plyhi Oct 23 @ 11:52am 
lets make an effort on disabling those who shall not be in evolutionary candidates
Plyhi Oct 23 @ 11:51am 
if you have realistic particle fix,you need to disable fancy fixing for MAGIC BOLT alone in setting,or else an lv5 magic bolt will cause a crash
icecannon Sep 19 @ 9:51am 
I really like the fact that you can combine same "finite" spells to get more in a single slot. That's it though...
For infinite ones added explosions and mana cost is too much, the damage increase is too subtle compared to the mana requirement. 100 mana on a spark bolt that does +25% damage is pretty absurd for any wand unless you have 5 of add mana (which is something you get when you have far more powerful spells). Also consider the fact that vanilla spells already have upgraded versions (example: plasma beam and plasma cutter, disc projectile -> giga -> omega). Why not use that system, just limit the spells that can be upgraded. Also very absurd is the fact that you can combine trigger and timer spells...just... why...?...
Q Pop Sep 11 @ 8:57pm 
Man, I like this in some ways, but hate it in others. It's silly to just make it a blanket effect for pretty much every spell in the game. It's cool to enhance some spells, but others become useless or even detrimental.

Someone please take over this mod.
Mikoo Sep 8 @ 9:52am 
Cool idea. Horrendous implementation. Why does every spell when upgraded just add an explosion? I just wanted the stats that the spell has to be upgraded, not make every spell go boom. Chainsaw--commonly used to reduce cast delay and refresh speed. Why not upgrade those stats / it's slice damage? No, just throw an explosion on your chainsaw so you can kill yourself if you don't have all the correct resistances. Drills? Same thing. Triplicate Bolt? Nah, it's not a bolt anymore... Triplicate EXPLOSIONS. This mod annoyed me so much when moving spells around, cause it ruins most of them.
Romnonamez Aug 11 @ 5:21am 
just done a 33 orb run with this mod

i got a god wand with 0.2 cast delay, which had luminous drill with timer and legendary lightning bolt.
not even the low recoil perk could stop me, awesome mod
Keelyane55 Aug 10 @ 2:13pm 
Please update your mod, it needs more balance and logic. like, why upgrading a drill doesn't make it stronger and hurt you instead ?
RebelKillSwitch Aug 6 @ 8:26am 
compatability with entangled worlds pls?
Свободный Дух Jul 12 @ 11:32pm 
Noita is about thinking outside of the box and making ♥♥♥♥ up, it rewards player for creativity
This mod rewards collecting and merging. Like a mobile game
Sub to coolmen4302 May 30 @ 10:55pm 
Please colab with the dev of spell labs shrugged! To fix bugsss!
AstriaTheFox May 20 @ 6:39pm 
(Someone please fix its issues an make it work properly cause it seems pretty nice.)
AstriaTheFox May 20 @ 5:37pm 
Cool concept that is poorly implemented based on the previous comments.
Silve0 Apr 4 @ 9:12pm 
Yes it is.
Silve0 Apr 4 @ 8:55pm 
Is this compatible with wizardly weapons pack?
KirillXalilow Mar 10 @ 8:43am 
I like the idea of improving spells, but the current implementation spoils the gameplay. The unique properties of spells do not change, all improvements are made according to a single pattern, adding explosion damage and speed, which often harms the final spell. For example, if it is a healing spell or a teleportation spell, then you will receive explosion damage when teleporting or kill yourself when using a healing spell, since after evolution it will cause damage.
I would like to see unique improvements for each spell, similar to how it is implemented in the Magicraft game.

Healing spells should heal better after upgrading, chain lightning should increase the number of attacks along the chain, plasma beams should become larger instead of accelerating the emitter, and propane balloons should contain more gas!
^TaL^ Dec 4, 2024 @ 5:37am 
Just a little workaround till the Dev edited it (or not):

1. Go to ..\Steam\steamapps\workshop\content\881100\2721954559\files
2. Find the file "create_upgraded_spells.lua" and open it with any text editor (and make a backup of that file, if you mess up)
3. Search for "local final_mana"
3a. Easy mode: remove "mana_added_max * " -> whole line should look like this:
local final_mana = mana_init + ((param_mutiplier ^ 1.125))

3b more intented, I guess: change the number to 1.5:
local final_mana = mana_init + ((param_mutiplier ^ 1.5))

(e.g. spark bolt)

for 3a you'll get:
Super -> 7
Hyper -> 9
Ultra -> 15
Leg: -> 27


for 3b you'll get:
Super -> 7
Hyper -> 13
Ultra -> 27
Leg: -> 69

Safe, close, restart game, enjoy.
femboycatboy Nov 24, 2024 @ 11:14am 
it sad that when u combine two limited use spellz it just increases its count insteads of upgradings :c
леша Nov 21, 2024 @ 10:22am 
очень класний мод
nekit Oct 19, 2024 @ 11:44am 
I know that you stopped working on this project, but if you ever come back, could you take a look at the increased mana usage on some of the "weak" spells?
e.g.: Spitter Bolt goes from 5 mana drain at level 1, to 19 at level 2, making it weaker than before.
Thanks!
Templeton Sep 2, 2024 @ 12:17pm 
Why does a leveled up magic guard just make me explode? Not every evolution should just deal damage and explode. Make different spells better at their individual responsibilities.
Sgt Mooseknuckle Aug 31, 2024 @ 11:27am 
doesn't seem to work
Langston Aug 28, 2024 @ 5:54pm 
This mod will replace healing bolt spells in the world, sometimes with "upgraded" versions of them that do more damage than healing. When this happens you are simply griefed by the mod.
7ᴇᴍᴘᴇsᴛᴲ Aug 28, 2024 @ 1:22am 
Great mod
The only down side is the increased mana cost and "legendary" spell should be called "omega"
Dysmn Aug 25, 2024 @ 12:52pm 
Good mod but the mana cost is crazy. It actually feels like a downgrade fusing some spells
Clouds Cloudious Aug 7, 2024 @ 1:56am 
STAR PLATINUM, OVER HEAVEN
MercuriusXeno Aug 3, 2024 @ 2:13pm 
totally unrelated side note, if this mod gets any future love, i am not alone in wishing evolutions didn't add explosions to things that don't have them at tier 1.
MercuriusXeno Aug 3, 2024 @ 2:09pm 
This is a fun mod; i started using horscht's advanced spell inventory and the nature of the spell evolutions causes some misbehavior when storing the spells there.

I mentioned it in the mod discussion there, assumed that there's a reason (maybe even a good one) why the evolutions don't have their own distinct spell ids (which is how horscht stores them).

How hard would it be to decouple the evolutions from their parent, tier 1 spells? It's okay if the answer is "absurdly hard/definitely not happening", but it'd be a real joy to play both mods together.
Shinoskay Jun 30, 2024 @ 4:51pm 
I cant seem to get spells to combine. I'm trying to combine bombs and they wont.
Wese Jun 3, 2024 @ 9:56am 
The Functionality, sound and UI of the mod is great, and I really applaud the dev for this.

This Mod sounds great on paper, and I had some amazing runs with it and alot of fun. the problem I encountered is, that it's balanced around a single spell "spark", or more broadly, balanced around small projectile starter spells. It makes total sense to upgrade them. Problem is, that the modifiers seem to be the same for every spell, or near identical.
Some spells, especially the bigger ones like lightning bolt or chain bolt get a damage increase like +6 from 125 to 131, but get a mana increase like 14 mana.
It's a flat damage modifier, so great on any fast fire, multitude projectile, but not even worth it for any of the big projectiles. You are actually nerfing the spell by upgrading it, making it more mana costly and less usable.
I think this desperately needs another seperate upgrade path for big spells, that increases the dmg by %, or by a bigger chunk, to make it viable to those spells.
Zenith Point May 26, 2024 @ 5:28am 
"The Unshackle mod is missing" what does that mean? I can't find a mod by that name
Nomad Apr 21, 2024 @ 9:54am 
This mod is awesome but has one major flaw. The mana cost of upgraded spells make them widely usless early on. Their mana cost/damage output is outclassed by the other available spells as you go lower and make them more of toys to ♥♥♥♥ around with when you already got most of what you need. It's too bad in my opinion. It just doesnt feel balanced.
Succubus Feb 10, 2024 @ 1:14pm 
this mod is not working for me when using with the collection reccomended
the problem is with the procedural projectiles mod
Q Pop Feb 5, 2024 @ 5:28pm 
Xiarno, it just combines their charges, no change to the actual spell itself, and at HM, you will only recharge to the original amount, (ie for something like bombs, 3 charges), but it won't cut the amount you have, so you can safely use a mountain without losing charges, it just won't reload the the number you got from combining spells. Personally fine with me because I try to stop using spells with charges ASAP.
Xiarno Feb 5, 2024 @ 6:05am 
How does spell refreshing work with fused limited ammo spells?
Also, would it be possible to add config to disable spell evolution and only keep fusing limited ammo spell?
Q Pop Jan 31, 2024 @ 7:47pm 
Marcelievsky, is it at the bottom of your load order, or at least lower than ANYTHING that might affect or add spells?
Marcelievsky Jan 31, 2024 @ 6:33pm 
For some reason, some spells when dropped in the ground to be merged don't work. For example, burst of air is flagged in the inventory that can be merged but when I drop into the ground, the icon change to 'non mergeable'
Q Pop Jan 24, 2024 @ 8:36pm 
Blockbuster, are you using the Spicy Core mod by chance? The author has been expanding that mod a lot and changed the entire HM, he also doesn't really list everything he's changed. Hoping he splits it into multiple mods so I can just use his icons, but I was thinking it could be the cause of your issues with HM.
Blocky Jan 24, 2024 @ 2:54pm 
like others, it also stopped working when i tried to see from where do the game crash when entering a holy mountain (maybe this mod?). Do the mod need to be fixed or a setting special? i did already said on the page with the order+ i'm playing with the modpack compatible with this mod. It's was fine but it stopped for no reason and i couldn't make it work again:lilimsob:
Q Pop Jan 24, 2024 @ 6:03am 
I'm still using this mod, I enjoy it, but as others have mentioned, it could use an overhaul. Making everything explosive isn't great, and many spells don't actually work with this.
Skwerley Jan 21, 2024 @ 5:41pm 
I have a lot of the mods from the collection this is included in, and if I enable all of them, THIS one doesn't work. I've double and triple checked the mod order and it's identical to what every single page says.

Also when it does work, it absolutely doesn't work with "any" spells, just the vanilla ones and like a handful of ones from mods.
BilgogiTeaBaggnz Dec 26, 2023 @ 5:59pm 
Yeah, giving every spell explosive something or another was the wrong choice in my opinion. great concept but there is no reason for certain spells to have explosive properties at all if they dont originally come with it. it just makes most spells not even worth upgrading at all, which is 3/4 of your spell codex.
Sileighty-Nine Dec 18, 2023 @ 9:15am 
It gives every spell explosive damage so if you combine melee spells like the saw or drill spells they will explode in your face...
#1 bowler Dec 13, 2023 @ 7:26am 
i love the concept of this mod will definitely try it later
on another note are you thinking of doing compatability with apotheosis?
<3 keep up the good work :mhwgood:
The great Barbossa Dec 11, 2023 @ 3:36am 
I can't believe they added suika game to noita
载入中... Dec 10, 2023 @ 3:51am 
is it possible to fuse the spells in from inventory instead on the ground? sometime it is annoying if u want to keep the lower tier spells
Something_Smith Oct 21, 2023 @ 4:15pm 
I really hope somebody is willing to revive this mod! It is one of my favourites of all time
PandaUwU Oct 5, 2023 @ 9:07am 
the spells with ammo that you fuse don't get their ammo you fused together when you refresh them, is it intended or just a bug that maybe is because of one of the mods i got one affecting the ammo spells is the "actually unlimited" mod that affects the perk
FUEGO Sep 8, 2023 @ 4:37pm 
does it work?
Жабка в шляпке Aug 30, 2023 @ 7:57am 
so... COOL!:steamthumbsup:
Despasibo Jul 7, 2023 @ 12:34pm 
It's half working for me in that the fusions and all still work but a lot of the compatibility that this mod had in the past no longer seems to work. For example, I used to be able to fuse the little projectile that the flesh walls/ poison ball wall enemies had, but now there just isn't any fusion at all.