Noita
RPG Mod
111 Comments
mitch.asdf  [author] Jul 10, 2024 @ 5:07pm 
@🌥️ Alright I think I understand the confusion now. It is very confusing and I considered not exposing half of these settings because of that reason.

If you set the speed max bonus to 5 and power cap to 50, then you can expect to have 5x movement speed at a certain level.
That "certain level" being what ever level grants 50 power bonus.

The reason explosion radius and movement speed are the only 2 things implemented this way is because there needed to be a limit (the limit is "speed max bonus" and "explosion radius max bonus").
If there was no limit and it were to just increase your speed and explosion radius then there'd be problems. At 50 power bonus: you wouldn't be able to control yourself and every single explosion spell you cast would freeze your game for a matter of seconds or minutes.

Hope this helps
mitch.asdf  [author] Jul 10, 2024 @ 12:54am 
@Soareverix That's a shame I am sorry about your wallet. No idea what caused that but it never happened to me. It doesn't even make sense because the exploding wallet is a dynamite, bomb or nuke explosion depending on how much gold you have, but only if the game calls the player's death command. So the fact that happens is just strange. Did you have extra life or saving grace or anything like that?

@☁️ If you set everything to their default in each tooltip you will get the current intended level power scale. If you use the "OLD" next to default where some settings have that, you will have the level power scale from before the only change I have made to them
Jul 3, 2024 @ 2:37pm 
I read the comment below but im still confused myself about the
max bonus
power cap

I just don't understand the tooltips, so I tried to turn them off but I found myself gradually becoming slower and slower.
Soareverix Jun 23, 2024 @ 1:38am 
I've noticed a seemingly consistent bug in my run where, when at very high level, sometimes getting hit by a projectile will cause instant death regardless of health when 'exploding wallet' is turned on.
Example clip:
https://www.twitch.tv/soareverix/clip/LaconicUgliestNigiriStrawBeary-fctopxmpXPBxtWcf

I can replicate the bug when RPG mod is on. When I turn RPG mod off, the random projectile deaths disappear.
When I attempt to turn off exploding wallet via mod settings, the game crashes instead of death (I am still in the same run). When I restart with enabled mods active and toggle exploding wallet off, it seems to work.

It's a weird bug, but it seems pretty gamebreaking.

I definitely love the mod though, just this one thing seems to be breaking.
mitch.asdf  [author] Apr 23, 2024 @ 11:10pm 
no problem
天阳的搅拌机 Apr 23, 2024 @ 10:58pm 
Thank you for your answer:steammocking::steamthumbsup:
mitch.asdf  [author] Apr 23, 2024 @ 6:43pm 
Oh i should mention. Your HP/flight stats bonus being +50% would mean your power bonus is 1.5. a power bonus of 50 would be +4900%. It takes about 1 billion exp to reach the explosion radius power cap with all default settings
mitch.asdf  [author] Apr 23, 2024 @ 4:55pm 
Max bonus is just how much you can expect the level system to multiply the explosion radius by.
Power cap is the point at when the max bonus will be reached. Up until then, there is an algorithm governing how much you get at each level.

Having a higher power cap will make it take longer to reach the max bonus. If you need to know what your power bonus is at any given time, you can see what your HP and flight stats are being multiplied by. That number is the current power bonus
天阳的搅拌机 Apr 19, 2024 @ 7:46am 
I'm sorry to bother you again. I've noticed in the mod settings that there are options named "max bonus" and others named "power cap". I was wondering, what is the difference between these two options? For example, what is the difference between "Explosion radius max bonus" and "Explosion radius power cap"?
天阳的搅拌机 Apr 17, 2024 @ 7:45am 
Thanks for your answer, this mod is very good and greatly enhances the fun of the game.
mitch.asdf  [author] Apr 17, 2024 @ 7:07am 
The damage is calculated by dividing the remaining amount between the current% and 100% by a number governed by level power at the time, then increases the current amount by that fraction. That way, there is no way to reach 100%. But you can get extraordinarily close to 100% so that you're pretty much invincible, yeah.
天阳的搅拌机 Apr 16, 2024 @ 10:05pm 
As I am a new user of this mod, I would like to kindly inquire with the author. I noticed there is an option in the upgrade menu called "damage taken," which seems to reduce the damage taken by the player. I would like to ask, what would happen if the value of "damage taken" is increased to 100%? Will the player become invincible?
mitch.asdf  [author] Apr 16, 2024 @ 5:18am 
I feel like I should explain why wand stats (mana, mana regeneration speed, recharge speed, cast delay) don't get increased, but wand damage and explosion radius *does* get increased.

At the time, the only way I could find to modify wand stats was extremely janky and not consistently reliable. However, damage bonus and explosion radius bonus are *not* bound to wands. Damage and explosion radius do affect wands, however, they are values stored in your character data and not on the wands themselves.

Hope that helps with clarifying why there are no options for increasing wand stats..
mitch.asdf  [author] Apr 14, 2024 @ 1:21am 
Oh I am sorry, but wand stats are just about the only thing that aren't affected by the level system
天阳的搅拌机 Apr 14, 2024 @ 12:31am 
May I ask if I can modify the values of the attributes increased after leveling up? For example, I want the value of wand mana increased per level to be higher.
mitch.asdf  [author] Mar 8, 2024 @ 8:27pm 
I'll be honest I have no idea what was wrong then
KINO Mar 8, 2024 @ 11:13am 
think it was fixed went ahead and blew his dome but got regular xp
mitch.asdf  [author] Mar 5, 2024 @ 9:43pm 
The only reason we are even having this problem is efficiency. There are 2 options for implementing my spawn/death script.

1: Force the game to check once per cycle for enemies that are newly spawned, then apply the spawn code and death script conditionally (would catch all cases and omit errors but introduce needless lag)

2: Patch specified files in memory when the game loads, so the enemies simply spawn with the script already attached

I have gone with 2. It's a shame with all these drawbacks though.
mitch.asdf  [author] Mar 5, 2024 @ 9:35pm 
So I can't find the ghost guy in the code but I can see the structure of that mod has changed since my last compatibility fix, so I did another one. let me know if it still happens (you'll have to start a new game for changes to take effect, since it does a runtime patch on the mod's files in memory when first starting the world)
mitch.asdf  [author] Mar 5, 2024 @ 6:02pm 
i'll have a look at the ghost guy's code when i get the chance
KINO Mar 5, 2024 @ 5:24pm 
got it, i think, from new enemies mod kaapukallo, ghost looking guy
mitch.asdf  [author] Mar 5, 2024 @ 4:52pm 
maybe the biome is enough to find out though. what mod is it from?
mitch.asdf  [author] Mar 5, 2024 @ 4:51pm 
what enemy is it do you know?
KINO Mar 5, 2024 @ 12:57am 
id leave it in as a fun "xp bomb" option yknow? just to f around
KINO Mar 5, 2024 @ 12:51am 
Whaddup, it was a specific enemy from a mod, in the ??? place by the snowy caverns. this time it was regular but still had ton of exp i got a screenshot
anarcher Mar 4, 2024 @ 6:46pm 
Might want to add a setting for max xp per enemy?
mitch.asdf  [author] Feb 25, 2024 @ 6:08pm 
so for that to happen, the monster would need either 9 million or 900k hp (depending on which exp you got). for reference, the DPS statue has 30k and that takes long enough to "kill" (dps statue is omitted from xp gains)
mitch.asdf  [author] Feb 25, 2024 @ 4:52pm 
that's strange... the exp given is enemy_hp / max(sum(all_incoming_damage_modifiers), 0.05)
KINO Feb 25, 2024 @ 6:26am 
Epic mod, I have mods that add enemies and I think one was corrupted because from pure guesswork the mod couldn't figure out what EXP to give it since it was a common superior variant of a modded enemy, i think the number went into negative and wrapped around itself to the highest EXP since I ended up with either 183 million EXP or 1.8 billion i couldn't count the digits fast enough. Bullied all the bosses
mitch.asdf  [author] Feb 13, 2024 @ 4:32pm 
No worries. I don't play with many mods. Just this and Inventory Bags. So there are bound to be compatibility issues. So thanks for letting me know, I have no clue other wise
democracy's little pogchamp Feb 13, 2024 @ 10:45am 
Oho, so it was corrupted lookup tables. Thanks for the quick fix!
mitch.asdf  [author] Feb 13, 2024 @ 2:42am 
Load order appears to not matter really, I pushed the update
mitch.asdf  [author] Feb 13, 2024 @ 2:33am 
Seems there was a bug in my code when it looks through the spells added by DYG, corrupting my loot table. The loot table has all the data for easy lookup for each spell. It would throw errors when ever it tried to access that table. Such as when you try to sell a spell or kill a superior enemy. So it was just throwing an error and halting the death script. Both are compatible now.

As for load order - I am not actually sure which should go first. My mod adds perks which I think DYG will use and DYG adds spells which my mod uses. I will see if load order matters
mitch.asdf  [author] Feb 13, 2024 @ 1:38am 
Does sound like a compat issue to me I will try both mods together and see if there's a fix
democracy's little pogchamp Feb 11, 2024 @ 1:30pm 
Does this have any compat issues with Drop Your Guns? I toggled on the "show item roll chances" option to see if DYG was eating elite/etc enemy drops, and no notification showed up when I killed any of 'em, and loot (other than gold and exp) was normal DYG loot - this even applied for superior'd enemies like Hämis, which have no DYG loot.

Probably something to do with both mods hooking into the drop function, probably DYG replacing it outright or somethin'.

With DYG on I also noticed that the item selling wasn't functioning.

All that said, kudos! I like what you've got here.
mitch.asdf  [author] Feb 9, 2024 @ 7:40pm 
Update: It appears that deleting the CameraBoundComponent stops the enemies from being deleted. Not sure if this causes any bugs so I will do some testing
mitch.asdf  [author] Feb 9, 2024 @ 4:59pm 
In regards to superior enemies being deleted by the game. I have found a potential lead. There are components attached to all enemies called "CameraBoundComponent" with details for how many of this enemy should be allowed to exist at a time. What's happening is say, Hämis becomes a superior enemy but then 30 more Hämis spawn, exceeding their spawn limit. The farthest one away gets deleted to allow the new spawns.

There are even attributes attached to that component dictating whether or not the enemy should be "saved" into storage instead of deleted. However, even if this option IS working, it isn't saving their superior status or their health or anything. It's still simply deleting them.

I have tried actually disabling the CameraBoundComponent at runtime for the enemy once the superior enemy has spawned... however they are still getting deleted.

This problem will continue as ongoing, I'm afraid.
mitch.asdf  [author] Feb 8, 2024 @ 4:06pm 
More balance tweaks:

Ease of level: 0.1 -> 0.25
Level difficulty curve B: 0.1 -> 0.045

Early levelling shouldn't be as difficult
mitch.asdf  [author] Jan 6, 2024 @ 12:49am 
I made a change to the default level scaling values if people would care to take a look. It doesn't apply to anybody who already has the mod.

Config menu defaults changed:
-Ease of level: 30.0 -> 0.1
-Level power: 1.0 -> 5.0
-Diminishing returns: 0.9833 -> 0.9
-Level difficulty interval: 100 -> 1
-Level difficulty curve B: 2.0 -> 0.1

To try the changes, users who had the mod before the update who wish to try it will have to make the 5 changes themselves.

With the new configs, the levelling system should now be a bit slower and should prevent the character from becoming out-right invincible at higher levels.
mitch.asdf  [author] Dec 24, 2023 @ 8:58pm 
Also, merry christmas all!
mitch.asdf  [author] Dec 24, 2023 @ 8:43pm 
You can get into the game now. There were some dev spells with a spawn probability of zero which was, yeah, I wasn't zero-checking that because I thought there was no need. Thus, crash game for division by zero
mitch.asdf  [author] Dec 24, 2023 @ 8:09pm 
1 compatibility fix coming right up
Conecall Dec 23, 2023 @ 2:12pm 
seems to be incompatible with varia addons :/
wynillo Dec 23, 2023 @ 10:07am 
Did not expect anything (the thumbnail kinda scared me away) but this suddenly appears to be one of my most loved mods. Keep up the work!
mitch.asdf  [author] Sep 22, 2023 @ 7:53pm 
Yeah that happens. Thanks for letting me know there was a problem
polaris00100 Sep 22, 2023 @ 2:10am 
@mitch.asdf Thanks a lot ! Though I have used similar mod and have played many time that i don't want to play noita recently ^^", still appreciate.
mitch.asdf  [author] Sep 17, 2023 @ 5:44am 
I have applied a broad-patch to about 170 mobs for New Enemies and Bosses. It's far too much data for me to check through, so some of those mobs might be things like limbs or transitional-mobs (like a mob transforming into another mob). So I'm sorry if there's weird interactions. Just let me know if there's anything bad
polaris00100 Aug 31, 2023 @ 10:46pm 
(Sorry for my poor english, i am chinese)
Sorry i said previosly, it will drop perk,but seems not drop spell ? In short,drop condition between New enemy and boss mod on/off is difference (place right load order sure), and i thoght the off one is more like RPG mod working right.
polaris00100 Aug 31, 2023 @ 9:30pm 
Not work with New Enemies And Bosses Mod now? It doesn't drop any perk or spell , and test with other mod i used no problem.