Noita
Apotheosis
Conga Lyne  [developer] Sep 7, 2023 @ 5:49am
Vanilla Changes
This is a list of all changes this mod introduces which may affect vanilla content in some way.
If you're confused why something feels different, this list may help you identify what's new.

** Omega disc, plasma & music note spells only hit every 15 frames instead of every 1 frame
** Some spells have had their mana cost drastically reduced to become competitive with other spells again, which includes but is not limited to: Death Cross, Chaotic Transmutation, Intense Concentrated Light, Tier 2&3 spitterbolts, and various other spells
** Bubbly Bounce no longer does self damage
** Arrow no longer has increased recoil
** Chainsaw now costs 12 mana
** Giant Explosion on Drunk Enemies now has unlimited charges
** Giant Explosion on Slimy Enemies now has unlimited charges
** Spells to Power can only spawn in Heaven, Hell & other high-tier spell locations, the goal behind this is StP is a very endgame spell capable of insanely high Damage output, if you want endgame damage spells, you need to visit endgame biomes
** Piercing Shot is reworked, it now costs less mana, no longer reduces projectile damage but hits 5 times per modifier, becoming infinite at 50 pierces
** Path of Dark Flame can appear in lower tier spell pools
** Ball Lightning hits once every 10 frames in stead of every 1 frame.
** Chainbolt is now better at hitting single targets
* Matter Eater can now dig through cursed rock
* Projectile Repulsion Field is removed and replaced with Oversized Shield
* Faster Movement is removed, Faster Levitation is removed, Haste replaces both of these perks and combines them into one, providing a 40% movement speed boost in all directions per stack
* Contact Damage now grants melee immunity
* Sauvojen Tuntija now summons blackhole wands if it can't make line of sight with you for too long
* Relocated Friend Cave 1 & 2
* Relocated Eye Room
* Fixed Weakening Curse spells not showing remaining time on their effect and showing in the perk list instead of the status effect list
* Wandstone now lets you tinker while in your inventory
* Parrallel worlds are now harder to break into
* Kantele Bomb Song is fixed
* Giga Death Cross now does much, much more damage
* Giga Death Cross now uses green wand particles instead of blue
* Low Recoil is replaced with No Recoil
* Pit Boss now has a projectile failsafe incase it spawns too many wands (over 1k with high boss health multipliers)
* MoM can spawn new master types
* Individual Enemies can now drop a maximum of 250k gold at any given time to prevent crashes in high NG+ runs (high NG+ runs usually become unplayable at a certain point otherwise if enemies start dying, flooding the screen with hundreds, sometimes thousands of gigantic physics objects)
* Summon Egg spell features new eggs it can roll
* Unstable Crystal can now be affected by Larpa
* Playerghosts can now "parry" tablets
* Friendship quest now is now slightly more involved
* Toxic Immunity now grants immunity to toxic damage
* Masters of Homing are now made of a slightly tastier meat than slime
* You can now eat from pouches in the inventory
** Chaotic Transmutation now costs 40 mana (down from 80, goal is to become more practical in lua-disabling wands)
* Ants now only take 1 damage per hit, for consistency with apotheosis ants
* Vampirism is now buffed to scale off of the player's maximum hp
* Parallel worlds can now spawn NG+ enemies
* Parallel world bosses can now appear below ground
* Kolmisilma and his minions gain new abilities at high orb counts
* Kolmisilma can now clear slime and water
* Gemmed necklace cosmetic now requires 46 orbs
* Meatrealm is now reworked
* The tower is surrounded with a harder type of rock

* Vanilla rework or change
** Vanilla spell rework or change that can be disabled in mod settings.
Last edited by Conga Lyne; Feb 19 @ 5:26am
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Showing 1-15 of 20 comments
Firel Oct 10, 2023 @ 1:49am 
Why make Parallel Worlds harder to break into? It seems wholly unnecessary.
Copi  [developer] Oct 12, 2023 @ 8:24am 
@Firel Parallel worlds are too easy to access as is and as such can be used to simply cheese any content in the mod, it removes any challenge of bosses and areas if you can simply grab ambrosia and a black hole and now have unlimited perks at your disposal and a steady supply of every spell you can find. The intent isn’t to make it impossible to reach PWs, just to make it more difficult so players will actually face the content without steamrolling it thanks to 947295 stacks of stainless armor and whatever else. Of course, you can still get through before any of the mod’s content, it’s Noita after all and nobody’s stopping you, it’s just been made more difficult for the sake of balance.
YT@/YellowNugg Oct 12, 2023 @ 8:39am 
Originally posted by Copi:
@Firel Parallel worlds are too easy to access as is and as such can be used to simply cheese any content in the mod, it removes any challenge of bosses and areas if you can simply grab ambrosia and a black hole and now have unlimited perks at your disposal and a steady supply of every spell you can find. The intent isn’t to make it impossible to reach PWs, just to make it more difficult so players will actually face the content without steamrolling it thanks to 947295 stacks of stainless armor and whatever else. Of course, you can still get through before any of the mod’s content, it’s Noita after all and nobody’s stopping you, it’s just been made more difficult for the sake of balance.
But is it even possible now to go? without having infinite health?
Copi  [developer] Oct 12, 2023 @ 8:58am 
Originally posted by YT@/YellowNugg:
Originally posted by Copi:
@Firel Parallel worlds are too easy to access as is and as such can be used to simply cheese any content in the mod, it removes any challenge of bosses and areas if you can simply grab ambrosia and a black hole and now have unlimited perks at your disposal and a steady supply of every spell you can find. The intent isn’t to make it impossible to reach PWs, just to make it more difficult so players will actually face the content without steamrolling it thanks to 947295 stacks of stainless armor and whatever else. Of course, you can still get through before any of the mod’s content, it’s Noita after all and nobody’s stopping you, it’s just been made more difficult for the sake of balance.
But is it even possible now to go? without having infinite health?
It’s absolutely possible, just not in the same ways you do in vanilla
Firel Oct 13, 2023 @ 1:37am 
Originally posted by YT@/YellowNugg:
Originally posted by Copi:
@Firel Parallel worlds are too easy to access as is and as such can be used to simply cheese any content in the mod, it removes any challenge of bosses and areas if you can simply grab ambrosia and a black hole and now have unlimited perks at your disposal and a steady supply of every spell you can find. The intent isn’t to make it impossible to reach PWs, just to make it more difficult so players will actually face the content without steamrolling it thanks to 947295 stacks of stainless armor and whatever else. Of course, you can still get through before any of the mod’s content, it’s Noita after all and nobody’s stopping you, it’s just been made more difficult for the sake of balance.
But is it even possible now to go? without having infinite health?
Yes. It only takes a bit of thought and otherwise isn't incredibly difficult- just a bit time-spendy and RNG.
I mean i understand the reasoning behind making parallel worlds harder to break into but what it does is just take away the fun. Vanilla noita is cool because it's aways up to you how you want to approach late game content regardess of whether you want to cheese it a bit or not. Now you kind of make peope grind the first world. I got pretty unlucky with my cave run all the way to the bottom and now having to go to a whole bunch of other places to tryhard wand-building and cheesing health with mages feels grindy and unfun. Just my opinion
It'd be nice if the cursed liquid barrier was an option like how you can turn vanilla spell re balances on and off.
Akimbo Oct 30, 2023 @ 2:43pm 
I'm a fan of this mod, however I was wondering if there was a way to revert the changes of the mana cost to only chainsaw. I'd like to keep the rest of the spell rebalances/additions, but I don't think that the chainsaw rebalance is fair. It adds spread and does less than half of what Reduce Recharge Time, yet still costs the same amount.
Conga Lyne  [developer] Oct 30, 2023 @ 3:55pm 
Originally posted by Akimbo:
I'm a fan of this mod, however I was wondering if there was a way to revert the changes of the mana cost to only chainsaw. I'd like to keep the rest of the spell rebalances/additions, but I don't think that the chainsaw rebalance is fair. It adds spread and does less than half of what Reduce Recharge Time, yet still costs the same amount.
The game never explicitly tells you, but chainsaw removes all cast delay from the wand
Erik Dec 7, 2023 @ 8:57am 
Uninstalled once I saw the lame parallel world barrier changes.
fingle Mar 12, 2024 @ 7:12am 
chainsaw being 12 mana is the most depressing thing ever make it like 6 or something
Ancey Apr 29, 2024 @ 12:34am 
After playing with it for a while, I think the chainsaw and parallel world changes are fair.

Chainsaw is still very good, even with the high mana cost; as part of a payload, it does damage fitting the cost, and using it for the 'special property' in a wand still feels like it's undercosted. But considering how vital it is to pretty much all wands, the current cost is a good compromise.

As for the parallel world changes, making them harder in general (newgame+ enemies + bosses can spawn underground) keeps the run feeling tense. In vanilla runs, parallel world perk farming was a chore. The only real risk was dying to a popped poly flask because you were just trying to speedrun holy mountains. In vanilla Noita, parallel worlds are cool in concept, but unfortunately boring in practice. With the new changes, every second spent in a PW feels risky, and you really have to choose if it's worth going to another one.

And that increased risk requires even greater player deterrence. Coming across the new wall the first time was awful. And the second time, crushing. But the third time? I knew what to expect. After that, I learned it was actually no different than vanilla noita. You just grab the pieces you know you need, set them up, and off you go. It takes time to adjust, but once you've got it, it's not bad at all.
PooGarden Oct 30, 2024 @ 12:44am 
so if i subsrcibe to this mod through the steam workshop it will change things in the game even without enabling it in the mods portion of the option menu?

Originally posted by Conga Lyne:
This is a list of all changes this mod introduces which may affect vanilla content in some way.
If you're confused why something feels different, this list may help you identify what's new.

** Omega disc, plasma & music note spells only hit every 15 frames instead of every 1 frame
** Some spells have had their mana cost drastically reduced to become competitive with other spells again, which includes but is not limited to: Death Cross, Chaotic Transmutation, Intense Concentrated Light, Tier 2&3 spitterbolts, and various other spells
** Bubbly Bounce no longer does self damage
** Arrow no longer has increased recoil
** Chainsaw now costs 12 mana
** Giant Explosion on Drunk Enemies now has unlimited charges
** Giant Explosion on Slimy Enemies now has unlimited charges
** Spells to Power can only spawn in Heaven, Hell & other high-tier spell locations, the goal behind this is StP is a very endgame spell capable of insanely high Damage output, if you want endgame damage spells, you need to visit endgame biomes
** Piercing Shot is reworked, it now costs less mana, no longer reduces projectile damage but hits 5 times per modifier, becoming infinite at 50 pierces
** Path of Dark Flame can appear in lower tier spell pools
** Ball Lightning hits once every 10 frames in stead of every 1 frame.
** Chainbolt is now better at hitting single targets
* Matter Eater can now dig through cursed rock
* Projectile Repulsion Field is removed and replaced with Oversized Shield
* Faster Movement is removed, Faster Levitation is removed, Haste replaces both of these perks and combines them into one, providing a 40% movement speed boost in all directions per stack
* Contact Damage now grants melee immunity
* Sauvojen Tuntija now summons blackhole wands if it can't make line of sight with you for too long
* Relocated Friend Cave 1 & 2
* Relocated Eye Room
* Fixed Weakening Curse spells not showing remaining time on their effect and showing in the perk list instead of the status effect list
* Wandstone now lets you tinker while in your inventory
* Parrallel worlds are now harder to break into
* Kantele Bomb Song is fixed
* Giga Death Cross now does much, much more damage
* Giga Death Cross now uses green wand particles instead of blue
* Low Recoil is replaced with No Recoil
* Pit Boss now has a projectile failsafe incase it spawns too many wands (over 1k with high boss health multipliers)
* MoM can spawn new master types
* Individual Enemies can now drop a maximum of 250k gold at any given time to prevent crashes in high NG+ runs (high NG+ runs usually become unplayable at a certain point otherwise if enemies start dying, flooding the screen with hundreds, sometimes thousands of gigantic physics objects)
* Summon Egg spell features new eggs it can roll
* Unstable Crystal can now be affected by Larpa
* Playerghosts can now "parry" tablets
* Friendship quest now is now slightly more involved
* Toxic Immunity now grants immunity to toxic damage
* Masters of Homing are now made of a slightly tastier meat than slime
* You can now eat from pouches in the inventory
** Chaotic Transmutation now costs 40 mana (down from 80, goal is to become more practical in lua-disabling wands)
* Ants now only take 1 damage per hit, for consistency with apotheosis ants
* Vampirism is now buffed to scale off of the player's maximum hp
* Parallel worlds can now spawn NG+ enemies
* Parallel world bosses can now appear below ground
* Kolmisilma and his minions gain new abilities at high orb counts
* Kolmisilma can now clear slime and water
* Gemmed necklace cosmetic now requires 46 orbs

* Vanilla rework or change
** Vanilla spell rework or change that can be disabled in mod settings.

so if i subsrcibe to this mod through the steam workshop it will change things in the game even without enabling it in the mods portion of the option menu?
I've been scouring through 2 cycles of skywork and 4 cycles of hellwork in my current run and couldn't find any Summon Taikasauva spells. Was it in any way tweaked? (I'm assuming so because most vanilla changes are for balance purposes,and having the ability to farm spells does feel a little OP)
Thanks in advance!
Conga Lyne  [developer] Jan 10 @ 7:53pm 
Originally posted by Crimenty - Whiskey's Envoy:
I've been scouring through 2 cycles of skywork and 4 cycles of hellwork in my current run and couldn't find any Summon Taikasauva spells. Was it in any way tweaked? (I'm assuming so because most vanilla changes are for balance purposes,and having the ability to farm spells does feel a little OP)
Thanks in advance!
Hi, the spawnrate of Summon Taikasauva isn't affected by Apotheosis.
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