#Too many loadouts to count
59 messages ยท Page 1 of 1 (latest)
up to 36 now
I might be losing it, I tried to make a grappler class out of noita spells
Added a bunch of customization settings, one of which also enables (I think/hope) full compatibility with character sprite mods
Fixed the "exclude from randomizer" setting not actually doing that :v
thanks to @smb64 (Koshi) for bringing it to my attention
๐
Unhinged af and I am here for it
Up to 45 now
no idea what I'm gonna do once I'm down to the weird one-off wand modifiers lol
@fleet stone seems like the fix for "exclude from randomizer" borked
getting Techno wizard, Apothecary, and Wasteland Warlock despite being disabled
Wimples changed how passive mode works on his end recently, if you haven't played in a while then probably check and make sure you've got all of the new Advanced settings turned off in there
been playing since that update and it was working fine until those three new classes were added
also thanks for fixing the cataphract's diamond potion being only like 9% filled
this is what I get for being lazy and hardcoding numbers, you will not remember to come back to them later
that's why you retroactively check how many perks there are
it's supposed to be 9%, when I re-added the bigger potions perk I accidentally fucked up the partially-filled potions
...?
some of them are supposed to be partially filled
why 9% though...?
like there's the Adventurer in TRS that has just enough healthium for a 50% hp heal
because when I was making that loadout stuff kept working out to multiples of 9, so I just made everything 9 or 99 for the hell of it
no real reason for it lol
oh! pft!
still, maybe make it 99 instead, there isn't much you can really do with only 9%
meh, maybe
it got some diamonds to go with the "unbreakable" theme, but alchemy was never really part of it
incidentally the items Apothecary spawns with can include diamonds and some fun stuff to combine with them, and lots of both because of its perk
ha! x3
did you update the WS version?
@fleet stone
probably be later tonight or early tomorrow idk
too much half-working stuff to push an update right now
oi, fix is up
48 loadouts
first time playing Samurai and I already see it needs a change. if there are any "Innocent Creatures" in a very large area, the Death Cross will immediately start moving towards that creature (often times almost immediately hitting the player)
also thanks for the quick update
always did wonder why death cross acts like that, it's such a weird behavior
anyway you can port through walls, any risk of blowing yourself up is just part of the deal for starting with such insane mobility
that class has a super easy time reaching items so you should be able to get ahold of a different wand or a tablet to use as a weapon
incidentally, if you warp through a wall the death cross will stay behind on the other side of the wall, so just pure traveling is very safe
i think its to try fool people testing it in the hm
i swear that the spell is designed specifically to blow new players up
Combat Medic's wand recharge doesn't match the bar at the top, making it difficult to use effectively. the bar will finish filling up but if used immediately after, the wand will fail and the bar will shake and turn red
so that was actually on purpose, because it means you can remove the extra wait with a chainsaw
I do agree it's kinda clunky, the alternative would be to swap delay/recharge and require a wand refresh for the same trick
problem with the chainsaw idea is Apotheosis changes that and some other spells
I know you shouldn't have to build around other mods, but still...
it doesn't have enough mana to cast wand refresh either so ๐คทโโ๏ธ
that chainsaw's 12 mana right? I think I'll leave in versions that work different ways, I'm actually liking the little differences between them
and people can just figure out how to exploit whichever one they get
maybe have special chainsaw spell that doesn't "look" any different than normal, but it doubles the blood
reached the big 50
every perk in the game has a loadout now (sort of, the one-off wand and health modifiers have a shared "build your own" loadout)
this includes resurrecting Extra Potion Capacity
nice! also I had an idea for a loadout: The Completionist
would start with no perks, a random quest item, and a wand with teleport damage
๐
graham book for being crime