✅ Fuente verificada vía Comunidad Steam
- Título del parche: Noita Epilogue 2 Actualizar
- Fecha de lanzamiento del parche: Abril 8, 2024
The developer of Noita has released a new update for the game on April 8, 2024. Estas son las cosas nuevas que debería esperar ver o cambiar en esta nueva actualización.. Esta información fue seleccionada directamente del anuncio oficial en Steam.
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: Deletrear – Sparkly bounce
- FEATURE: Deletrear – Lightning bounce
- FEATURE: Deletrear – Vacuum bounce
- FEATURE: Deletrear – Null shot
- FEATURE: Deletrear – Inner spell
- FEATURE: Deletrear – Giga white hole
- FEATURE: Deletrear – True orbit
- FEATURE: Deletrear – Hookbolt
- FEATURE: Deletrear – Anti homing
- FEATURE: Deletrear – Holy lance
- FEATURE: Agregado 8 modifier spells
- FEATURE: Agregado 6 new enemies
- FEATURE: Agregado 6 new spells
- FEATURE: Agregado 3 new secret spells
- FEATURE: Added new rare materials
- FEATURE: Added chemical reactions
- FEATURE: Added new small biome
- FEATURE: Artículo – 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
- FEATURE: 3 new bossfights
- FEATURE: Added a new creature
- FEATURE: New materials and reactions
- FEATURE: New secret quest
- FEATURE: Added a new easter egg
- ACTUALIZAR: Dupe around and find out
- ACTUALIZAR: Better interaction with No Wand Tinkering and Tinker With Wands Everywhere perks
- ACTUALIZAR: Lukki Minion is slightly more powerful
- ACTUALIZAR: Spells can now be dropped from inventory at all times
- ACTUALIZAR: Spell drop rates rebalanced
- ACTUALIZAR: Explosive bounce’s radius increased
- ACTUALIZAR: Shiny Orb is now more lucrative
- ACTUALIZAR: Moved a boss into a slightly more accessible spot
- ACTUALIZAR: Adjusted various spell mana costs and prices
- ACTUALIZAR: Adjusted weakness modifiers
- ACTUALIZAR: Updated the look of the Hiisi Alchemist’s potions
- ACTUALIZAR: Potion content percentages are displayed now (Thank you Evaisa)
- ACTUALIZAR: Vomiting now requires eating a bit more nasty materials
- ACTUALIZAR: Buffed Vampirism
- ACTUALIZAR: A little surprise for the turophiles
- ACTUALIZAR: Audio – new sounds for [Redactado], glue, eldritch portal, freezing gaze, barrera & wall spells
- ACTUALIZAR: Audio – bzzzt
- ACTUALIZAR: Audio – new sound for [Redactado]
- ACTUALIZAR: Audio – new music for a few side areas
- ACTUALIZAR: Powder pouches have a new functionality
- ACTUALIZAR: New enemies show their statuses in the UI
- ACTUALIZAR: Visual, audio and other fx when moving very fast
- ACTUALIZAR: Tele bolt resets caster’s vertical velocity
- ACTUALIZAR: Less harsh sound for tele bolt for more pleasant tele spamming experience
- ACTUALIZAR: Improved camera tracking when moving fast
- ACTUALIZAR: Lukki Minion should no longer be killable to make it more useful
- ACTUALIZAR: Optimized file system performance when using mods
- ACTUALIZAR: Optimized performance of some game effect queries in various systems
- ACTUALIZAR: All bosses use final boss style health bars
- ACTUALIZAR: Added up to date localizations
CORRECCIÓN DE ERRORES
- 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
- BUGFIX: Carrying 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)
- BUGFIX: Fixed another inventory exploit, that allowed carrying of extra wands
- BUGFIX: Fixed Lukki Minion sometimes escaping and disappearing
- BUGFIX: Vaihdosmestari can no longer move cursed rock
- BUGFIX: Closing inventory while starting to drag items is fixed
- BUGFIX: Alt 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
- BUGFIX: Fixed 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
- BUGFIX: Fixed a rare crash that could happen with too many materials
- BUGFIX: Rare wand generation bug (the default green wand should be now fixed)
- BUGFIX: Menor – a perk icon was missing a pixel
- BUGFIX: Fixed a security vulnerability in the modding API (Thank you Dexter Castor Döpping)
- BUGFIX: Fixed Hookbolt having a buggy sprite
- BUGFIX: Fixed Giga White Hole not repelling projectiles
- BUGFIX: Fixed certain spell unlocks happening in an unintended way
- BUGFIX: Physics objects are less likely to fall through the bottom of the world
- BUGFIX: Fixed Explosive Detonator being bugged in certain circumstances
- BUGFIX: Fixed a boss not dropping all the spells it was meant to
- BUGFIX: Fixed a secret dropping spells that it shouldn’t
- BUGFIX: Fixed multiple spells have some erroneous/missing data
- BUGFIX: Fixed a rare case of sky being black
- BUGFIX: Nullifying Altar did not remove the perk icons (Thank you Priskip)
- BUGFIX: Related perks should now be removed from the perk pool
- BUGFIX: Surprise 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
- BUGFIX: Vomit 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
- BUGFIX: Improved 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
- BUGFIX: Fixed a potential issue in regards to file paths
- BUGFIX: Fixed 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
- BUGFIX: Fixed issues with UI in some languages
- BUGFIX: More robust mod check when saving bones files
MODDING
- MODDING: Lua – added PolymorphTableAddEntity
- MODDING: Lua – added PolymorphTableRemoveEntity
- MODDING: Lua – added PolymorphTableGet
- MODDING: Lua – added LoadRagdoll
- MODDING: Lua – GameCreateCosmeticParticle – now with gravity_x and gravity_y
- MODDING: Lua – LoadPixelScene – now with allow_duplicate param
- MODDING: Lua – added PolymorphTableSet
- MODDING: Lua – added ComponentGetTags
- MODDING: Lua – added InputIsKeyDown
- MODDING: Lua – added InputIsKeyJustDown
- MODDING: Lua – added InputIsKeyJustUp
- MODDING: Lua – added InputGetMousePosOnScreen
- MODDING: Lua – added InputIsMouseButtonDown
- MODDING: Lua – added InputIsMouseButtonJustDown
- MODDING: Lua – added InputIsMouseButtonJustUp
- MODDING: Lua – added InputIsJoystickButtonDown
- MODDING: Lua – added InputIsJoystickButtonJustDown
- MODDING: Lua – added InputGetJoystickAnalogButton
- MODDING: Lua – added InputIsJoystickConnected
- MODDING: Lua – added InputGetJoystickAnalogStick
- MODDING: Lua – added PhysicsComponentGetTransform, PhysicsComponentSetTransform
- MODDING: Lua – added PhysicsPosToGamePos, GamePosToPhysicsPos
- MODDING: Lua – added PhysicsBodyIDGetFromEntity, PhysicsBodyIDQueryBodies
- MODDING: Lua – added PhysicsBodyIDGetTransform, PhysicsBodyIDSetTransform
- MODDING: Lua – added PhysicsBodyIDApplyForce, PhysicsBodyIDApplyTorque
- MODDING: Lua – added PhysicsBodyIDGetWorldCenter
- MODDING: Lua – added PhysicsBodyIDGetDamping, PhysicsBodyIDSetDamping
- MODDING: Lua – added PhysicsBodyIDGetGravityScale, PhysicsBodyIDSetGravityScale
- MODDING: Lua – added PhysicsBodyIDGetBodyAABB
- MODDING: Lua – added ModDoesFileExist
- MODDING: Lua – added RemovePixelSceneBackgroundSprite and RemovePixelSceneBackgroundSprites
- MODDING: Lua – added EntitiesGetMaxID
- MODDING: Lua – added ModMaterialFilesGet
- MODDING: Lua – added ModRegisterMusicBank (init.lua) and example in mods/example
- MODDING: Lua – added GameGetSkyVisibility, GameGetFogOfWar, GameGetFogOfWarBilinear, GameSetFogOfWar
- MODDING: Lua – added DEBUG_LUA_DONT_REPEAT_ERRORS magic number to log recurring, consecutive errors only once (defaults to 1)
- MODDING: Lua – lua error stack traces
- MODDING: Lua – added ModImageMakeEditable, ModImageIdFromFilename, ModImageSetPixel, ModImageGetPixel
- MODDING: Lua – added ModImageWhoSetContent, ModImageDoesExist
- MODDING: Lua – added ModLuaFileGetAppends, ModLuaFileSetAppends
- MODDING: Lua – added ComponentGetEntity
- MODDING: Lua – added optional ‘tag’ parameter to EntityGetAllChildren
- MODDING: Lua – exposed ModTextFileGetContent and ModTextFileWhoSetContent to all lua scripts
- MODDING: Lua – made ComponentGet/SetValue2 up to 300% más rápido. Old ComponentGet/SetValue API is also a bit faster
- MODDING: Lua – added GameSetPostFxTextureParameter, GameUnsetPostFxTextureParameter
- MODDING: Lua – added PhysicsBodyIDApplyLinearImpulse, EntityGetHotspot, EntityRemoveStainStatusEffect
- MODDING: Lua – added use_material_colors & replace_existing_cells parameters to EntityConvertToMaterial
- MODDING: Lua – added font and scale options to GuiText, GuiButton and GuiGetTextDimensions
- MODDING: Lua API documentation – improved documentation of some functions
- MODDING: MagicNumber UI_WAND_TAG_OVERWRITES_NAME has been added
- MODDING: MagicNumber DESIGN_ALLOW_INVENTORY_CLOSING_AND_DRAGGING_GLITCH has been added
- MODDING: MagicNumber DESIGN_ALLOW_FULL_INVENTORY_SPELLS_DRAG has been added
- MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_TABLETS has been added
- MODDING: MagicNumber DESIGN_TELEKINESIS_GLITCH_FOR_ITEM_PHYSICS has been added
- MODDING: MagicNumber GLITCH_ALLOW_5TH_WAND_CARRY has been added
- MODDING: MagicNumber GLITCH_ALLOW_ALT_TAB_SILLINESS has been added
- MODDING: MagicNumber GLITCH_ALLOW_STAIN_DUPLICATION_GLITCH has been added
- MODDING: MagicNumber GLITCH_ALLOW_VOMIT_BASED_STATUS_EFFECT_GLITCH has been added
- MODDING: MagicNumber DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU has been added
- MODDING: Componentes – GameEffectComponent – polymorph_target should now work
- MODDING: Componentes – LaserEmitterComponent – ConfigLaser – added damage_apply_hitbox_dmg_multiplier
- MODDING: Componentes – PhysicsKeepInWorldComponent – added
- MODDING: Componentes – AttachToEntityComponent – added
- MODDING: Componentes – BiomeTrackerComponent – added
- MODDING: ComponentGetValue2() and ComponentSetValue2() now work with types::iaabb
- MODDING: Componentes – LuaComponent – added limit_all_callbacks to allow limiting of all callbacks
- MODDING: Fixed DEBUG_DISPLAY_INTERNAL_ID_IN_PROGRESS_MENU
- MODDING: Updated debug_keys.txt
- MODDING: Added support for static_tile biomes, that are like wang biomes without randomization, consisting of one large tile
- MODDING: Added support for static_tile_bg_mask, that are repeating backgrounds with a rough mask that defines the visibility
- MODDING: Added audio_music_trigger_without_danger to Biome. Used in watercave. Also added other new audio-related properties
- MODDING: Added intensity2 parameter to GameEntityPlaySoundLoop
- MODDING: IKLimbWalker, IKLimbsAnimator – exposed ray_skip_material
- MODDING: CharacterPlatforming – added audio_liquid_splash_intensity
- MODDING: PhysicsAI works better with non-levitating creatures
- MODDING: Added auto-generated any_liquid any any_powder Material tags
- MODDING: Audio – reports filename on bank load error
- MODDING: Improved init.lua API documentation
- MODDING: Fixed a possible rare crash when using the mod API in not recommended ways
- MODDING: CharacterData/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
- MODDING: Entity xml – added _remove_from_base (on Base components) to exclude components from base entities
- MODDING: Added ‘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
- MODDING: Added AUDIO_PLAY_GAME_OVER_SOUND and AUDIO_FADE_MUSIC_ON_DEATH magic numbers
- MODDING: Bioma – added parameters to control parallax bg look
- MODDING: MaterialAreaCheckerComponent – added always_check_fullness & count_min
- MODDING: IKLimbsAnimatorComponent – added is_limp,
- MODDING: GameStatsComponent – dont_do_logplayerkill
- MODDING: PhysicsShapeComponent – added material
- MODDING: AnimalAIComponent – added keep_state_alive_when_enabled (without this AnimalAI can get stuck in no state when Disabled & Activado)
- MODDING: VegetationComponent – added random_flip_x_scale
- MODDING: CellData – added vegetation_random_flip_x_scale
- MODDING: CellData – added is_grass_hashed (for more natural look when grass grows on a long, flat horizontal surface)
- MODDING: PotionComponent – 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/BUGFIX: Fixed 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)
Para conocer más sobre esta nueva actualización, consulte la fuente oficial mencionada anteriormente.