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Wizard2: We love casting spells.
Wizard3: AHHHHhh
Wizard4: AHHHh
Wizard5: Ahh
Wizard6: AHhh
Wizard7: This song is sponsered by...
Wizard8: THE SHADOW GOVERNMENT!!!
Wizard9: legalize nuclear bombs
Wizard10: *Nuke sounding KABOOM!!!*
just looked through the comments for similar behaviour and you mention balancing against getting gold you might not have earned. would it be possible to fix by doing a check against how far away you are from the thing that died? if so you could make it so if a bunch of things die to noita being noita you dont get rewarded for it.
Just wanted to say great work and thanks for improving both of my my favorite games by a wide margin
but i take also this
10/10, had to award this good stuff, great work!
You might also run into some techical difficulties. Trick kills for example happen when the game doesn't think that the player killed something. In some cases this happens even when the player launches the projectile (like stones or unstable crystals). This bug can be used for fake pacifist runs. You might be able to make gold nuggets immune to trick kills. Not sure.
There is one mayor difference. I find it undesirable that you get money for things dying far away without your participation. In this mod, you only get the money for kills that the player caused directly. You have to collect the nuggets otherwise.
It makes sense to add it (for consistency) since I also play the collect-gold-nugget sound.
Not sure if I want to change this. Creating explosions on dying enemies is already a perk.. and creating an explosion on yourself every time you kill stuff sounds not so useful.
There is another perk where you can't tinker with wants but get bloodmoney with 6% chance. That one is included with some minor differences. It normally spawns a bloodmoney gold nugget worth 50 (even when the enemy otherwise drops less). The mod give you the exact amount of money instead + the heal equal to that of bloodmoney_50 with 6% chance.