Noita
Noita40K ACT III
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Bruham  [developer] 22 Jan, 2021 @ 3:02am
Questions that require answers
feedback squared
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Bruham  [developer] 22 Jan, 2021 @ 3:15am 
Q: Will there be any other ordens, heretics or xenos as other player classes (skins + weapons)?

A: Probably, but not in the preview (there're two lies in this sentence). Originally, we were planning to add only different armor color schemes for players to choose from, as the final project will be kinda plotdriven, but if you'd like to slaughter taus as a tau or purging the heretics as a heretic, then we'll be happy to assist

btw, we have some ideas about another wh/noita heresy-related mod, so stay tuned
Last edited by Bruham; 21 Sep, 2021 @ 3:51pm
Bruham  [developer] 22 Jan, 2021 @ 9:48am 
Q: Will there ever be Psykers or "magic" or anything like it?

A: ACT III will be dedicated to full blown integration of Noita magic in the mod. Psykers, librarians and the rest are planned but won't be added in the preview.
Last edited by Bruham; 21 Sep, 2021 @ 3:51pm
Bruham  [developer] 28 Feb, 2021 @ 1:53am 
Q: Any VERY rough estimates of when this project will be finished (I.E final act release)? Estimating a year or so?

A: Well, we'd like not to play 2077 game, so obviously we can't name any dates/months/years. Though, the preview itself (aka the roadmap you can find on the main page) is like less than 5% of the planned content, so when it will be done you may scale up the perfect development time.
Last edited by Bruham; 21 Sep, 2021 @ 3:52pm
Bruham  [developer] 12 Mar, 2021 @ 7:14am 
Q: There's a perk you can give yourself in the cheat GUI it turns you into the original notia character but its red whats that?

A: Thus do we invoke the Machine God.
Thus do we make whole that which was sundered.
Last edited by Bruham; 21 Sep, 2021 @ 3:52pm
Bruham  [developer] 27 Mar, 2021 @ 4:51am 
Q: Other than from what i understand a mechanicus and a psyker what other classes are planned for the future? Imp guard would probably be a bit weak but what about sisters of battle?

A: One of the main purposes of this mod is the promotion of the WH40K as a whole, so we are planning on showcasing the entirety of it, especially not that well known corners.
On the other hand, since this is a gameplay mod, we won't add any intersecting classes, such as Sisters of Battle that may be viewed as a drastically debuffed marine, but there will be a Sister of a different kind.
And also, "weak" will be the last word you'll think of after experiencing the done guard class.
Last edited by Bruham; 21 Sep, 2021 @ 3:52pm
Bruham  [developer] 11 Apr, 2021 @ 5:53am 
Q: What does the "Prevent Heresy" mod do? I haven't turned it off so I'm not sure lol.

A: It allows you to use vanilla spells (only modifier type) in blessed weapons assuming you have enough slots.
Last edited by Bruham; 21 Sep, 2021 @ 3:56pm
Bruham  [developer] 19 Apr, 2021 @ 12:56pm 
Q: Do any of the Acts include a custom map of sorts? A dreadnought, Cadia, etc?

A: One will. And full version will feature total map overhaul.
Last edited by Bruham; 21 Sep, 2021 @ 3:53pm
Bruham  [developer] 23 Apr, 2021 @ 4:18pm 
Q: Will there be friendly ai so e.g fellow space marnine's

A: Give me a hundred Space Marines. Or failing that give me a thousand other troops.
(They are planned, yeah, though only in the full release, but we can promise anything and deliver on nothing, so let the time judge.)
Last edited by Bruham; 21 Sep, 2021 @ 3:53pm
Bruham  [developer] 23 May, 2021 @ 9:01am 
Q: Will there be tyranids that get buffs from eating dead enemies (possibly a playable hive tyrant or something like that)?

A: Maybe. We don't have any concrete gameplay designs for heretical units for now, all I can say is that there will be some tyranids both to play and to slay.
Last edited by Bruham; 17 Jul, 2022 @ 11:38pm
Bruham  [developer] 4 Jun, 2021 @ 4:48pm 
Q: Why have you moderated this thread so much?

A: We'd like it to be an official place for quickly getting answers on your general questions, so we'll be regularly cleaning it up. Though, feel absolutely free to ask below - it's not only allowed but very much welcomed.
Last edited by Bruham; 21 Sep, 2021 @ 3:53pm
Bruham  [developer] 5 Jun, 2021 @ 12:17pm 
2
Q: What will come after act 6?

A: ACT VII
Last edited by Bruham; 21 Sep, 2021 @ 3:54pm
Bruham  [developer] 5 Jun, 2021 @ 2:37pm 
Q: While playing around with Adeptus Mechanicus (Praise the Omnissiah!), i've had occasions where i burst with a splash of void liquid from time to time, and i also had my max health rapidly decrease to single digits for no apparent reason. What could be the cause?
Also, how does the (presumably) wand crafting section of the mecha interface work? I've tried doing stuff with it after i collected some matter, but nothing came out as a result.

A: Bursting void liquid is the way of waste disposal - it happens when your matter storage is full.
Health drops is the side effect of using darkfire rifle carelessly, check your status effects next time you'll notice that.
There's a button on the bottom right of the window: if target wand differs from the current one, it will be lit up with red. Use it to confirm all the changes and check the console output.
Wand editing software is easily the most complicated part to get through but as a result you are able to absolutely kneel the vanilla balance, so fair enough I guess.
Last edited by Bruham; 21 Sep, 2021 @ 3:51pm
Bruham  [developer] 5 Jun, 2021 @ 4:55pm 
Q: How do you get a triumph, like what do i gotta do?

A: Achieve vanilla victory.
Last edited by Bruham; 21 Sep, 2021 @ 3:55pm
Bruham  [developer] 8 Jun, 2021 @ 10:19am 
Q: Any documentation on how to use Magos systems, like capturing etc?

A: Yeah, check Codex and especially Eternal Vigilance perk description. The rest is basically an exploration game. (There's also a libro_manualis folder in the core mod directory)
Last edited by Bruham; 21 Sep, 2021 @ 3:58pm
Bruham  [developer] 10 Jun, 2021 @ 4:08pm 
Q: I beat the game, but now the space marine no longer has the smg and has some laser. How do I get the smg back?
A: That's custom loadout system in action, you can change the starting guns in the custom main menu on the corresponding page.
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