Noita
Holy mountain revive point
 This topic has been pinned, so it's probably important
Den  [developer] 13 Jan, 2022 @ 7:56pm
Crash/Bug report
When you crashed by this mod, you can report.

Do you know GitHub?
If you know, you can send an issue.
https://github.com/den3606/holy_mountain_revive_point/issues
Last edited by Den; 2 Feb, 2022 @ 12:55pm
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Showing 1-15 of 23 comments
Den  [developer] 13 Jan, 2022 @ 7:57pm 
Note
Originally posted by Noog:
I should mention that I had purchased respawn in the mines 3 times.
I used this to start over in the mines and as I got further and died in the hisi base it crashes.

Originally posted by CLASSICA!:
this straight up doesnt spawn for me, idk what i'm doing wrong

Originally posted by noyidoit:
crash game after died far away from holy mountain
Last edited by Den; 13 Jan, 2022 @ 7:58pm
Den  [developer] 28 Jan, 2022 @ 6:50am 
Maybe fixed those crash bugs
Den  [developer] 2 Feb, 2022 @ 12:55pm 
Originally posted by Chemist:

Doesn't revive, if you died from "touch of" spell
GIGAWATT 4 Feb, 2022 @ 5:06am 
Death when Polymorphed prevents Revive.
Den  [developer] 17 Feb, 2022 @ 7:50pm 
@Jealous
I checked latest version.
but that problem did not occur.
Please update this MOD.
Avrution 24 May, 2023 @ 3:02pm 
Originally posted by Laufta Profundus:
Death when Polymorphed prevents Revive.

Can confirm, just died while polymorphed with latest version. Unstable polymorph.

Got hit again - creepy polymorph this time.
Last edited by Avrution; 27 May, 2023 @ 1:11pm
Den  [developer] 24 May, 2023 @ 8:52pm 
@Avrution
Thank you for reporting :)
I'll check
GA-YUKI 5 Jun, 2023 @ 7:02am 
I bought Revive, but I'm still Game Over.
Maybe a game crash would cause the revive to fail?
And I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.
Den  [developer] 5 Jun, 2023 @ 12:01pm 
I fixed the issue where it was unable to resurrect when in a polymorphed state.
Den  [developer] 5 Jun, 2023 @ 12:02pm 
Originally posted by GA-YUKI:
I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.

That's good idea.
Avrution 5 Jun, 2023 @ 10:35pm 
Originally posted by Den:
Originally posted by GA-YUKI:
I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.

That's good idea.

Actually thought the same thing. I have died a couple of times because I thought I purchased a revive, but forgot.

Oh, one idea I had - maybe have a percentage charge? Like costing 10% of your current money - starts off low, but when you get into the millions it would hurt more. Plus, doing exponential eventually becomes impossible to afford. Even starting at 50 it becomes almost 500k after 14 deaths.
Last edited by Avrution; 6 Jun, 2023 @ 1:34am
Den  [developer] 8 Jun, 2023 @ 3:34am 
@Avrution
I already added bought icon :)
I don't plan to add any more patterns to the types of charges than we have now. sry
Avrution 8 Jun, 2023 @ 12:42pm 
Originally posted by Den:
@Avrution
I already added bought icon :)
I don't plan to add any more patterns to the types of charges than we have now. sry

Not a problem, I just edit the modifier so the costs don't exceed the amount of money available in the game. The new version doesn't seem to like the save changes though as it stops increasing.

In the revival_altar_init.lua I change "return revival_alter_cost * (2.0 ^ revive_count)" to 1.2, which worked perfect in the old version. I didn't see any other changes in this file, so I'm not sure what might cause the issue.
Den  [developer] 8 Jun, 2023 @ 1:12pm 
Thank you for reporting!

I refactored the source code, and in doing so, I had mistakenly removed the process of saving revive count as well.
I have just fixed it, so please update and check.
Avrution 8 Jun, 2023 @ 1:18pm 
Yes, I actually just discovered that when I saw it wasn't writing out the deaths - local revive_count = tonumber(GlobalsGetValue("holy_mountain_revive_point.revive_count", "0")) was removed.

Thanks!
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