Noita
Altar of Adaptation
 This topic has been pinned, so it's probably important
Evaisa  [developer] 8 Jun, 2022 @ 6:57am
Suggestions
Post feature suggestions here.
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Showing 1-15 of 16 comments
McWizard 8 Jun, 2022 @ 11:49pm 
Compatibility with the sellhole mod, both for the position of the altar overlapping the hole and prices of modified spells. Adding similar item/spell selling functionality would be great too, since sellhole has been abandoned for a while and nothing like it has popped up on the workshop yet.
Lorrdy 10 Jun, 2022 @ 5:29am 
Disenchanting because some spells completly stop to work with entchantments. Let it cost a bit of money.
Evaisa  [developer] 10 Jun, 2022 @ 6:15am 
Originally posted by McWizard:
Compatibility with the sellhole mod, both for the position of the altar overlapping the hole and prices of modified spells. Adding similar item/spell selling functionality would be great too, since sellhole has been abandoned for a while and nothing like it has popped up on the workshop yet.
I added a setting for spawning it in a alternative place.
Evaisa  [developer] 10 Jun, 2022 @ 6:17am 
Originally posted by Lorrdy:
Disenchanting because some spells completly stop to work with entchantments. Let it cost a bit of money.
I'll add something like that eventually, however I prefer you tell me which spells stop working lol
myeloon 14 Jun, 2022 @ 1:28pm 
Maybe the "Leech" enchantment shouldn't work on the holy mountain statues? It basically lets you fully heal without using the hearts.
myeloon 14 Jun, 2022 @ 1:32pm 
Also have you considered making spells cost more mana to cast with each enchantment added?
Evaisa  [developer] 16 Jun, 2022 @ 4:29am 
Originally posted by myeloon:
Also have you considered making spells cost more mana to cast with each enchantment added?
I have considered that, however i have no good way to display any additional data in the spell description so it would be very confusing. Noita doesn't really have a good way to add additional info to spell cards.
G0D0FG4M1NG 21 Jul, 2022 @ 7:38pm 
could you mention that 'bulkiness' increases damage? I used it on healing bolts with volley, and ended up getting 1 shot
Lady Sorcia 22 Jul, 2022 @ 5:56pm 
Atributes:
Critical: When the spell touches something it explodes.
Unstable: At a random point during the spells life it explodes.
Explosive: At the end of the spells life it explodes.
Quantum: At a random point in the spells life it will disappear.
Arcane: Increased damage at extra mana cost. (Each level doubles cost and doubles damage) (Exclusive with Tuned)
Tuned: Mana cost reduced by 10% and damage reduced by 5% per level (Exclusive with Arcane)
Mastered: Spell cost 0 mana but can only have this one enchantment, all others are removed.
Solitary: Spell is guaranteed to critical if it is the only spell cast.
Mechanical: Spell starts at 0 damage and is increased by 20% per spell cast. (22 spell wand = 440% damage)
Ghostly: Spell passes though walls and creatures.

Elemental:
Wet: Spell turns to water at the end of it's life.
Firey: Spell turns to fire at the end of it's life.
Void: Spell is destroyed at end of life. (no attributes carry over, spell is gone)
Eternal: Spell is cast at the end of spells life.(once)
Sharp: Spell causes more blood.

Stained:
Water powered: Removes wetstain gives damage = *xlevel per %10 stain.
Fire powered: Removes burning gives damage = *xlevel per %10 stain.

Phisics:
Unnerving: Spell is repelled by enemies.
Antigrav: Spell has reverse gravity. (floats up)
Caring: Spell is attracted to the caster.
Fearful: Spell is repelled by the caster.
Greedy: Spell pulls nearby gold to it.
Bloody: Spell pulls corpses/meat toward it.
Menacing: Spell repels everything.
Dense: Spell attracts everything.
Tidal: Spell moves to a fixed distance from the caster and is locked to the casters movement (Strongly attracted and repelled by caster)
Returning: Spell has boomerang.
Poof: Spell repells everything at the end of it's life.
Vcuume: Spell attracts everything at the end of it's life.
Locked: Spell does not move from cast point.

Caster:
Ethereal: Spell will not damage any creature.
Friendly: Spell will not damage the caster.
Evil: Spell will damage the caster.
Sinful: Spell cost 1HP per level, damage = *xlevel + 1
Tainted: Spell has a %10 per level chance at silencing the caster for 1 second per level.
Lethal: Spell applies poly to target, has a 1% to cause caster to poly.

The reason there are downsides to some of theses is that spells with ??? have a chance at a negative effect.
Note that all spells are subject to interpretation and you can change them as you see fit.
:GoVentureStress:
RunYouCleverBoy 30 Jul, 2022 @ 5:02am 
Maybe with spells name prefix could make icon changing? to notice what spell what you suddenly took is more dangerous and can kill you?)
June Mirth 2 Aug, 2022 @ 11:23pm 
No hidden enchantments. I'd like to see what all of what I'm putting onto my spell.
Lady Sorcia 2 Aug, 2022 @ 11:32pm 
Originally posted by JesterMcMuffin:
No hidden enchantments. I'd like to see what all of what I'm putting onto my spell.
Maybe a perk that shows them would be better.
JD 27 Aug, 2022 @ 10:15pm 
snake spells:
go in random-ish(very slight homing) directions but has a longer life span and has zero g (which is not already a suggestion should be one, f with gravity, it would be fun)
doesn't work (and probably shouldn't show up on) things with a determinant life span things like spitter bolt (though saying that things like bombs and dynamite should work because they have a decently long life span(and fun)\

change accordingly if i'd like
Stogie 2 Dec, 2023 @ 12:32pm 
Love this mod, but I feel it currently only scratches the surface of what could be achieved with enchantments. I'd love to see less direct upgrades and more transformative stuff, that lets players feel like they're creating entirely new spells.
I also suggest having the "aspect of X" enchantments modify the spell's colour, so it feels like you're actually shooting an elemental attack. Same goes for making "smite" glow, or "fungicide" look acidic.

If you're looking for good inspiration for new enchantments, I'd recommend looking into Enter the Gungeon's bullet-modifying passive items. (All called "X bullets") But also here are a handful of suggestions:

Spray: Turns the projectile into a stream of smaller, less accurate ones. Individual damage/blast radius is reduced, but the damage for all projectiles combined is higher than the original's.

High Caliber: The projectile is increased in size, and has increased speed/power, but also increases cast delay.

Ethereal: The projectile passes through physical obstacles.

Alt-Fire: The spell is cast only when the player presses alt-fire. (While tricky, this would add some really fun utility to a lot of niche spells)

Sponge: The projectile absorbs nearby liquids, making it grow in size/damage.
Pen Aim Kawata.pw 26 Apr, 2024 @ 7:16am 
Option For Re-Roll button,
Support Wand DBG,
Some way to manually add enchantments via Spell Labs or CheatGUI, Spell Labs Preferred.
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