Just deleting the line with ShouldPassThroughPlayer call and the next line will fix this. I don't even know what this function does, but it won't affect Wandmaster at all, I had to copy this whole function from GZDoom because BlastActor was set as private for whatever reason.MsrSgtShooterPerson wrote: ↑Sat Dec 28, 2024 7:03 am Ah, got it, I play GZDoom via Delta Touch and the dev build is only up to 4.13.2 for now - I don't mind though, I ended up doing some minor modifications instead to let to run for now (even if it means pinballing for a while longer with Repel spells)![]()
Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
- Ferretmanjcdenton
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
That is so insane. Hub world, wand creation, quests and more..
I am so blown away again. Doom is modding gets crazier and cazier.. now we only need VOXEL based destruction
Here. I made a short video with a few add-ons
https://youtu.be/Voo4bBARKWU
Hope you like it.
I am so blown away again. Doom is modding gets crazier and cazier.. now we only need VOXEL based destruction

Here. I made a short video with a few add-ons
https://youtu.be/Voo4bBARKWU
Hope you like it.
Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Thanks for trying it out!Ferretmanjcdenton wrote: ↑Sun Dec 29, 2024 4:11 pm That is so insane. Hub world, wand creation, quests and more..
I am so blown away again. Doom is modding gets crazier and cazier.. now we only need VOXEL based destruction
Here. I made a short video with a few add-ons
https://youtu.be/Voo4bBARKWU
Hope you like it.
Updated to 0.1f
- Added personal storage in HQ level, upgreadable through perks
- Added money info in NOITA file - this will allow modders to set how much money should be awarded for killing monsters
- Added quest / perk reminder when you didn't pick any quest or perk
- Added a few perks and changed some others
- Further balancing / additions to wand generation
- Many other fixes and balancing of stuff
Happy new year!
- Shatter-Thought[V-4]
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
This update is perfect, I had been thinking of a storage function as well, also the money info is an amazing addition so players can adjust the money to be as fair as they want.
Speaking of storage, I have an idea to suggest for an item purchasable at the shop that you can hold and right click on a wand to send it to storage. I think a limitation of only one wand teleported per stage would be reasonable to get players to think, and also a price point of 50 or so gold coins as on average in most levels players can get around 100 coins or so in most Doom 2 (With the sale of artifacts included).
I look forward to trying this new version out!
Happy New Years!
Speaking of storage, I have an idea to suggest for an item purchasable at the shop that you can hold and right click on a wand to send it to storage. I think a limitation of only one wand teleported per stage would be reasonable to get players to think, and also a price point of 50 or so gold coins as on average in most levels players can get around 100 coins or so in most Doom 2 (With the sale of artifacts included).
I look forward to trying this new version out!
Happy New Years!
Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Hey, not bad idea! I already had in mind a set of items that modify other objects when used on them. Runes.Shatter-Thought[V-4] wrote: ↑Tue Dec 31, 2024 9:48 pm This update is perfect, I had been thinking of a storage function as well, also the money info is an amazing addition so players can adjust the money to be as fair as they want.
Speaking of storage, I have an idea to suggest for an item purchasable at the shop that you can hold and right click on a wand to send it to storage. I think a limitation of only one wand teleported per stage would be reasonable to get players to think, and also a price point of 50 or so gold coins as on average in most levels players can get around 100 coins or so in most Doom 2 (With the sale of artifacts included).
I look forward to trying this new version out!
Happy New Years!
They could for example : change mana type of spell, clone a spell that is in a wand, change wand stats, modify magical properties of accessories, etc. And I like that idea of teleporting to storage. Basically one use item that you can buy and possibly find in levels sometimes.
- MsrSgtShooterPerson
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Hello! I've been playing the mod for a while longer now and I'm finally creating more functional wands for myself.
Having great fun so far and I haven't even seen other spell types yet!
I have some feedback - this maybe dense but I hope it doesn't come off like laundry list:


I have some feedback - this maybe dense but I hope it doesn't come off like laundry list:
- I agree with the above sentiment that pricing for shop items is a bit high - for most part, I am able to only craft wands with shop spells at towards the end of an Episode (I am playing on Obsidian maps, maps will average with around 50-120 mobs with final maps usually having the most monsters and bosses)
- I also agree with the above ideas for expanding upon wand crafting to be more flexible - honestly, I actually want to get into wand and spellcraft as soon as possible rather than wait for the coin to come in.
- I tried playing with necromancy spells and found that the projectile smoke effect is a bit too dense especially alongside using multi-cast modifiers. The AOE spell too has a very obscuring effect - perhaps instead of having the mist go up the player's height, it just sits on the ground? Perhaps I can also suggest instead of using tombstones, maybe something like skeleton hands reaching out of the ground? Keeps the creepy necromancy factor without too much visual obscuring.
- I do think some spells, especially those with some long persistent effects (elemental AoE) often have a lot of visual obstructions going on - but I also think they're extremely pretty and I'd rather not tone them down, but I feel placement can help make them feel less obscuring (i.e. perhaps less effects on player's head-level sightline, mostly for spells that are always "cast on the ground")
- I'd kill to get more modifier and respective duplicates spells on the shop - I understand some wands can often roll with lots of them, but it is quite a wait to do so and retiring said wand to get those modifier spells takes a while to happen. Since spell duplication has already been discussed though, maybe better that than this.
- On occasion, a wand in the store can be generated with overflow price - a wand with the 50% discount ended up with a price of 2147483647 on my end
- The description of some item attributes seem to be missing strings - i.e. on Aileron roll, some attributes read as "ND_S358_SPEC1" and so on. I'll keep on the lookout if I find more.
- When accepting a quest that offers a wand as a reward, I seem to weapon auto-switch to one of those wands. I understand perhaps these reward wands are generated at that moment and added to your inventory but auto-switch seems to be interfering with keeping them hidden. Selecting other wands that are actually on my inventory of course prevents me from going back to it.
- I got a clone-missile-on-enter candlebra - the clone effect however seems to cause projectile to collide with my player character. This also goes in line quite a bit with the fire-front-and-back modifier scroll.
- I occasionally got odd debug console printouts on different occasions - unfortunately I forgot to take records of these but I'll get back when I see them again as some of them seem to be noteable warnings about item gen and some instances of triggers on spells.

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Thank you for greate feedback!
Also I was thinking about player classes at some point, so maybe there could be a guy that specializes on wand creation.

Do you still have the save with that candelabra ?
Edit:
Updated to 0.1g
- Fixed autoselecting wands that are meant to be rewards from a quest
- Fixed overflowed prices
- Fixes to language file
Edit 2:
Now I'm thinking of having three player classes that you pick in your first visit in a hub:
1. Default : no changes.
2. Wizard (for example):
- Pros: additional spells available, additional wands available, spells are 50% cheaper, receive free empty unsealed wand on picking this class.
- Cons: no wands generate in levels, you can't trade for wands
3. Sorcerer (for example):
- Pros: generated wands have +10% max charge and +10% recharge rate, receive free sealed wand with spells on picking this class.
- Cons: no wands and spells available in the shop (unless through perks)
Hmmm I'll gonna take a look at that. The idea that I had going, is player either relies on generated wands, or make their own wands. So I might just add some appropriate perks : if you want to use your own wands, there should be perks that reduce prices in the shop, add more spells to the shop (those already exists). But if you want to use generated wands, other perks will add bonuses to those wands. Of course you could do both, but that would mean getting a bit less maximum strength from both types.I agree with the above sentiment that pricing for shop items is a bit high - for most part, I am able to only craft wands with shop spells at towards the end of an Episode (I am playing on Obsidian maps, maps will average with around 50-120 mobs with final maps usually having the most monsters and bosses)
Maybe there should be a "beginner" spell pack perk available that adds earliest spells to the shop to be able to mess around from the first visit in the hub?I also agree with the above ideas for expanding upon wand crafting to be more flexible - honestly, I actually want to get into wand and spellcraft as soon as possible rather than wait for the coin to come in.
Also I was thinking about player classes at some point, so maybe there could be a guy that specializes on wand creation.
Nice find, I might add a slider to options that affects transparency of some effects. And I agree hands reaching out of the ground would be way cooler, but I don't know where to get sprites like that / and definitely won't be able to draw something like that myselfI tried playing with necromancy spells and found that the projectile smoke effect is a bit too dense especially alongside using multi-cast modifiers. The AOE spell too has a very obscuring effect - perhaps instead of having the mist go up the player's height, it just sits on the ground? Perhaps I can also suggest instead of using tombstones, maybe something like skeleton hands reaching out of the ground? Keeps the creepy necromancy factor without too much visual obscuring.

Next possible slider in the options - to decrese density of effects. Or I'll just use one slider for transparency (like above).I do think some spells, especially those with some long persistent effects (elemental AoE) often have a lot of visual obstructions going on - but I also think they're extremely pretty and I'd rather not tone them down, but I feel placement can help make them feel less obscuring (i.e. perhaps less effects on player's head-level sightline, mostly for spells that are always "cast on the ground")
The spell generation in shop is not extremely balanced right now. Now I'm thinking it should always generate a % of modifiers. Right now it generates something like 12 spells + perks, and all of the spells are taken of a huge "loot table" that mixes standard spells, multicast spells, modifiers, etc...I'd kill to get more modifier and respective duplicates spells on the shop - I understand some wands can often roll with lots of them, but it is quite a wait to do so and retiring said wand to get those modifier spells takes a while to happen. Since spell duplication has already been discussed though, maybe better that than this.
Thanks a lot for these! Definitely I didn't expect auto select on getting the quest - thats a shitty bug. Yes the wands are pre-generated to prevent save scumming when picking rewardsHere are some bugs I found:
- On occasion, a wand in the store can be generated with overflow price - a wand with the 50% discount ended up with a price of 2147483647 on my end
- The description of some item attributes seem to be missing strings - i.e. on Aileron roll, some attributes read as "ND_S358_SPEC1" and so on. I'll keep on the lookout if I find more.
- When accepting a quest that offers a wand as a reward, I seem to weapon auto-switch to one of those wands. I understand perhaps these reward wands are generated at that moment and added to your inventory but auto-switch seems to be interfering with keeping them hidden. Selecting other wands that are actually on my inventory of course prevents me from going back to it.
- I got a clone-missile-on-enter candlebra - the clone effect however seems to cause projectile to collide with my player character. This also goes in line quite a bit with the fire-front-and-back modifier scroll.
- I occasionally got odd debug console printouts on different occasions - unfortunately I forgot to take records of these but I'll get back when I see them again as some of them seem to be noteable warnings about item gen and some instances of triggers on spells.

Do you still have the save with that candelabra ?
Edit:
Updated to 0.1g
- Fixed autoselecting wands that are meant to be rewards from a quest
- Fixed overflowed prices
- Fixes to language file
Edit 2:
Now I'm thinking of having three player classes that you pick in your first visit in a hub:
1. Default : no changes.
2. Wizard (for example):
- Pros: additional spells available, additional wands available, spells are 50% cheaper, receive free empty unsealed wand on picking this class.
- Cons: no wands generate in levels, you can't trade for wands
3. Sorcerer (for example):
- Pros: generated wands have +10% max charge and +10% recharge rate, receive free sealed wand with spells on picking this class.
- Cons: no wands and spells available in the shop (unless through perks)
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
First example I can think of is the sprites used for the resurrection skill from the necromancer class from the Wrath of Cronos mod. Probably not what you're looking for, though.krokots wrote: ↑Sat Jan 04, 2025 4:23 am Nice find, I might add a slider to options that affects transparency of some effects. And I agree hands reaching out of the ground would be way cooler, but I don't know where to get sprites like that / and definitely won't be able to draw something like that myself![]()
- Shatter-Thought[V-4]
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Great additions so far!
I have a thought about treasure chests in the first stage of a map pack, while Doom 2 vanilla doesn't have a backpack, a good number of maps do have one backpack for savvy explorers, and I thought that maybe the first stage could have a tag to generate 1st level specific containers instead of chests that could give the player a few tiny items for their trouble, like 10 or so gold coins, a health pack, a berserk pack etc.
Also for the classes, I have an idea to suggest for one:
Battlemage: Wands generated lean in towards more aggressive and instant spells such as hitscan spells, and explosive spells, but other spells in the shop have %10 more charge delay. Class starts with a wand that has a small hitscan attack spell paired with a 3-way split modifier to give a kind of weak shotgun, 42 max charge, 12 cast delay, 0.40 charge regeneration.
I have a thought about treasure chests in the first stage of a map pack, while Doom 2 vanilla doesn't have a backpack, a good number of maps do have one backpack for savvy explorers, and I thought that maybe the first stage could have a tag to generate 1st level specific containers instead of chests that could give the player a few tiny items for their trouble, like 10 or so gold coins, a health pack, a berserk pack etc.
Also for the classes, I have an idea to suggest for one:
Battlemage: Wands generated lean in towards more aggressive and instant spells such as hitscan spells, and explosive spells, but other spells in the shop have %10 more charge delay. Class starts with a wand that has a small hitscan attack spell paired with a 3-way split modifier to give a kind of weak shotgun, 42 max charge, 12 cast delay, 0.40 charge regeneration.
- MsrSgtShooterPerson
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Still playing and finally getting a knack on building wands that actually work and are less likely to kill me or outright drain my mana.
I have a couple of thoughts in mind - I noticed that while crafting wands, the most likely spells I'd end up with are shotgun-types (spread modifiers, cast X Y times, or cast the next X spells). I noticed there seems to be not much in the way of methods to create more chaingun-type wands (or overall, rapid fire wands). I understand some perks allow lots of spell duplicates, but I also want to apply modifiers to these, dupes of are fairly rare in the spell shop or from generated wands.
On that note, here's some extra modifier scroll ideas:

On that note, here's some extra modifier scroll ideas:
- Burst fire/repeater modifier scroll. Takes the next spell x times or fires the next x spells with a delay in tics. Burst fire scrolls will have higher charge/mana usage discounts than the number fire scrolls but of course, damage is dealt over a longer time than instantly.
- Totem modifier scroll. Deploys a turret that takes the next spell and its modifiers and fires it on its own at enemies. Will consume mana comensurate to the amount of implicit firing charges and disappears whichever on firing charges depleted or a countdown, whichever runs out first.
- Cast-on specific effect. Spells are cast on specific conditions i.e. whether a a monster is poisoned or ignited. Been playing some Path of Exile recently... I realize this is already there, especially with status effect spells.
- Upon accepting a quest early on where an accessory was the reward, I recieved the following console alert:
"Generated null power with value 186 and power type Normal
DebugPowers, value : 6, type : Normal" - Saw some accessories spawn with attributes that are just 0 i.e. "Spread Modifier: 0" - I'm guessing maybe these generated with really low floating point values? Otherwise, I think that attribute can just be removed or hidden from the description.
- I am able to pickup medkits stims at max health even while it's still at 100 without the medkit perks - I don't remember when this started though.
- The extra wands made available on the spell and wand shop seem to also contain spells - is this intentional?
- I found the following oddity while trading-in for artifacts - I am trading two different kinds of items but it seems while adding the last piece, I somehow recieved a lower trading value than without:
Trading with 6 artifacts: https://imgur.com/wEq0lYZ
Trading with 7 artifacts: https://imgur.com/suITfLw - Some accessories rolled with something like "98% mana usage under 1.3% health" - this particular modifier's low roll might be a bit too... low
I admittedly haven't played long enough to see if higher versions of this modifier have rolled, but I've played through at least 2 32-level WADs.
- Last note, even after purchasing the perk that increases spell rarity, I think most of what I found are still kind of... common. The most I've seen is an occasional silver star, but never gold star yet. I noted that it seems spells with triggers and rarity mostly stuck with what was previously already in the shop (energy and physical spells like rockets) I also recently found out spells with repeater triggers exist - but that's only because I saw them in the debug spell shop.

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Thanks for the feedbacks! So I updated the spell shop and now more spells will be available. There will be always a set of modifiers, multicasts, misc spells and standard spells generate in packs. Should be much easier to create rapid wands now. On the other side, shop will have only a few multicast spells, to balance shotgun / chaingun creation.MsrSgtShooterPerson wrote: ↑Fri Jan 10, 2025 5:14 am Still playing and finally getting a knack on building wands that actually work and are less likely to kill me or outright drain my mana.I have a couple of thoughts in mind - I noticed that while crafting wands, the most likely spells I'd end up with are shotgun-types (spread modifiers, cast X Y times, or cast the next X spells). I noticed there seems to be not much in the way of methods to create more chaingun-type wands (or overall, rapid fire wands). I understand some perks allow lots of spell duplicates, but I also want to apply modifiers to these, dupes of are fairly rare in the spell shop or from generated wands.
That would be amazing, but extremely difficult to make because how the wands are programmed right now. I would need to make a brand new mechanic that enables this.On that note, here's some extra modifier scroll ideas:
Burst fire/repeater modifier scroll. Takes the next spell x times or fires the next x spells with a delay in tics. Burst fire scrolls will have higher charge/mana usage discounts than the number fire scrolls but of course, damage is dealt over a longer time than instantly.
Good idea, I already had something like that in mind. Actually in my first versions, there was a "garygole" spell that summoned a garygole that shot next spell on the list. But I removed it, because there (hopefully) will be something MUCH more interesting...Totem modifier scroll. Deploys a turret that takes the next spell and its modifiers and fires it on its own at enemies. Will consume mana comensurate to the amount of implicit firing charges and disappears whichever on firing charges depleted or a countdown, whichever runs out first.
I know what causes this and I already have this bug on my TODO listUpon accepting a quest early on where an accessory was the reward, I recieved the following console alert:
"Generated null power with value 186 and power type Normal
DebugPowers, value : 6, type : Normal"

Yes exactly, also this is connected to the bug above. I'm gonna change so that the "minimum" value of a accessory power won't be 0 (or some negligible value) but something more sensible.Saw some accessories spawn with attributes that are just 0 i.e. "Spread Modifier: 0" - I'm guessing maybe these generated with really low floating point values? Otherwise, I think that attribute can just be removed or hidden from the description.
Already fixed in the next version!I am able to pickup medkits stims at max health even while it's still at 100 without the medkit perks - I don't remember when this started though.
No, and this will be fixed in a secondThe extra wands made available on the spell and wand shop seem to also contain spells - is this intentional?

Nice find, this I will need to check what's going on with the values.I found the following oddity while trading-in for artifacts - I am trading two different kinds of items but it seems while adding the last piece, I somehow recieved a lower trading value than without:
Trading with 6 artifacts: https://imgur.com/wEq0lYZ
Trading with 7 artifacts: https://imgur.com/suITfLw
Again this is connected with the first bug with accessories - right now the "power" of accessory can be like between 0 and 100, so sometimes 0 can be generated and that translates to some really crap effects. I'm gonna LERP this values so even weakest accessories will have at least a use.Some accessories rolled with something like "98% mana usage under 1.3% health" - this particular modifier's low roll might be a bit too... lowI admittedly haven't played long enough to see if higher versions of this modifier have rolled, but I've played through at least 2 32-level WADs.
The rarity system is really underdeveloped right now and I'm aware of this, I even might completely overhaul this, the bonuses the stars give - right now it's way to random and sometimes the stars don't really add anything cool.Last note, even after purchasing the perk that increases spell rarity, I think most of what I found are still kind of... common. The most I've seen is an occasional silver star, but never gold star yet. I noted that it seems spells with triggers and rarity mostly stuck with what was previously already in the shop (energy and physical spells like rockets) I also recently found out spells with repeater triggers exist - but that's only because I saw them in the debug spell shop.
Cool idea, I'll add a line that will print "mana used : ... ".P.S. the testing range is a great addition so far - since I read you were still changing it, I guess no use commenting on this one, but I was just mostly wondering if it was possible to somehow add mana cost simulation too - and that if some texture could be added to indicate where the door is, just for visual clarity
Thanks for the feedback! I like the idea to put an additional container in the first level. We already had a "purse" item that was generated in earlier versions - I could add that back with some items to help start.Shatter-Thought[V-4] wrote: ↑Wed Jan 08, 2025 12:26 am Great additions so far!
I have a thought about treasure chests in the first stage of a map pack, while Doom 2 vanilla doesn't have a backpack, a good number of maps do have one backpack for savvy explorers, and I thought that maybe the first stage could have a tag to generate 1st level specific containers instead of chests that could give the player a few tiny items for their trouble, like 10 or so gold coins, a health pack, a berserk pack etc.
Also for the classes, I have an idea to suggest for one:
Battlemage: Wands generated lean in towards more aggressive and instant spells such as hitscan spells, and explosive spells, but other spells in the shop have %10 more charge delay. Class starts with a wand that has a small hitscan attack spell paired with a 3-way split modifier to give a kind of weak shotgun, 42 max charge, 12 cast delay, 0.40 charge regeneration.
So right now I'm preparing to add two things to the mod
- specializations
- runes
Specializations right now I'm thinking gonna be just three - just like I described it earlier:
- jack of all trades type
- guy good with random wands but bad with creating wands
- guy good with creating wands but bad with random wands
Runes will be available in item shop and modify wands, accessories, and spells. They also could generate in "purses" near the other wizards corpses.
- MsrSgtShooterPerson
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Purses?! Runes?! And yes, the new classes sounds great! Super excited!
I've still got a few stuff to report, but despite these I'm having a very good time chewing through stuff.
* Some accessories with only negative modifiers will sell for negative cost. (Maybe should just be 0? lol But I get the whole "No, you pay ME to get rid of that!" thing)
* Found an amulet that has a "cursed" roll of... +144.3% Punching Damage. The amulet is just labeled "Amulet".
* Various aura effects, such as repel and projectile reflection, apply themselves to enemy gibs and your own projectiles. One aura in particular (but I forgot if this was repel or reflect, but I believe repel) causes an insane frameskip when gibbing an enemy (up to several seconds of frozenness if several enemies are gibbed). Another aura (unfortunately I forgot again if this is repel or reflect...) applies to your projectiles, causing them to shoot an extreme random direction away from your crosshair upon firing.
* Convert damage to red mana seems to cause red mana to overflow past max. (Doesn't seem to happen with other mana types)
* Choosing the perk to remove negative rolls on accessories causes a VM abort.
* Found a cursed modifier that goes like "Under -7.6% health use 111% mana" - I'm assuming though it should probably be something "Over 7.6% health, use 111% mana"?
Keep up the great work! Can't wait for the next update!
I've still got a few stuff to report, but despite these I'm having a very good time chewing through stuff.
* Some accessories with only negative modifiers will sell for negative cost. (Maybe should just be 0? lol But I get the whole "No, you pay ME to get rid of that!" thing)
* Found an amulet that has a "cursed" roll of... +144.3% Punching Damage. The amulet is just labeled "Amulet".
* Various aura effects, such as repel and projectile reflection, apply themselves to enemy gibs and your own projectiles. One aura in particular (but I forgot if this was repel or reflect, but I believe repel) causes an insane frameskip when gibbing an enemy (up to several seconds of frozenness if several enemies are gibbed). Another aura (unfortunately I forgot again if this is repel or reflect...) applies to your projectiles, causing them to shoot an extreme random direction away from your crosshair upon firing.
* Convert damage to red mana seems to cause red mana to overflow past max. (Doesn't seem to happen with other mana types)
* Choosing the perk to remove negative rolls on accessories causes a VM abort.
Code: Select all
Object.BuiltinNewDoom [Native]
ND_UpgradeInfo.CreateUpgrade @ zscript/noita/base/upgrade.zs, line 64
NoitaPlayer.AddUpgrade @ zscript/noita/base/noitaplayer.zs, line 1564
NoitaEventHandler.NetworkProcess @ zscript/noita/base/events.zs, line 417
Keep up the great work! Can't wait for the next update!

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Updated to 0.2a
- Added three specializations
- Added new item type : runes
- Redone spell shop
- Redone accessories powers a bit (with fixes)
- Fixed medikits & stimpacks healing when full.
- Other fixes and new bugs.
Hopefully most of the accessories bugs are fixed, but I haven't looked into some of the issues that you posted. I'll add them to TODO list!
Edit - additional fixes (0.2aa)
- Added three specializations
- Added new item type : runes
- Redone spell shop
- Redone accessories powers a bit (with fixes)
- Fixed medikits & stimpacks healing when full.
- Other fixes and new bugs.
Hopefully most of the accessories bugs are fixed, but I haven't looked into some of the issues that you posted. I'll add them to TODO list!
Edit - additional fixes (0.2aa)
- MsrSgtShooterPerson
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Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
Thank you very much for the update and new content! Loving the new subclasses and the new shop offerings! Those runes are pretty great tools for some extra crafting on the go too!
I'm still playing through a new megaWAD's worth of maps to see everything but I did get a VM abort - I get a division-by-zero error when I equip an item without durability (backpack in my case) - (zscript/noita/base/accessory.zs, line 321). My hack-fix was just to add 0.0001 to the durability.
I'm still playing through a new megaWAD's worth of maps to see everything but I did get a VM abort - I get a division-by-zero error when I equip an item without durability (backpack in my case) - (zscript/noita/base/accessory.zs, line 321). My hack-fix was just to add 0.0001 to the durability.