This mod aims to fix how tedious starting a new run can be by giving the player the choice of a starting loadout, which dramatically changes the initial level experience without forcing the player to "reroll" their loadout by starting a new game as in other randomized loadout mods.
This concept is used effectively in games like Enter the Gungeon and Risk of Rain to allow players influence over their run from the start instead of leaving everything to randomness.
There are currently ten classes:
[list]
[*]Noita (default)
[*]Pyromancer
[*]Cryomancer
[*]Tesla
[*]Whirligig
[*]Hunter
[*]Gambler
[*]Mutant
[*]Miner
[*]Doomsayer
[*]More planned!
[/list]
This mod is easily extensible! Integrate your own mod into it like this (and make sure your mod comes later in the load order):
[code]--init.lua
ModLuaFileAppend("data/selectable_classes/classes/class_list.lua","data/my_mod/newclasses.lua")
--newclasses.lua:
table.insert(class_list, {
id = "NEWCLASS",
ui_name = "New Class",
ui_description = "This is a new class!",
ui_icon = "data/selectable_classes/classes/assets/todo.png",
pickup_icon = "data/selectable_classes/classes/assets/mutant.png",
perks = { "STRONG_KICK" },
wands = {
{
sprite = 348,
fire_rate_wait = 60,
actions_per_round = 1,
shuffle_deck_when_empty = 1,
deck_capacity = 1,
spread_degrees= 10,
reload_time = 60,
mana_charge_speed = 30,
mana_max = 500,
speed_multiplier = 1,
actions = { "CIRCLE_ACID" }
}
},
items = {
{
base = "data/selectable_classes/potion.xml",
setup = function(entity_id) AddMaterialInventoryMaterial( entity_id, "acid", 1000 ) end
}
},
})[/code]
v1.0.0
[list]
[*]Released.
[/list]
v1.1.0
[list]
[*]Expanded starter room to support many more classes (and possible other future things).
[*]Added 4 classes: Noita, Cryomancer, Tesla, Miner
[*]Increased movement speed between spawning and choosing class
[*]Now warps the player to the cave entrance instantly upon choosing class
[*]Updated icons for many classes
[*]Balance changes
[*]Merged recently added vanilla secret area into the mod
[*]Fixed bug where dirt balls/planetoids could spawn in the starter house
[*]Fixed bug where sometimes flasks would break soon after picking a class.
[*]Fixed bug where throwing away starter wands would result in them vanishing permanently.
[/list]
v1.1.1
[list]
[*]Fixed bug that caused portal to sometimes not spawn correctly.
[/list]
v1.2.0
[list]
[*]When there are many classes, they are shown in groups that can be flipped through with "Next Page" and "Previous Page" pickups
[*]Due to the above change, the spawn area no longer needs to be any larger (for now) so it has been closed off again
[*]Now supports multiple Always Cast spells on a wand
[*]Increased compatibility with other mods (look forward to an integration with a popular mod soon!)
[/list]
v1.3.0
[list]
[*]Noita 1.0 compatibility.
[/list]
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