More Loadouts
Last Updated: 11-05-2019, 11:06 AM
Tags:
|
|
![]() |
Shortlink:
![]() |
|
To leave a comment you must log in.
|
![]()
kaizer0002
11-22-2019, 06:36 PM
|
This mod goes a long way to spicing up the start of the game which in my opinion is it's weakest part and for that you have my thanks. I particularly like how some (like the geomancer) completely revise my early game strategy - it's subpar weapons but better traversal encourages me to dig around rather than confront enemies - that or collapse bits of ceiling on my foes.
While I don't mind starting with perks and I understand the mod this was based on set a high baseline many of the builds are substantially better than the default. I could easily see a market for a Lite version where wand dps was better taken into account and perks were removed with space to rework the base classes. As an example from the original classes one of them grants 3 eggs, water, infinite rocks and those homing exploding ice guys - I'd swap the water for chaotic polymorphium to encourage pouring it on your own summons. For the fire one I'd replace the first wand with firebomb. Given time I could go class by class, but overall there is an overabundance of homing / wands with special modifiers. Some of your's also have the slightly buffed but intentionally imperfect wand setups (like vampire having the ice come second so it only affects half the shots) which could arguably be seen as giving it a bit more versatility. In the long run it'd be interesting to collaborate with other spell creators wherein they'd make a starting featuring their spells that could be a separate mod that is compatible with your own. I could go on about how the bonuses on the concentrated light spells are pretty high or how sand is useful but can be frustrating without the ability to dissolve powders but I really ought to go. Feel free to reach out to me on steam if you so choose. |
![]()
persontime
11-18-2019, 04:32 PM
|
The invisible wand issue can be easily fixed.
In the folder "mods\more_loadouts\files\wand_gfx", there are three XML files: wand_1, wand_2, wand_3. Open the XML files with any text editor and change the first line <Sprite filename="mods/starting_loadouts/files/wand_gfx/wand_1.png" > to <Sprite filename="mods/more_loadouts/files/wand_gfx/wand_1.png" > and save the file. |
![]()
player_2
11-17-2019, 06:08 PM
(Edited)
|
Issue of invisible wands is back. The image files seem to be named correctly according to your last comment on it, for example I have the following: mods.more_loadouts.files.berserker.player.png
Also the speed loadout is soooooo overpowered, I say keep it though, its just too much fun speeding across the entire map. |
![]()
Nanako =^.^=
11-14-2019, 07:24 PM
|
hey i think these loadouts need a bit more work. Many of them are really weak
Grease wizard is worthless, its just a weaker version of fire, without the fire immunity or an ignition source Ice is pretty weak, that freeze AOE creates a mound of snow that tends to end up blocking you speed wizard has nice perks but really bad starting wands. The forced wiggly pattern on the rapid fire wand is crippling Blade seems like a nice idea, but turbo speed ono the shuriken is suicidal, it'd be nice to make it faster firing instead of faster moving the desert wizard is just....i don't know what you were going for with that. Creating sand has no value that i can see. it doesn't do anything A lot of these, especially those that depend on creating liquids and powders, would really benefit from the breathless perk in general some rebalancing is needed |
![]()
SilentiumDingo
11-10-2019, 04:58 AM
|
Love the mod but it seems to be giving me wands with no texture. My load order is this and ommel so i dont think thats the problem. its not a big deal but kind of annoying, fun mod none the less. thanks!
|
![]()
Crazierinzane
11-06-2019, 03:56 AM
|
Open a .7z like a zip file and extract the contents.
|
![]()
Mattlarsen771
11-06-2019, 03:42 AM
|
really want to use this mod but it seems the file extension is incorrect? it downloads as a .7z but im sure this is a mistake?
|
![]() Author
Claus
11-05-2019, 11:13 AM
|
Version 2:
Fixed Bug where stains wouldn't reset after being polymorphed, which would make you immune to fire, toxic, poison, polymorph, etc. Added 3 new loadouts:
Added 12 new spells:
Buffed main wand on Grease loadout. Changed name of "Ice" Loadout to "Frost". |
![]()
Therax
11-03-2019, 11:16 PM
(Edited)
|
I've a small suggestion: Maybe some of the wands need a bit of a buff? I keep getting wands that have recharge time / cast delay approaching 4ish seconds for both wands. Some of them just feel really prohibitive.
|
![]() Author
Claus
11-03-2019, 02:58 AM
|
Right you are, i actually had noticed the bug but i didn't make the connection that it was caused by this mod, i assumed it was just because i'm playing on the beta branch. Anyway i tracked down what the issue was(i think), i'll release a new version of the mod in a couple of days since i have to add the new Eldritch loadout the devs made for their starting loadout mod, and i have at least 1 idea for a new loadout. In case anyone can't wait for the update, it seems all you need to do to fix this bug is go to "more_loadouts\data\generated\sprite_uv_maps" and rename all the images there so the part where it says "starting_loadouts" says "more_loadouts".
|
![]()
Therax
11-02-2019, 07:16 AM
|
I don't know if you check these comments, but I've found a bug: For some reason, this mod breaks the staining system in Noita. If you are polymorphed with this mod active, when you return to your normal form, your stains will return to their previous value (which shouldn't happen. Normally they're fully cleared). Then they can't be changed and nothing that relies on staining will work. (You become immune to fire, toxic sludge, poison, ect.)
|
![]()
Crazierinzane
11-01-2019, 04:19 PM
|
Good stuff!
|
![]()
Lysdal
10-30-2019, 12:53 AM
|
Thanks a lot for making this! :)
I'm having a ton of fun playing with this mod, it adds a lot more variation to each run, which I think is perfect :o) |