Kalikoo Posted July 7, 2025 Posted July 7, 2025 Ah, my bad. Turns out that was the issue... 😅 Sorry for the simple problem yall.
Seberious Posted July 9, 2025 Posted July 9, 2025 (edited) On 7/7/2025 at 3:23 PM, Pawarfull said: Here we go again. You need to delete old "polyclaws_test" and start new run or you may have unexpected personal bugs. Might be uncompatible with pregnancy addon from OutlyingAvian. - Redrew player crouch animation (old one was bad) - Halo from perks is now better positioned - Aiming above or below player now easier - Player sprite does not move down two pixels below surface - Scavengers "glue" and "mine" now have assault animations (almost same as others scavengers) - Big scavengers "poison" and "clusterbomb" now have assault animations (restored and supplemented animation from mod files) - Rats now have second assault animation (1-3 rats, restored and supplemented animation from mod files), which plays random with default animation - New small assault animation with Lurker (black cloud from lukki lair). It's hard to trigger, but it multiplies them, poisoning you and perks except "Connoisseur of Cocks" and "Hell Hath No Fury" don't work with it, so be aware. Reveal hidden contents Old additions and fixes - Fixed? miner x companion bug - Fixed my bug with blobs (player could die in the middle of animation) - Miner with molotov now have assault anim (almost same as default miners) - Playerghost changed (thx lilbunbyun) - Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me. - Skullrat assault anim slightly changed - Nymphomania perk icon changed - Player now have second kick animation - Stains on player slightly fixed - Spearbot sprite and ragdoll changed - Alchemist boss and parallel alchemist sprites changed - Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too) - Tanks (default, rocket, super) and Chainer now have ragdolls - Perk sizes (redrew some of them for better visibility) - Statues props fixed - Nude sprites now dressless (and i redrew unused sprites too, idk why) - Bg tentacle prop now without pink pixels above - Snail now light blue - Blob dick now more yellow - Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho) - Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar. - Big firebug inflict debuff. - Ragdoll looks better. - Repelling cape work on semen, which is slowly removing by movement now. - Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.) - It fixed Chainer guy too. - Ghoul now dont spawn toxic semen, which kills him. - Fixed bug, where Weak Miner would become just Miner after assault animation. - Tanks animations fixed and sounds added. - Blob sound added. - Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly. polyclaws_test.rar 3.92 MB · 34 downloads Hey, hi again! I finally checked out changes, companions now work fine with miner (even the companions with dynamite which you can spawn with debug menu), though they have stopped avoiding fire (in my experience they tried to stay away from danger, now they just take it and die), weird. By the way, nice new avatar X) Edited July 9, 2025 by Seberious
Pawarfull Posted July 9, 2025 Posted July 9, 2025 2 hours ago, Seberious said: Hey, hi again! I finally checked out changes, companions now work fine with miner (even the companions with dynamite which you can spawn with debug menu), though they have stopped avoiding fire (in my experience they tried to stay away from danger, now they just take it and die), weird. By the way, nice new avatar X) Idk about fire, code for companions assault doesn't change miner's ai. Maybe code for melee/ranged swap by Zerguroth, but i didn't change that and miners have a melee attack by default. Though in vanilla noita i remember they often do this, i even read about it on tv tropes i think. So maybe it's just coincedence. Companions is another unfinished mechanic, so i don't want to touch it until i would want to fix it completely or until Zerguroth fix it himself someday. (but again, idk what he wanted to do with it to begin with) I was thinking about kobold lair\camp\tribe\cave with neutral dragon boss. So i checked noita map for two chunks of free space - one for kobold cave itself, one for boss. I found only one possible place for it from logical and gameplay ponts of view, under lava lake in coal mines. Spoiler For now i draw animations for mobs that require it. I don't want animations for all mobs, it would be a mess. I even don't add the means to catch player, like it did Zerguroth, because "all enemies now may dash to player" is just silly and monotonous past certain threshold. So assault's will be more likely a coincidence or by player wish. But there is a lot to do anyway, so idk when i'll actually start adding kobold tribe location. Especially since this is beyond my skills for now. 1
Seberious Posted July 10, 2025 Posted July 10, 2025 10 hours ago, Pawarfull said: Idk about fire, code for companions assault doesn't change miner's ai. Maybe code for melee/ranged swap by Zerguroth, but i didn't change that and miners have a melee attack by default. Though in vanilla noita i remember they often do this, i even read about it on tv tropes i think. So maybe it's just coincedence. Companions is another unfinished mechanic, so i don't want to touch it until i would want to fix it completely or until Zerguroth fix it himself someday. (but again, idk what he wanted to do with it to begin with) I was thinking about kobold lair\camp\tribe\cave with neutral dragon boss. So i checked noita map for two chunks of free space - one for kobold cave itself, one for boss. I found only one possible place for it from logical and gameplay ponts of view, under lava lake in coal mines. Reveal hidden contents For now i draw animations for mobs that require it. I don't want animations for all mobs, it would be a mess. I even don't add the means to catch player, like it did Zerguroth, because "all enemies now may dash to player" is just silly and monotonous past certain threshold. So assault's will be more likely a coincidence or by player wish. But there is a lot to do anyway, so idk when i'll actually start adding kobold tribe location. Especially since this is beyond my skills for now. Actually, this is great location for possible "kobold lair" and dragon boss. Though I didn't expect that you wished for her to be neutral. My idea was make her hostile and specifically a reason for existance of "cursed kobolds". Cursed because they are enslaved by her magic and I wanted for her to have specific spell (with distinctive animation, imagine she giving flying kiss and spawn singular very dangerous projectile, which is avoidable of course) in boss fight, which can transform normal kobolds into cursed ones (if they are present) and one-shotting player (enslaving them and transforming them into cursed kobold to be precise) if they all are hit. I know it's a little bit too much (both mechanically and gameplay wise), but I think it adds unique difficulty with this boss specifically. But we can use yours variant with no problem too (kobolds and dragon being just neutral). As for everything else, yeah, it is better to wait for Zerguroth update on that, but at the same time we can ask him how he specifically developed companions and use that too, when he will be there of course.
Pawarfull Posted July 10, 2025 Posted July 10, 2025 4 hours ago, Seberious said: Actually, this is great location for possible "kobold lair" and dragon boss. Though I didn't expect that you wished for her to be neutral. My idea was make her hostile and specifically a reason for existance of "cursed kobolds". Cursed because they are enslaved by her magic and I wanted for her to have specific spell (with distinctive animation, imagine she giving flying kiss and spawn singular very dangerous projectile, which is avoidable of course) in boss fight, which can transform normal kobolds into cursed ones (if they are present) and one-shotting player (enslaving them and transforming them into cursed kobold to be precise) if they all are hit. I know it's a little bit too much (both mechanically and gameplay wise), but I think it adds unique difficulty with this boss specifically. But we can use yours variant with no problem too (kobolds and dragon being just neutral). As for everything else, yeah, it is better to wait for Zerguroth update on that, but at the same time we can ask him how he specifically developed companions and use that too, when he will be there of course. Well, i mean neutral like last boss (kolmisilma becomes hostile after player picks up sampo) or big triangle stone, with little differences. Like you may trade with her or something. I thought vanilla noita already have enough hostile bosses, even with oneshot mechanics too, like polymorphing projectiles. It's not too much for game like noita, where bug abusing is the main gameplay. And i don't know much about this strange furry mythology, but aren't kobolds serving dragons by default? Just question, it may not be the case for "noita kobolds" of course. Plus we don't see cursed kobolds in game for now, but only helpless good kobolds. Even if they will spawn with wands (sadly, it will be another reason for player to kill them, except gold drop), they will be easy target for noita bestiary. So their "base" in not-so-harsh coal mines seems most logical, with random spawn throughout the world. It is not the case for cursed kobolds, who must be some kind of outcasts with more dangerous knowledge and wands, maybe with some random perks and means to escape from mobs and player, if needed for sirvival. Maybe they will have base somewhere else. Gamedesign intuition tells me that for good kobolds it is balance between "survivability", which means better wands for them, which means reason for player to kill them, which is bad, so wands need to be worse, which is make them weaker, so they have to be in groups, which will be boring if kobolds spawn too much. Or it can be resolved through some lame mechanic like kobolds with dynamite, undroppable weapons or with standardized useless-for-player wands. For evil kobolds this is classic question - how to make a feeling that bot is somewhat smart. I don't think it's even possible for me.
Pawarfull Posted July 10, 2025 Posted July 10, 2025 Oh, and we have parallel worlds, where can be more powerful evil version of dragon boss.
Seberious Posted July 10, 2025 Posted July 10, 2025 4 hours ago, Pawarfull said: Well, i mean neutral like last boss (kolmisilma becomes hostile after player picks up sampo) or big triangle stone, with little differences. Like you may trade with her or something. I thought vanilla noita already have enough hostile bosses, even with oneshot mechanics too, like polymorphing projectiles. It's not too much for game like noita, where bug abusing is the main gameplay. And i don't know much about this strange furry mythology, but aren't kobolds serving dragons by default? Just question, it may not be the case for "noita kobolds" of course. Plus we don't see cursed kobolds in game for now, but only helpless good kobolds. Even if they will spawn with wands (sadly, it will be another reason for player to kill them, except gold drop), they will be easy target for noita bestiary. So their "base" in not-so-harsh coal mines seems most logical, with random spawn throughout the world. It is not the case for cursed kobolds, who must be some kind of outcasts with more dangerous knowledge and wands, maybe with some random perks and means to escape from mobs and player, if needed for sirvival. Maybe they will have base somewhere else. Gamedesign intuition tells me that for good kobolds it is balance between "survivability", which means better wands for them, which means reason for player to kill them, which is bad, so wands need to be worse, which is make them weaker, so they have to be in groups, which will be boring if kobolds spawn too much. Or it can be resolved through some lame mechanic like kobolds with dynamite, undroppable weapons or with standardized useless-for-player wands. For evil kobolds this is classic question - how to make a feeling that bot is somewhat smart. I don't think it's even possible for me. Well, how to put all of this. First of all, kobolds serving dragons is DnD lore (tabletop gaming), not "furry mythology". But kobolds can be their own thing since everyone can write up their own lore. As for "kobold" thing in game, I still consider MC as just a purple lizard girl, not precisely kobold. It was strange for me at first that people suddenly started to call MC kobold, but I guess that fits too. Second, idea with optional boss/trader dragon lady actually good too. Let her be unique perk seller or something, and in case of being boss reward for defeating her will be a lot of gold, that will give interesting options for player. And I get ya about annoying polymorph projectiles, but I think my idea still interesting. Third, companions or other lizard gals doesn't spawn with wands, helpless ones spawn in scene where they are fucked until you approach it and "free" them. They can pick up wands and use them (I figured it out eventually) however. But I don't see it as issue. As for players, I don't understand why you thought that average player will be murderous of this gals (considering that this is sex mod they play with duh), everyone play how they want and not all play "evil". More so, players can't kill them directly (they in allied team and can't be harmed by player). And I gave you easy idea-fix, why not creating trade option, you approach and "commit sex" with them in exchange for wand, boom, all problems with killing disappear. Besides that I imagined "lizard team" with their own weapons, not just wands. Wands is reserved for special ones (like our MC), as for others they would have their own different weapons like hiisi. Imagine lizards/kobolds with simple bow, which they use to shoot enemies and keeping their distance. Also it seems people doesn't get it that I want to make male versions of kobolds as well (but option for lesbian fun will be there too in case of sex) and all kobolds/lizards will be with different colors (not just purple) and classes (fighter with spear, healer shaman/mage and etc) too, but MC herself will be always purple lizard girl. As for creating smart bot, yeah, that is certainly hard for now.
Seberious Posted July 10, 2025 Posted July 10, 2025 2 hours ago, Pawarfull said: Oh, and we have parallel worlds, where can be more powerful evil version of dragon boss. That's good idea too, though I wonder where to put her in that case.
Pawarfull Posted July 10, 2025 Posted July 10, 2025 2 hours ago, Seberious said: That's good idea too, though I wonder where to put her in that case. In same place as in the original world. Parallel worlds not really "parallel" worlds. So good dragon will be only one. And for god runs there will be infinite more powerfull versions. 2 hours ago, Seberious said: Well, how to put all of this. First of all, kobolds serving dragons is DnD lore (tabletop gaming), not "furry mythology". But kobolds can be their own thing since everyone can write up their own lore. As for "kobold" thing in game, I still consider MC as just a purple lizard girl, not precisely kobold. It was strange for me at first that people suddenly started to call MC kobold, but I guess that fits too. Second, idea with optional boss/trader dragon lady actually good too. Let her be unique perk seller or something, and in case of being boss reward for defeating her will be a lot of gold, that will give interesting options for player. And I get ya about annoying polymorph projectiles, but I think my idea still interesting. Third, companions or other lizard gals doesn't spawn with wands, helpless ones spawn in scene where they are fucked until you approach it and "free" them. They can pick up wands and use them (I figured it out eventually) however. But I don't see it as issue. As for players, I don't understand why you thought that average player will be murderous of this gals (considering that this is sex mod they play with duh), everyone play how they want and not all play "evil". More so, players can't kill them directly (they in allied team and can't be harmed by player). And I gave you easy idea-fix, why not creating trade option, you approach and "commit sex" with them in exchange for wand, boom, all problems with killing disappear. Besides that I imagined "lizard team" with their own weapons, not just wands. Wands is reserved for special ones (like our MC), as for others they would have their own different weapons like hiisi. Imagine lizards/kobolds with simple bow, which they use to shoot enemies and keeping their distance. Also it seems people doesn't get it that I want to make male versions of kobolds as well (but option for lesbian fun will be there too in case of sex) and all kobolds/lizards will be with different colors (not just purple) and classes (fighter with spear, healer shaman/mage and etc) too, but MC herself will be always purple lizard girl. As for creating smart bot, yeah, that is certainly hard for now. DnD nowadays can be furry mythology aswell, lol. But idc, DnD for me is just Planescape Torment, and MC just looks like kobold of some kind. If i search refernces for animations, i look for kobolds. So persist in the doomed world you have created. Jokes aside. Im talking from game design point of view, and from this side of coin most players will be killing kobolds for profit in roguelike. If it will be profitable. Not in first run, not in second, not in the beggining of the run, not all players. But most players and eventually. Especially in game like noita - there just nothing to do, except munchkinism. It's not rpg, you don't need to roleplay something. And munchkinism started in rpg, so... we don't need to make kobolds too profitable to kill if we don't want players to kill them. Simple as that. You can kick wand stealers, it drops their wands. So no point in wand trading most of times. But trading with them is good idea, just not for wands. Now i think that lame idea with dynamite, bows, spear and etc is actually good. Solves too many problems. And evil kobolds can be wand users. Maybe one of the reasons why they are outcasts. And MC is some kind of alchemist scholar, not too lovable in her home, but not an outcast. All kobolds with different colors is too much, but 3-4 colors is okay. Problem will be with assault animations, in lowres pixel art contrast means too much and there need to be recolor of all assault animations for each new color of female kobold. Yeah, i dont discard attack ideas and male versions of kobolds, i just don't want to write walls of text (more than i already write). Im not native english speaker, it's not easy for me to continue long thoughts, how i like it in my native language. So you may think that i agreed with things that i dont answer. And i know how kobolds spawn, i was talking about how it may be in future. Now their spawn system is just placeholder i think.
Seberious Posted July 11, 2025 Posted July 11, 2025 10 hours ago, Pawarfull said: In same place as in the original world. Parallel worlds not really "parallel" worlds. So good dragon will be only one. And for god runs there will be infinite more powerfull versions. DnD nowadays can be furry mythology aswell, lol. But idc, DnD for me is just Planescape Torment, and MC just looks like kobold of some kind. If i search refernces for animations, i look for kobolds. So persist in the doomed world you have created. Jokes aside. Im talking from game design point of view, and from this side of coin most players will be killing kobolds for profit in roguelike. If it will be profitable. Not in first run, not in second, not in the beggining of the run, not all players. But most players and eventually. Especially in game like noita - there just nothing to do, except munchkinism. It's not rpg, you don't need to roleplay something. And munchkinism started in rpg, so... we don't need to make kobolds too profitable to kill if we don't want players to kill them. Simple as that. You can kick wand stealers, it drops their wands. So no point in wand trading most of times. But trading with them is good idea, just not for wands. Now i think that lame idea with dynamite, bows, spear and etc is actually good. Solves too many problems. And evil kobolds can be wand users. Maybe one of the reasons why they are outcasts. And MC is some kind of alchemist scholar, not too lovable in her home, but not an outcast. All kobolds with different colors is too much, but 3-4 colors is okay. Problem will be with assault animations, in lowres pixel art contrast means too much and there need to be recolor of all assault animations for each new color of female kobold. Yeah, i dont discard attack ideas and male versions of kobolds, i just don't want to write walls of text (more than i already write). Im not native english speaker, it's not easy for me to continue long thoughts, how i like it in my native language. So you may think that i agreed with things that i dont answer. And i know how kobolds spawn, i was talking about how it may be in future. Now their spawn system is just placeholder i think. It seems you don't understand a little bit what is problem with your train of thought about gameplay. I'll explain then, your statement may be right if we talked about normal Noita. But there is the catch, we talk about SEX mod. Not just reskin to "nude pixels", but a mod which add mechanic of SEX. Why the heck players will be installing SEX mod and then killing the friendly thing which they can sex up? If they, as you say, will go murder-happy and commit munchkininsm why they need such mod? Just play normal Noita for that. And do you remember what I said about friendly kobold sex? If mean sex (rape) harm the player/MC, then friendly sex will give one-time heal/gold nugget (without perks). It will encourage even munchkin/heartless players to keep them, friendly kobolds, somewhat safe just for benefit of heal or gold. Boom, another solution which easy resolve your concerns and direct players from killing. Though I give you that this mod make game harder as well, because of rape, some enemies become really annoying/dangerous with that and can essentially "stun-lock" you and kill you in that way. I'm glad that you reconsidered idea about kobold-specific weapons, it's not boring, it's effective solution, which I had in mind from beginning. As for your interpretation of evil kobolds, it's actually good alternative too. Let them be rivals or "psychos" which got greedy with power (this is why they have wands and magic) and which can go all lesbian or futa at you (depending on type, there could be straight rape too if evil kobold is a male) with rape. As for colors, I did not suggested to go crazy with colors of course. Even simple RGB color plan (Red/Greed/Blue) will be enough. And kobolds with different colors is not just for aesthetics either, MC and kobolds look the same, it can become very confusing if there are too many of them on screen (you can lost sight of your MC to put it simply), so color difference had a valid reason too. Let MC be purple (unique) and others with different colors as example. And it's not hard adding colors to them, considering we already have templates of everything, it's just tedious because of amount of copies which you need to make. Also there will be possibly male kobolds, so they need colors too. I'm not disagreeing/agreeing with you on the things you have not spoken, I respond to things which you have said. I just thought you simply forgot details of my idea and I decided to remind you. And it's fine that you don't want to write walls of text. As for mod and it's mechanics, we shall see how they develop further.
Pawarfull Posted July 11, 2025 Posted July 11, 2025 (edited) 2 hours ago, Seberious said: It seems you don't understand a little bit what is problem with your train of thought about gameplay. I'll explain then, your statement may be right if we talked about normal Noita. But there is the catch, we talk about SEX mod. Not just reskin to "nude pixels", but a mod which add mechanic of SEX. Why the heck players will be installing SEX mod and then killing the friendly thing which they can sex up? If they, as you say, will go murder-happy and commit munchkininsm why they need such mod? Just play normal Noita for that. And do you remember what I said about friendly kobold sex? If mean sex (rape) harm the player/MC, then friendly sex will give one-time heal/gold nugget (without perks). It will encourage even munchkin/heartless players to keep them, friendly kobolds, somewhat safe just for benefit of heal or gold. Boom, another solution which easy resolve your concerns and direct players from killing. Though I give you that this mod make game harder as well, because of rape, some enemies become really annoying/dangerous with that and can essentially "stun-lock" you and kill you in that way. I'm glad that you reconsidered idea about kobold-specific weapons, it's not boring, it's effective solution, which I had in mind from beginning. As for your interpretation of evil kobolds, it's actually good alternative too. Let them be rivals or "psychos" which got greedy with power (this is why they have wands and magic) and which can go all lesbian or futa at you (depending on type, there could be straight rape too if evil kobold is a male) with rape. As for colors, I did not suggested to go crazy with colors of course. Even simple RGB color plan (Red/Greed/Blue) will be enough. And kobolds with different colors is not just for aesthetics either, MC and kobolds look the same, it can become very confusing if there are too many of them on screen (you can lost sight of your MC to put it simply), so color difference had a valid reason too. Let MC be purple (unique) and others with different colors as example. And it's not hard adding colors to them, considering we already have templates of everything, it's just tedious because of amount of copies which you need to make. Also there will be possibly male kobolds, so they need colors too. I'm not disagreeing/agreeing with you on the things you have not spoken, I respond to things which you have said. I just thought you simply forgot details of my idea and I decided to remind you. And it's fine that you don't want to write walls of text. As for mod and it's mechanics, we shall see how they develop further. And you forget that even when SEX mod installed, it's STILL Noita. If you overlook that, it will be generic porn-slop-mess mod. So you need to think about porn mod like that, how Nolla Games implement it, in twisted world where Nolla Games would do this. Not like how you would play it, but how majority of players would play it. Yes, players still be playing Noita how they usually play Noita even if they installed sex mod. Players do this for fun. And if it will be more fun abusing gold from kobold kills to reroll perks, than look at same animation 10th time (or gain gold through watching animation, then killing them, doesn't matter) - it will be done in every single run. Even if it will be boring in the end. Yeah, it's strange, but you never heard of players min\maxing fun out of the game? "Just play normal Noita for that" sounds like "just look normal porn", why installing sex mod in the first place? Because some players want to watch porn and play game simultaneously. So i have to not ruin original noita gameplay as i can and add things that will complement it in course of mod's theme. I still think gold, heal and other such cheap things don't fix this problem. Mod is harder sometimes, sometimes it's easier, cause helps escape from more dangerous things than assault animation. I thought about some reputation/karma system, when player lose some points for killing friendly kobolds, to the moment they become aggressive to player for the run, and player lose safe possibility to go to their cave where can be some usefull things (merchants of some kind and dragon-boss, for example). Trading will "hire" them for some time, with perk "Charmer" you can hire them with sex, pheromoned kobolds trigger sex animation without hiring so it can't be abused like that, but animation can be viewed even without the perk. I agree that npc female kobolds need different color. Hard thing not in tedious amount of work, it is in color contrast with enemies in assault animations. I can just ignore that problem (which i'll do it seems) and add, for example, red, pink, and yellow female kobolds, they will color blend with enemies with same color palette. Maybe it's not a problem most of the times, idk. Male kobolds colors is easier, they don't have so much assault animations. Maybe reverse rape from gray spearbot, so i don't need to add grey kobolds, lol. I don't want male and female kobolds with same colors tho. I think colors will show their specialization for player. They will have some other indicators of course, but in dynamics of battle it must be more obvious. Edited July 11, 2025 by Pawarfull
lilbunbyun Posted July 11, 2025 Posted July 11, 2025 On 7/7/2025 at 12:23 PM, Pawarfull said: Here we go again. You need to delete old "polyclaws_test" and start new run or you may have unexpected personal bugs. Might be uncompatible with pregnancy addon from OutlyingAvian. - Redrew player crouch animation (old one was bad) - Halo from perks is now better positioned - Aiming above or below player now easier - Player sprite does not move down two pixels below surface - Scavengers "glue" and "mine" now have assault animations (almost same as others scavengers) - Big scavengers "poison" and "clusterbomb" now have assault animations (restored and supplemented animation from mod files) - Rats now have second assault animation (1-3 rats, restored and supplemented animation from mod files), which plays random with default animation - New small assault animation with Lurker (black cloud from lukki lair). It's hard to trigger, but it multiplies them, poisoning you and perks except "Connoisseur of Cocks" and "Hell Hath No Fury" don't work with it, so be aware. Hide contents Old additions and fixes - Fixed? miner x companion bug - Fixed my bug with blobs (player could die in the middle of animation) - Miner with molotov now have assault anim (almost same as default miners) - Playerghost changed (thx lilbunbyun) - Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me. - Skullrat assault anim slightly changed - Nymphomania perk icon changed - Player now have second kick animation - Stains on player slightly fixed - Spearbot sprite and ragdoll changed - Alchemist boss and parallel alchemist sprites changed - Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too) - Tanks (default, rocket, super) and Chainer now have ragdolls - Perk sizes (redrew some of them for better visibility) - Statues props fixed - Nude sprites now dressless (and i redrew unused sprites too, idk why) - Bg tentacle prop now without pink pixels above - Snail now light blue - Blob dick now more yellow - Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho) - Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar. - Big firebug inflict debuff. - Ragdoll looks better. - Repelling cape work on semen, which is slowly removing by movement now. - Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.) - It fixed Chainer guy too. - Ghoul now dont spawn toxic semen, which kills him. - Fixed bug, where Weak Miner would become just Miner after assault animation. - Tanks animations fixed and sounds added. - Blob sound added. - Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly. polyclaws_test.rar 3.92 MB · 40 downloads Oh wow, i play it a little with you mod version and you really made some good change !! i'm hype to see what you going to do next ! and if i can help somehow, don't hesitate !
Seberious Posted July 11, 2025 Posted July 11, 2025 9 hours ago, Pawarfull said: And you forget that even when SEX mod installed, it's STILL Noita. If you overlook that, it will be generic porn-slop-mess mod. So you need to think about porn mod like that, how Nolla Games implement it, in twisted world where Nolla Games would do this. Not like how you would play it, but how majority of players would play it. Yes, players still be playing Noita how they usually play Noita even if they installed sex mod. Players do this for fun. And if it will be more fun abusing gold from kobold kills to reroll perks, than look at same animation 10th time (or gain gold through watching animation, then killing them, doesn't matter) - it will be done in every single run. Even if it will be boring in the end. Yeah, it's strange, but you never heard of players min\maxing fun out of the game? "Just play normal Noita for that" sounds like "just look normal porn", why installing sex mod in the first place? Because some players want to watch porn and play game simultaneously. So i have to not ruin original noita gameplay as i can and add things that will complement it in course of mod's theme. I still think gold, heal and other such cheap things don't fix this problem. Mod is harder sometimes, sometimes it's easier, cause helps escape from more dangerous things than assault animation. I thought about some reputation/karma system, when player lose some points for killing friendly kobolds, to the moment they become aggressive to player for the run, and player lose safe possibility to go to their cave where can be some usefull things (merchants of some kind and dragon-boss, for example). Trading will "hire" them for some time, with perk "Charmer" you can hire them with sex, pheromoned kobolds trigger sex animation without hiring so it can't be abused like that, but animation can be viewed even without the perk. I agree that npc female kobolds need different color. Hard thing not in tedious amount of work, it is in color contrast with enemies in assault animations. I can just ignore that problem (which i'll do it seems) and add, for example, red, pink, and yellow female kobolds, they will color blend with enemies with same color palette. Maybe it's not a problem most of the times, idk. Male kobolds colors is easier, they don't have so much assault animations. Maybe reverse rape from gray spearbot, so i don't need to add grey kobolds, lol. I don't want male and female kobolds with same colors tho. I think colors will show their specialization for player. They will have some other indicators of course, but in dynamics of battle it must be more obvious. HOW DARE YOU! Okay, I'm kidding, I'm kidding. You know that I'm trying to tell you that you're wrong in your assessment because you're based your gameplay plan around just "one type" of players and not the "How Noita should be played"? Don't get me wrong, experimenting with mechanics of game and finding a way to play them efficiently is fun, and I don't criticise players who is doing that. But not everyone plays like that and it's just irks me that you didn't take that into consideration and completely dismissive of that, that's all. And yeah, dude, I know about min/maxing fun out of game, I frieking loved to experiment with spells in Noita and etc, I don't understand why you asking such question. And okay, fair, I phrased that argument (about "Normal Noita") poorly. Let me reword that, if you go into route which abuses mechanics for your benefit do you understand that sex will get in the way or you may not get it at all the same time? Like if you nuke entire map with "black hole spinner" you will not get much fun from sex period, you instead will be interested and focusing on murdering everything in sight. Btw, again about gameplay, author created precisely good sex perks (for the content he manage to add) and this is the way how mod should develop further as well.
Pawarfull Posted July 11, 2025 Posted July 11, 2025 16 minutes ago, Seberious said: HOW DARE YOU! Okay, I'm kidding, I'm kidding. You know that I'm trying to tell you that you're wrong in your assessment because you're based your gameplay plan around just "one type" of players and not the "How Noita should be played"? Don't get me wrong, experimenting with mechanics of game and finding a way to play them efficiently is fun, and I don't criticise players who is doing that. But not everyone plays like that and it's just irks me that you didn't take that into consideration and completely dismissive of that, that's all. And yeah, dude, I know about min/maxing fun out of game, I frieking loved to experiment with spells in Noita and etc, I don't understand why you asking such question. And okay, fair, I phrased that argument (about "Normal Noita") poorly. Let me reword that, if you go into route which abuses mechanics for your benefit do you understand that sex will get in the way or you may not get it at all the same time? Like if you nuke entire map with "black hole spinner" you will not get much fun from sex period, you instead will be interested and focusing on murdering everything in sight. Btw, again about gameplay, author created precisely good sex perks (for the content he manage to add) and this is the way how mod should develop further as well. Well, in late game and especially god runs any porn from this mod will dissipate into oblivion, so i'm not talking about that much of minmaxing. But killing kobold in the beginning of the run? Too easy, it will do majority of players with emerald tablet. "Not in first run... but eventually", remember? Honestly, it's not such a problem, i can just minimize gold drop from them (now they dropping 3 nuggets if i remember correctly, so 300g from completely safe emerald tablet kill) and killing them will not be so profitable. Question was about min\maxing fun OUT of the game. I don't understand if you understand this question correctly. Or maybe i formulated it incorrect, idk. Point is, players will do something if game motivate them to do that, even if it is not fun. Sometimes it's good, sometimes it's bad, sometimes it's terrible and then game\mod deleted. Kobold killing in beginning of the run is the bad thing for game loop. Not terrible-drop bad, but i can't ignore that, cause when this little "bad" accumulate, it equals "terrible". I don't think about perks for now, but maybe, sometime... They work well, they are fun, but for now idk what i can add. Trouble is, Noita already have many good perks and they... let's say, aren't equal. There are too many useful and perks from the mod can't compete with them. Perks from the mod somewhere in the middle of "tier list", i think. They will be more useful when i add more animations.
Zedrasil Posted July 11, 2025 Posted July 11, 2025 Throwing a hat in the ring here: you cannot balance for every player mindset. there's so many variables in Noita that could effect how "useful" anything is that you can't anticipate what Meta-players would do with them. if they're able to pick up and throw items; suddenly you have Grenadiers you can employ by giving them Eggs. they able to populate? Gold-Touch farms. you should instead focus on what you intend from them instead: and hope that is enough to dissuade Occam's Greed. perhaps you could incentivize keeping or protecting the Kobolds by having them be key to a group of "quests" akin to "bring the treasure" that the altar over the mountain has. also- a suggestion of placement, Why not have the Neutral/Friendly set up infront of the mountain; and a hostile group held up in the Jungle opposite of the Lukki hive?
Timerz Posted July 11, 2025 Posted July 11, 2025 On 4/5/2025 at 4:02 AM, zerguroth said: Also, if you are a coder, don't look directly at the code. It's so terrible, it might actually be a cognitohazard. I mean, it can't be that baJESUS CHRIST! What happened here?!? Why is most of the code inside data/ instead of files/?! Why are there 212 assault scripts doing the exact same thing!?!? THERE IS SO MUCH REPETITION WHAT!?!?! The assault call is coming from the enemy instead of the player, but that just makes things a hell to manage!!!! WHAT THE FUCK DID YOU GUYS DO WITH THE COAL MINES???? IT KEEPS SCREAMING ERRORS AT ME AND I HAVE NO IDEA WHY!!!! HOW IS ALL OF THIS EVEN STANDING!?!?! Keeping that bit aside, this mod is actually pretty fine. I thought it was impossible to make such a mod thanks to Noita's chaotic nature, but the animations here are pretty damn good. I should've read the warning, because just the fact this code exists is scraping the edges of my soul. It even almost makes me want to do an overhaul here and make a proper system, but I don't think I have the energy to learn more of Noita's modding (I just know the basics of its environment).
Timerz Posted July 11, 2025 Posted July 11, 2025 Okay, reading the thread properly now, I can say that yeah, the hardest problem here is the game design aspect of the mod. I don't think the code is much of an issue, as Noita actually has a pretty fluid engine; the guy who programmed this game knew what he was doing. It's such a smoothie that makes my heart melt. If you guys really plan out the design for the mod and implement it right, this might turn out REALLY good. You just need the right idea and the right time.
Pawarfull Posted July 12, 2025 Posted July 12, 2025 7 hours ago, Timerz said: I mean, it can't be that baJESUS CHRIST! What happened here?!? Why is most of the code inside data/ instead of files/?! Why are there 212 assault scripts doing the exact same thing!?!? THERE IS SO MUCH REPETITION WHAT!?!?! The assault call is coming from the enemy instead of the player, but that just makes things a hell to manage!!!! WHAT THE FUCK DID YOU GUYS DO WITH THE COAL MINES???? IT KEEPS SCREAMING ERRORS AT ME AND I HAVE NO IDEA WHY!!!! HOW IS ALL OF THIS EVEN STANDING!?!?! Keeping that bit aside, this mod is actually pretty fine. I thought it was impossible to make such a mod thanks to Noita's chaotic nature, but the animations here are pretty damn good. I should've read the warning, because just the fact this code exists is scraping the edges of my soul. It even almost makes me want to do an overhaul here and make a proper system, but I don't think I have the energy to learn more of Noita's modding (I just know the basics of its environment). You are describing my thoughts. It looks like Yandere Dev code. Not that i can do better though, i just copypasting.
Pawarfull Posted July 12, 2025 Posted July 12, 2025 7 hours ago, Zedrasil said: Throwing a hat in the ring here: you cannot balance for every player mindset. there's so many variables in Noita that could effect how "useful" anything is that you can't anticipate what Meta-players would do with them. if they're able to pick up and throw items; suddenly you have Grenadiers you can employ by giving them Eggs. they able to populate? Gold-Touch farms. you should instead focus on what you intend from them instead: and hope that is enough to dissuade Occam's Greed. perhaps you could incentivize keeping or protecting the Kobolds by having them be key to a group of "quests" akin to "bring the treasure" that the altar over the mountain has. also- a suggestion of placement, Why not have the Neutral/Friendly set up infront of the mountain; and a hostile group held up in the Jungle opposite of the Lukki hive? To some extent i agreeing with you, Noita uses bugs as features all of the time. But i can balance what i can balance. And kobold killings in the beginning of the run i can balance. Again, i don't talk about long god runs. Anyone in those runs abusing everything they see just because they can. So i can't balance that. I don't want add quest for now, i just want kobolds (or their lair) to be useful enough for players, so they don't want kill them for no reason. And maybe i want a reason to wipe them out eventually. They will have an optional boss, so no problem with "wipe them out eventually". About placement: i dont want to "overload" the beginning. Players already can overload it themselves if they want to. And coal mines is the beginning, but not too early + right side completely empty. Unlike in the jungle, where there is giant egg. For the evil kobolds i see them as rare "dangerous lone wolves" so they don't have lair in main world, but may have in PWs, when player is strong enough to fight many of them.
Pawarfull Posted July 12, 2025 Posted July 12, 2025 11 hours ago, lilbunbyun said: Oh wow, i play it a little with you mod version and you really made some good change !! i'm hype to see what you going to do next ! and if i can help somehow, don't hesitate ! I don't feel like i changed something, just polished already existed, but thanks. My productivity not so good as i thought it would be. For now i draw more assault animations, thats all. You can help actually. You wrote that you are "more a composer". I don't think it will be easy, but if you can find new sounds for moans i will be gratefull. Now they sound like generic porn from 2000, and don't have character, if you know what i mean. So there will be many female kobolds except of MC and they all using same sounds, so it should have some generality, but not too generic. They are not shortstack kobolds, they are tall, plus they are used to survival in dangerous environments and fighting, so voice can have some deepness. Dangerous environment also means they can't be too loud - they have to stoically endure anything (to some extent) what can happen to them. If you need an example, i have in mind something like more feminine version of Cera Feris voice. Moans have to be similar in length and "vibe" with their already existing counterparts if we don't want to redo sound scripts for assault animations (and hell no i want to do that). my_mod_audio.rar
Seberious Posted July 12, 2025 Posted July 12, 2025 9 hours ago, Timerz said: I mean, it can't be that baJESUS CHRIST! What happened here?!? Why is most of the code inside data/ instead of files/?! Why are there 212 assault scripts doing the exact same thing!?!? THERE IS SO MUCH REPETITION WHAT!?!?! The assault call is coming from the enemy instead of the player, but that just makes things a hell to manage!!!! WHAT THE FUCK DID YOU GUYS DO WITH THE COAL MINES???? IT KEEPS SCREAMING ERRORS AT ME AND I HAVE NO IDEA WHY!!!! HOW IS ALL OF THIS EVEN STANDING!?!?! Keeping that bit aside, this mod is actually pretty fine. I thought it was impossible to make such a mod thanks to Noita's chaotic nature, but the animations here are pretty damn good. I should've read the warning, because just the fact this code exists is scraping the edges of my soul. It even almost makes me want to do an overhaul here and make a proper system, but I don't think I have the energy to learn more of Noita's modding (I just know the basics of its environment). Lol, The Coder has appeared XD I don't think author's code is that bad, yeah it may be a mess, but quite working mess nonetheless.
Seberious Posted July 12, 2025 Posted July 12, 2025 (edited) 11 hours ago, Pawarfull said: Well, in late game and especially god runs any porn from this mod will dissipate into oblivion, so i'm not talking about that much of minmaxing. But killing kobold in the beginning of the run? Too easy, it will do majority of players with emerald tablet. "Not in first run... but eventually", remember? Honestly, it's not such a problem, i can just minimize gold drop from them (now they dropping 3 nuggets if i remember correctly, so 300g from completely safe emerald tablet kill) and killing them will not be so profitable. Question was about min\maxing fun OUT of the game. I don't understand if you understand this question correctly. Or maybe i formulated it incorrect, idk. Point is, players will do something if game motivate them to do that, even if it is not fun. Sometimes it's good, sometimes it's bad, sometimes it's terrible and then game\mod deleted. Kobold killing in beginning of the run is the bad thing for game loop. Not terrible-drop bad, but i can't ignore that, cause when this little "bad" accumulate, it equals "terrible". I don't think about perks for now, but maybe, sometime... They work well, they are fun, but for now idk what i can add. Trouble is, Noita already have many good perks and they... let's say, aren't equal. There are too many useful and perks from the mod can't compete with them. Perks from the mod somewhere in the middle of "tier list", i think. They will be more useful when i add more animations. I understood your question. After reading further messages I think there is no need for further arguing for now, so let's talk about other details. Do you remember what I have said by the way? That I from beginning with my idea didn't have intention adding wands to other kobolds, just make them with their own weaponry. I don't know why you thought that wands will be added to other kobolds (besides special cases) in future. But I finally say that I do agree that "companions" drop too much gold on death. It seems author planned for them to be tougher than they appear than they are now in mod. After all they called "companions" for a reason right? They probably intended to be strong ally to player (which probably can turn on them if player did something "bad", so amount of gold dropped probably meaned something). Edit: I also mention, I'm just curious why you thought that someone will add wands to kobolds beside special cases and MC. Sorry if I kinda sounded hostile, I fumbled my sentences a little bit. Edited July 12, 2025 by Seberious
Pawarfull Posted July 12, 2025 Posted July 12, 2025 1 hour ago, Seberious said: I understood your question. After reading further messages I think there is no need for further arguing for now, so let's talk about other details. Do you remember what I have said by the way? That I from beginning with my idea didn't have intention adding wands to other kobolds, just make them with their own weaponry. I don't know why you thought that wands will be added to other kobolds (besides special cases) in future. But I finally say that I do agree that "companions" drop too much gold on death. It seems author planned for them to be tougher than they appear than they are now in mod. After all they called "companions" for a reason right? They probably intended to be strong ally to player (which probably can turn on them if player did something "bad", so amount of gold dropped probably meaned something). Edit: I also mention, I'm just curious why you thought that someone will add wands to kobolds beside special cases and MC. Sorry if I kinda sounded hostile, I fumbled my sentences a little bit. It's an internet argument, i don't think you should bother yourself that you may sound hostile or something. It's a text, you can't express intonations and emotions, interpretation lays mostly on reader. If reader don't expect that from internet argument and jump into conclusions - it is his problem. Idk know either, why i thought about wands. Kobolds look like player, they don't have their own weapons and if i've seen them with weapons it was wands, which they pick up from pedestals. So it suits them for now, when they are placeholders. But i think if they will be wandering in groups 2-6 where they have their own roles (something like leader-frontlane, support and ranged attacker), it will be more fun. They can't fly like hiisi, so it will be a mess in some locations, but i think it will make things even funnier. With possibility of hiring them they will be useful, but not too useful, cause it's companions in a video game, duh.
000TragicSolitude Posted July 13, 2025 Posted July 13, 2025 On 7/11/2025 at 8:59 PM, Pawarfull said: -brevity, moan/sex sfx request- Hiya! I actually know of some resources that you can buy voice sfx for, via DLSite. I'm not an audio editor though, so I while I can provide audio DLs if a suitable voice pack can be agreed on, it will probably have to be edited to match lengths. Or, additionally, with proper convincing (lel) I might be willing to spend some time poking at the code to see what we can do. I'm happy to purchase said items as I'm very familiar with DLSite, but would want to see what our options are first. Please feel free to DM or ping me (Yourself and/or the audio fellow) and I'll happily add more fuel into this wild sex Noita fire!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now