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[Mod] Lewd Noita Redux


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Posted
6 hours ago, QueanBeen said:

 

im sure it wont be quite as simple as you make it sound and am patiently waiting to see if something other than the tried and tired 'mash movement to escape' system was used

 

(im sorry if I continually come off as sounding overly negative, I really do enjoy this mod, I just have some strong feelings about certian things and dont see a point in bringing up anything that in my opinion needs no improvements, if my feedback dosent feel productive feel free to tell me to fuck off)

 

and I know its probably way too late for these suggestions, but I gotta get them out of my head

 

I think it would be cool if you used your jetpack fuel as 'stamina' for the struggle system and regenerating jetpack fuel was blocked during sex/the after sex exausted animation

 

not only would this make getting grabbed in the air or running out of fuel over enemies much more dangerous, but it would mean you cant just instantly fly away after a failed escape and you cant get as far after a successful one

 

you could also make movement speed and flight speed acale 'struggle power', with required 'struggle amount' scaling with enemy health or something, making trips to high level areas more dangerous if you dont have any movement perks yet, while adding extra utility to acceleratium/levitatium/hastium and increasing the danger of slime/cum stains and being overfilled

 

additionally, as stated in a previous commwnt, hollow eggs should fire their spells when you get grabbed like they do when you get polymorphed and teleporting should count as an escape

 

might also be a good idea to prevent the player from drinking potions and swapping held item via keybinds during sex if possible, you can use the thunder rock to kill enemies by electrocuting the cum they produce

The struggle system is a bit of a hybrid. It's also not set in stone and is bound to change as we get more feedback. I'm not overly fond of the 'mash movement to escape' system either, but that is part of the implemented system. The other part is that you have the option to "kick", which is essentially like hitting the enemy in an effort to make them let go. There's a random chance whether it will work or not, and if it fails then the "wiggle" mechanic becomes more difficult. As it currently is, I find the "kick" option to be pretty reliable and it doesn't usually take more than a second or two to break free.

 

I've been wanting to incorporate the stamina into the system from the get-go, so that'll likely become part of it. We were largely wanting to just get some sort of struggle mechanic in there, so we'll build off of it as we get feed-back. I do like your ideas though, so I'll be keeping them in mind. 

 

For the hollow eggs...maybe? I feel like that works in vanilla since you rarely get polymorphed and there's only a few ways it can happen. Getting grabbed is a constant threat however, so it'd be near impossible to avoid it happening. It's also possible that the code wouldn't be that simple? I'll have to look into it.

 

Wasn't aware of the keybind thing, lol. I think that'd be doable? Inventory stuff is a bit difficult to handle, so you'll have to let me know how much of a problem it is in the new build. 

 

 

And lastly, the wolves. I feel like if a wolf kills the wolf that your bound to, it'd make sense for them to take the leash. But if your wolf just...dies, it doesn't make sense to be bound to a random new one. That could have been intentional with the sort of 'alternative game over' mechanic that it has, but I don't know for sure.

Posted

 

On 8/10/2026 at 2:09 PM, Ranot said:

And lastly, the wolves. I feel like if a wolf kills the wolf that your bound to, it'd make sense for them to take the leash. But if your wolf just...dies, it doesn't make sense to be bound to a random new one. That could have been intentional with the sort of 'alternative game over' mechanic that it has, but I don't know for sure.

Honestly, my two-cents is to make it easier to easier to escape from the whole "leashed to wolf" mechanic, such as via dialogue with the wolf after maxing out trust (maybe halve how much the player can earn trust at a time to balance it out, kinda a "you fucked up so you gotta get fucked some more as punishment" type deal) and instead leave the current "alternate game-over" type deal for a similar thing with bosses, once they get their animations implemented. Like, the player gets grabbed by Kolmi 5 times so now they're their bitch, or the Alchemist manages to break down their resistance so they become a willing test-subject and toy. Stuff like that I guess.

Posted
9 minutes ago, TrollingKhajits said:

 

Honestly, my two-cents is to make it easier to easier to escape from the whole "leashed to wolf" mechanic, such as via dialogue with the wolf after maxing out trust (maybe halve how much the player can earn trust at a time to balance it out, kinda a "you fucked up so you gotta get fucked some more as punishment" type deal) and instead leave the current "alternate game-over" type deal for a similar thing with bosses, once they get their animations implemented. Like, the player gets grabbed by Kolmi 5 times so now they're their bitch, or the Alchemist manages to break down their resistance so they become a willing test-subject and toy. Stuff like that I guess.

Oooh, those are some interesting ideas!

 

Part of the problem is that I have like a hundred things to do, and my focus is more on the mods structure than the mod's content and features (for now at least). Since I didn't code the wolf bonding I'd have to take some time to review and understand it. Typically, Vitalie or kobold_tinkerer would be handling this stuff, but Vitalie is busy working on the Chinese translation stuff (I think?) and kobold_tinkerer hates gitgud so we're essentially down a coder.

 

That and we all have our opinions on things, so it can make it difficult when opinions collide. 

 

The wolf mechanic is something I feel seriously needs to be fleshed out, cause it has plenty of potential. But since there doesn't seem to be any clear vision for it yet, I'm uncertain on how to move it forward. 

Posted
15 hours ago, Ranot said:

The wolf mechanic is something I feel seriously needs to be fleshed out, cause it has plenty of potential

once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked

Posted
20 hours ago, Ranot said:

That and we all have our opinions on things, so it can make it difficult when opinions collide. 

5 hours ago, kobold tinkerer said:

once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked

Case in point.

Posted (edited)
7 hours ago, kobold tinkerer said:

once again giving my idea - wolf should follow the player, not the other way around. make it follow and protect player and teleport to player to prevent losing, but in return you have to periodically fuck with it. like hellhound perk in original mod worked

 

there is a dialouge option for getting the wolf to follow you instead, but im not sure how much trust it needs or how exactly it works since I havent been chained without a perk that kills the enemy you have sex with or tested wolf bondage much in the sandbox mod

 

edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red

 

you get 20 trust by having sex, agreeing to "scatter prey", or stopping for inspection, and 24 trust from asking the wolf for sex

 

leading requires 70 trust, costs 30 trust and lasts 35 seconds

 

the wolf does not like to follow, I was on flat ground and couldnt even move a screens length before the time ran out, the charmer perk is much better at getting the wolf to follow you

 

taking off the collar requures 100 trust, costs 40 trust and lasts 2 minutes before you start taking an increasing amount of damage

Edited by QueanBeen
Posted (edited)
22 hours ago, QueanBeen said:

 

there is a dialouge option for getting the wolf to follow you instead, but im not sure how much trust it needs or how exactly it works since I havent been chained without a perk that kills the enemy you have sex with or tested wolf bondage much in the sandbox mod

 

edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red

 

you get 20 trust by having sex, agreeing to "scatter prey", or stopping for inspection, and 24 trust from asking the wolf for sex

 

leading requires 70 trust, costs 30 trust and lasts 35 seconds

 

the wolf does not like to follow, I was on flat ground and couldnt even move a screens length before the time ran out, the charmer perk is much better at getting the wolf to follow you

 

taking off the collar requures 100 trust, costs 40 trust and lasts 2 minutes before you start taking an increasing amount of damage

To be honest, quickest way to build trust from memory is just to spam nuzzle either with the auto full text setting, or by mashing through prompts. That should build you up whatever trust you need.

 

That said having it be a toggle wouldn't be bad, but in my experience you almost have to force the situation of getting collared on yourself unless you just play poorly in general. Wolves aren't generally all that difficult to avoid.

 

Edit: Also, more of a suggestion for it in general if it does remain a bad end lite experience, some sort of payoff would be nice, maybe a mix or transformation + pregnancies? Not really sure what would work the best honestly.

Edited by hhh7775
Posted
On 8/12/2026 at 3:25 PM, QueanBeen said:

edit: decided to actually test in the sandbox mod and now I just want a toggle for this, nothing short of a total rework would make it bearable for me and the whole experience is about as sexually exciting as seeing a traffic light turn red

4 hours ago, hhh7775 said:

That said having it be a toggle wouldn't be bad, but in my experience you almost have to force the situation of getting collared on yourself unless you just play poorly in general. Wolves aren't generally all that difficult to avoid.

I've added a toggle in the update I'm working on, but I'm trying to finish the mob density stuff before pushing it to gitgud.

 

Eventually, I'm thinking toggles for things that are more disruptive to gameplay (side events, alternative game-overs, time consuming mechanics, etc.) would be a good way for people to still be able to enjoy a more Noita like experience if they so desired. One toggle for example (If Wolf Bonding is toggled 'On'), would be if the wolf is following you from the start of being chained or if you have to earn trust first. Wolf Bonding is a sort of bestiality/BDSM kink, so some will like it and others won't.

 

5 hours ago, hhh7775 said:

Edit: Also, more of a suggestion for it in general if it does remain a bad end lite experience, some sort of payoff would be nice, maybe a mix or transformation + pregnancies? Not really sure what would work the best honestly.

Hmm... the ability to become impregnated by wolves after being bred so many times would be an interesting one. I personally enjoy transformations and would like to have more stuff like that myself (I feel like if the poly_wizard hits you with a polymorph spell, they should try to rape you while you're a sheep). I'd like to get/make some sprites with the player crawling instead of walking, and the player may begin to instinctively crawl when close to a wolf or always crawl if they're owned/obsessed with a wolf.

 

My idea for a potential reward... if there's a way to keep track of "achievements" like 'Become the bitch and gain full trust with each kind of wolf', you could start with a wolf in a den at the entrance of the cave that has maxed out trust and you could choose to take them along with you (as the bitch or the master) if you complete the achievement.

Posted

While I wait for permission to link to the mod's GitGud and/or a new version to be published, I'm hoping to get some opinions or some help with a few things.

 

* Does anyone know a good mod to control the amount of enemy spawns?

I know there's a few out there, but I'm hoping for some opinions on how well they work. Technically, I've already coded in a way to control this, but if there's something that already works well then I can I remove it.

 

* What should happen on 'Game Over'?

One idea is for the player to enter a sort of ragdoll state where they can still be sexed by enemies, but are unable to move (kinda like how a lot of sex games already do). Certain enemies could also trigger some sort of game over scenario that puts the player in a unwinnable situation. I've seen a few ideas on this already, but since this is next on my to-do list I thought I'd ask.

 

Thanks for any suggestions!

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