Jump to content

[Mod] Lewd Noita Redux


Recommended Posts

Posted
9 hours ago, Ranot said:

@Seisont I think you and others will be happy to know that I've spent all day (and some of the night), incorporating those futa's into the mix. Animations with female on female will work as well if/when we get some. There's a slider added that can be adjusted to increase/reduce the frequency of a futa enemy spawning, so everything could be a futa if you want, or nothing will be a futa if you want.

 

 

 


Amazing! 🐱
 

Posted (edited)

Also since people have been discussing some feedback / suggestions I've got some in mind myself after playing some more.

On the topic of parasites, I also think if they drained max hp instead of tick damage that would make them a lot less debilitating.

As well, I know they're currently cleansed by restoring max HP (unless you have broodmother), but I thought it might be interesting if there was a structure similar to the nullifying altar where instead of removing your perks, it removes your infestations and lets you pick and choose which ones to keep (maybe even keeping progress if they reached final stage?).
And instead of filling basin's with normal alchemy things, you had to fill them with special types of cum you had to find by having sex with different creatures around the map. Such as like, "Cum of an innocent creature" by having sex with the animals on the lake, cum from a boss maybe, etc etc

Some other feedback I have is I feel like the enemies added by the mod are really tough compared to other enemies early in the game. I think mostly because of the super long range they tend to have. Specifically the Chainer, Giant Spider, and Corrupt Tank at least. They feel like the hiisi sniper just harassing me off screen all the time.

Another suggestion I remembered; currently its fairly easy to avoid sex if you do get grabbed, so I would suggest maybe tieing the difficulty of the struggle mini game to your current health? So at high health its comparable to how it is now but as your health gets lower it gets harder and harder. That way things like the wolf bonding and various parasites can be less easy to ignore or not interact with unless you just let it happen.

Edited by Seisont
Posted
1 hour ago, Zedrasil said:

i don't know, as is it's near impossible to struggle out of Maggots, despite how weak they are as enemies

yeah the maggots are a bit rough, thankfully ive found spamming kick instead of mashing a & d works 9/10 times at least

Posted
11 hours ago, kobold tinkerer said:

Ah, I did see that when browsing the workshop earlier. I'm not sure what people would think if the graphics suddenly switched from 8-bit graphics to 32-bit graphics for animations. Naturally it would look better, but it'd also be a lot more time consuming for artists to do. I personally also dig the low resolution style Noita has, despite it being hard to tell what's going on half the time, lol.

 

9 hours ago, Been- said:

Been enjoying this mod, but there were a couple things that bugged me so I made a personal fix for them. Thought id just drop them here incase anyone wants to use them
1: Los check for enemy dialogue, the enemies will check for los before aggro dialogue
2: Sex scene time multiplier, added a setting to multiply to duration

Or if the authors wanna integrate them to the mod heres the changes:
new script ln_los , simple los raycast util
changed: aggro_watch now also checks for los before creating dialogue,
sex_scene: around ln 750 added the multiplier setting
settings: added los check setting and scene mult settings

lewd_noita_redux.zip 20.07 kB · 1 download

Interesting! I've always thought that LoS for dialogue to be triggered is how it should be. Doesn't make much sense that they start yelling that they can see you when there's clearly a wall in the way. I'll check it out and add it in and see what people think of it.

 

The sex scene multiplier, it does sound nice to have. I feel like that could do some weird things to the struggle system though. Increase it high enough and there won't be anything you can't struggle out of, which I'd be fine with if that's how people would prefer.

Posted
10 hours ago, QueanBeen said:

I like the idea and play normally with them on, but will admit parasites were the cause of most of my deaths in this mod and I havent seen the final stage of any

6 hours ago, Bingusasdf said:

I agree the parasite system needs some playtesting and reconsideration.

5 hours ago, Seisont said:

On the topic of parasites, I also think if they drained max hp instead of tick damage that would make them a lot less debilitating.

Hmm... I'm sensing a theme here, lol.

 

This is a rough one, especially considering that there's 8 different types of parasites/infestations and each has it's own stages and effects for each stage. The idea is for each one to have it's own unique effects, but... they really shouldn't be run-enders unless there's a quick and reliable way to remove it.

 

I'll have to see what @Vitalie thinks, but I'm thinking the best idea may be to temporarily disable/remove all parasites and gradually add them back in after they've undergone more testing. That or just disable the more problematic ones until we have some time to tinker with them.

 

I do like a lot of the ideas that people mentioned though, but I'm curious about which parasites/infestations people have the most issues with.

 

They come from:

-Ants

-Firebugs

-Flys

-Fungus (Normal)

-HornyGasFlowers

-LongLegs

-Rats

-Spiders

 

Most complaints seem to be about the rat infestation, but I'd like to hear about the others too.

 

Posted
13 minutes ago, Ranot said:

This is a rough one, especially considering that there's 8 different types of parasites/infestations and each has it's own stages and effects for each stage. The idea is for each one to have it's own unique effects, but... they really shouldn't be run-enders unless there's a quick and reliable way to remove it.

 

I do like a lot of the ideas that people mentioned though, but I'm curious about which parasites/infestations people have the most issues with.

 

They come from:

-Ants

-Firebugs

-Flys

-Fungus (Normal)

-HornyGasFlowers

-LongLegs

-Rats

-Spiders

 

Most complaints seem to be about the rat infestation, but I'd like to hear about the others too.

 

the only ones there I have not had are ant, fungus and horny gas flower

 

the only difference I remember between them is the dialoge, what you birth, possibly how soon you start taking damage every few seconds, and that firebug infestation sets you on fire

 

perhaps the differences you mention are apparent at later stages, but even when I try to I havent been able to survive until late stages of parasitism

 

all the parasites seem too samey to me, so instead I will complain about how easy it is to get them, im not sure if its chance based, but if it is then the chance is way way way too high

 

also, due to how brutal parasites are and the fact that they can stack (they probably shouldnt unless you can cure specific types without curing others) the maggot launcher cannons are one of the most dangerous enemies in the game, decently tanky, can shoot you from off screen, gives 3 different parasites, way too common (should be a rare spawn, reworked, or removed)

Posted
1 hour ago, QueanBeen said:

 

the only ones there I have not had are ant, fungus and horny gas flower

 

the only difference I remember between them is the dialoge, what you birth, possibly how soon you start taking damage every few seconds, and that firebug infestation sets you on fire

 

perhaps the differences you mention are apparent at later stages, but even when I try to I havent been able to survive until late stages of parasitism

 

all the parasites seem too samey to me, so instead I will complain about how easy it is to get them, im not sure if its chance based, but if it is then the chance is way way way too high

 

also, due to how brutal parasites are and the fact that they can stack (they probably shouldnt unless you can cure specific types without curing others) the maggot launcher cannons are one of the most dangerous enemies in the game, decently tanky, can shoot you from off screen, gives 3 different parasites, way too common (should be a rare spawn, reworked, or removed)

Yeah, okay... just had a look through all of it. All of the parasites cause DoT at some stage with only 2 exceptions, hornygasflowers and spiders. I feel like DoT could potentially work if it only lasted for 1 or 2 stages, doesn't do too much damage, and the benefits from later stages would make the risk of the parasite worth it.

 

But wow, wtf. I had no idea it was that bad. It does damage based on percentage too, so even if you had 10k+ health you'd still be screwed. I've always had issues with the launchers, so I don't mind decreasing the spawn rates. But yeah... I'll see if there's something we can do, even if it's straight up removing the DoT damage.

Posted (edited)
2 hours ago, Ranot said:

I do like a lot of the ideas that people mentioned though, but I'm curious about which parasites/infestations people have the most issues with.

 

Most complaints seem to be about the rat infestation, but I'd like to hear about the others too.

My own two cents: I really like the idea of "earning" immunities to certain materials, or building up a horde of minions. (I know there's a submod with this focus, and it might be worth merging some of the QoL stuff into the main mod?) I think broadly focusing on making them all less lethal is important; they're parasites/infestations, and presumably they would want to keep their host/breeder alive. A parasite that kills the host before they can reproduce is too deadly to survive, and doesn't work for kink or gameplay purposes here. I still would prefer there to be some challenge which isn't necessarily time-based, because you can always just find a quiet corner that's far enough away from hostile mobs that their AI disables, and it feels bad to encourage the player to get fucked once and then hide in a safe corner for 10-20 minutes.

 

What might be a good answer instead is that parasites have a fixed "time until next stage," and having sex with the creature that inflicts that infestation speeds up the timer's progress. So if the player doesn't want that particular parasite, then getting fucked once is almost a non-issue that will probably get cured at the Holy Mountain. However, if the player does want to progress the stages faster (and can tank the side effects over a shorter time) then they can jump in a hole with a bunch of those creatures and get fucked for a couple of minutes until they are riddled with that particular parasite and speeding through the stages. This gives the Body Knowledge perk another use, if you can actually see the timer in the Womb UI.


This would also probably play better if parasites were mutually exclusive, as was suggested earlier in the thread, but I think they should be mutually exclusive no matter what stage they're at. Leaning into that mutual exclusivity would be good for making runs feel different, as opposed to slowly crawling through each zone and acquiring the full collection every time; if the player already has a parasite when another enemy tries to implant their own parasite, then the player takes a non-trivial amount of damage instead. This pushes the player into being more careful as to what mounts them, but still encourages having sex overall. Of course, the Broodmother perk should still be the perk to get if you want multiple parasites at the same time without any complications, and they can all progress simultaneously without being removed at the Holy Mountain.

I also think that slow damage-over-time might not be such a terrible lever to pull in gameplay that it should be removed; it should be much more controllable, however, and it can't interfere with sex/birthing animations where the player's controls are locked and they're completely vulnerable to melee damage. There could be another use for the Body Knowledge perk here, where it has a countdown for "next parasite damage in [seconds],"allowing the player to move from safe spot to safe spot before that damage tick occurs.

 

As a stopgap, making the player fully immune to damage from any source during these animations should solve a lot of the insta-kill scenarios. Even better if the post-sex invincibility frames are a little bit longer than the post-rape period, so there should never be a case where the player is ending an animation with an enemy on top of them which will instantly do damage instead of trying to rape them again. If the player is in melee/rape range, then that should always have higher priority, pushing the combat focus towards range instead. (Infestation timers also definitely shouldn't pause during these animations; again, this encourages the player to stay near the source enemies, getting raped by them repeatedly to progress the infestation "safely" using these periods of damage immunity.)

 

Anyway, looking into each of the parasites/infestations in detail, in the same alphebetical order as above:

I haven't seen Ant infestations; they're a little tricky to trigger because Ants are first and only rarely seen in the Fungal Caverns, and I'm gonna guess that 95% of all Noita runs that have ever been played end in the Mines or Coal Pits. Noita is a very lethal roguelike! Looking at the files, it seems like they're meant to give Acid immunity, which makes sense for that depth, and is also not really required for many things at all. I think this is probably fine mechanically; if you can find it, then it's a cool little bonus thing. Acid damage is rough, but maybe instead having the player leak a drop of acid every once in a while would be fine; it has a visible effect, and if the player stands still, then it could do a tick of damage, or slowly dig a hole in the surface they're standing on.

Firebugs are a much more contentious parasite, because I think this one actually got mixed with the flies a bit? It kinda loses the "fire" theme in later stages for a general "maggots" theme. While setting the player on fire sucks, it can be immediately extinguished by being wet or submerged. If this "ignite player" damage tick was rare (maybe once a minute) and using the countdown timer I mentioned above, then this would be much more survivable. Then the gameplay shifts to "let the parasites burn inside while keeping your exterior wet," so you're kind of deliberately smoking your own body like charcoal, until the final stage, where you become immune to fire damage in addition to birthing more firebugs over time.

Flies are another one I haven't experienced all that much; I think the source enemy for this is the swarm of three bugs in the Fungal Caverns? Or maybe it was also triggering the Firebug infestation, I'm not sure. Looking at the code, it seems like it gives enemy radar and passive HP regen, which are both a little off-theme. It would probably be better if that increased the player's levitation bar, while incurring slow DOT if the player stands still, encouraging the player to constantly keep moving and flying. Final stage simply removes the DOT effect, retaining the levitation boost.

 

Fungus just sucks. I hate every part of this implementation. It constantly fills the player's womb faster than it can drain, meaning it will inevitably kill the player due to the damage from their womb overfilling (or just permanently slow them to a crawl, with Iron Womb.) Even worse, it applies a permanent acid-trip effect, which is deliberately awful to look at, and will persist until the run ends. Apparently the final stage also introduces permanent teleport-jitter? No, terrible, scrap it all.

Applying the acid-trip effect when the player has spore cum in their womb is fine, so long as it drains eventually. The infestation could slowly-but-constantly leak fungus particles from the player, leaving a glowing, flammable trail behind the player as they walk. Final stage instantly applies a Fungal Reality Shift (either directly or by applying 180s of the acid trip debuff,) and continues to do so until the player reaches the max of 20 shifts per run, with the standard five minute gap in between, at which point the visuals caused by the infestation stop entirely.

By comparison, I actually really like the concept of the HornyGasFlowers; plants with tentacles that turn the player into a walking seedbed, 10/10 concept, implementation seems pretty good already. Again, there should be no direct damage to the player during the infestation; constantly emitting clouds of horny gas should be its own unique problem. It would also be cool if the player dropped the "horny gas buds" from the Jungle wherever they walked, which already have great visuals for growing, and would be even more visually striking in other biomes. Final stage for this should end the intermittent puffs of horny gas, but make all enemies non-hostile to the player (except for rape melee grabs) because the player is meant to be constantly emitting the plant's pheromones and smelling like the most fuckable creature in the world.

It's odd that LongLegs and Spiders are two different parasites, considering they're so similar in theme and effects. Honestly, I think removing LongLeg infestations entirely so it's just Spiders would be better. The effects and text from both could easily be condensed into a single infestation, with a focus on leaving trails of sticky webs, which first inconvenience the player and other mobs that touch them, then the player gets immunity to the webs, meaning that they only slow down other non-spider mobs. The jump height debuff is unneeded, but if you wanted to add in the effects of Lukki mutation to the player on the final stage, that would fit thematically. (Maybe a custom wand drops for the player, which allows them to fire the "webs" projectile that the spiders have?)

Rats are another case where I think damage-over-time is appropriate, as they're chewing on your insides, hungry and trying to get out. I think this should still have the timer I mentioned above, so it happens at regular intervals, and moreover, it should only happen if the player's stomach/satiation is empty, with the rat infestation causing the player's stomach to empty twice as fast as normal. This means that the player can avoid the damage entirely by ravenously eating and drinking, which feels very thematically fitting. Noita by default already has three Rat-themed perks, so maybe the final stage could just grant all three to the player? Not sure about that. (Plus, cum should work for filling the player's satiation, again encouraging the player to be constantly fucking to grow their parasites.)

And of course, all of the above should still have the random self-impregnation as the parasites constantly escape the player's body and spread in their wake. Especially since they can already infect kobold NPCs! Imagine dropping a bunch of hornygas plants in the Kobold den, and making them even more sex-crazed than they already are!

One last note; a lot of these infestations and various mobs within the mod already inflict a DOT with cum of various types, and filling the player's womb in general. It'd be useful and appreciated if the player could push out that cum faster than the current "constant slow trickle" that we have, especially when having sex multiple times in quick succession. While it's very nice that the player can no longer drown in their own cum, death by womb overflow is still a very real possibility. I've already mentioned in this thread that I play with Digestive Alchemy, which similarly simulates the player's stomach, and allows them to click on the icon in the UI to manually induce vomiting (in addition to other related mechanics.) If that's a bit too much to ask, then I'd be happy with simply tweaking the numbers so that the more filled the womb is, the faster it drains, making it easy to keep a little bit inside at all times, but gushing out quickly when filled past 100%, averaging out at ~50%?

Hope this list of feedback isn't too overwhelming. I can clarify details as needed on request!

Edited by Ink_Ribbon
Posted
1 hour ago, Ink_Ribbon said:

My own two cents: I really like the idea of "earning" immunities to certain materials, or building up a horde of minions. (I know there's a submod with this focus, and it might be worth merging some of the QoL stuff into the main mod?) I think broadly focusing on making them all less lethal is important; they're parasites/infestations, and presumably they would want to keep their host/breeder alive. A parasite that kills the host before they can reproduce is too deadly to survive, and doesn't work for kink or gameplay purposes here. I still would prefer there to be some challenge which isn't necessarily time-based, because you can always just find a quiet corner that's far enough away from hostile mobs that their AI disables, and it feels bad to encourage the player to get fucked once and then hide in a safe corner for 10-20 minutes.

 

What might be a good answer instead is that parasites have a fixed "time until next stage," and having sex with the creature that inflicts that infestation speeds up the timer's progress. So if the player doesn't want that particular parasite, then getting fucked once is almost a non-issue that will probably get cured at the Holy Mountain. However, if the player does want to progress the stages faster (and can tank the side effects over a shorter time) then they can jump in a hole with a bunch of those creatures and get fucked for a couple of minutes until they are riddled with that particular parasite and speeding through the stages. This gives the Body Knowledge perk another use, if you can actually see the timer in the Womb UI.


This would also probably play better if parasites were mutually exclusive, as was suggested earlier in the thread, but I think they should be mutually exclusive no matter what stage they're at. Leaning into that mutual exclusivity would be good for making runs feel different, as opposed to slowly crawling through each zone and acquiring the full collection every time; if the player already has a parasite when another enemy tries to implant their own parasite, then the player takes a non-trivial amount of damage instead. This pushes the player into being more careful as to what mounts them, but still encourages having sex overall. Of course, the Broodmother perk should still be the perk to get if you want multiple parasites at the same time without any complications, and they can all progress simultaneously without being removed at the Holy Mountain.

I also think that slow damage-over-time might not be such a terrible lever to pull in gameplay that it should be removed; it should be much more controllable, however, and it can't interfere with sex/birthing animations where the player's controls are locked and they're completely vulnerable to melee damage. There could be another use for the Body Knowledge perk here, where it has a countdown for "next parasite damage in [seconds],"allowing the player to move from safe spot to safe spot before that damage tick occurs.

 

As a stopgap, making the player fully immune to damage from any source during these animations should solve a lot of the insta-kill scenarios. Even better if the post-sex invincibility frames are a little bit longer than the post-rape period, so there should never be a case where the player is ending an animation with an enemy on top of them which will instantly do damage instead of trying to rape them again. If the player is in melee/rape range, then that should always have higher priority, pushing the combat focus towards range instead. (Infestation timers also definitely shouldn't pause during these animations; again, this encourages the player to stay near the source enemies, getting raped by them repeatedly to progress the infestation "safely" using these periods of damage immunity.)

 

Anyway, looking into each of the parasites/infestations in detail, in the same alphebetical order as above:

I haven't seen Ant infestations; they're a little tricky to trigger because Ants are first and only rarely seen in the Fungal Caverns, and I'm gonna guess that 95% of all Noita runs that have ever been played end in the Mines or Coal Pits. Noita is a very lethal roguelike! Looking at the files, it seems like they're meant to give Acid immunity, which makes sense for that depth, and is also not really required for many things at all. I think this is probably fine mechanically; if you can find it, then it's a cool little bonus thing. Acid damage is rough, but maybe instead having the player leak a drop of acid every once in a while would be fine; it has a visible effect, and if the player stands still, then it could do a tick of damage, or slowly dig a hole in the surface they're standing on.

Firebugs are a much more contentious parasite, because I think this one actually got mixed with the flies a bit? It kinda loses the "fire" theme in later stages for a general "maggots" theme. While setting the player on fire sucks, it can be immediately extinguished by being wet or submerged. If this "ignite player" damage tick was rare (maybe once a minute) and using the countdown timer I mentioned above, then this would be much more survivable. Then the gameplay shifts to "let the parasites burn inside while keeping your exterior wet," so you're kind of deliberately smoking your own body like charcoal, until the final stage, where you become immune to fire damage in addition to birthing more firebugs over time.

Flies are another one I haven't experienced all that much; I think the source enemy for this is the swarm of three bugs in the Fungal Caverns? Or maybe it was also triggering the Firebug infestation, I'm not sure. Looking at the code, it seems like it gives enemy radar and passive HP regen, which are both a little off-theme. It would probably be better if that increased the player's levitation bar, while incurring slow DOT if the player stands still, encouraging the player to constantly keep moving and flying. Final stage simply removes the DOT effect, retaining the levitation boost.

 

Fungus just sucks. I hate every part of this implementation. It constantly fills the player's womb faster than it can drain, meaning it will inevitably kill the player due to the damage from their womb overfilling (or just permanently slow them to a crawl, with Iron Womb.) Even worse, it applies a permanent acid-trip effect, which is deliberately awful to look at, and will persist until the run ends. Apparently the final stage also introduces permanent teleport-jitter? No, terrible, scrap it all.

Applying the acid-trip effect when the player has spore cum in their womb is fine, so long as it drains eventually. The infestation could slowly-but-constantly leak fungus particles from the player, leaving a glowing, flammable trail behind the player as they walk. Final stage instantly applies a Fungal Reality Shift (either directly or by applying 180s of the acid trip debuff,) and continues to do so until the player reaches the max of 20 shifts per run, with the standard five minute gap in between, at which point the visuals caused by the infestation stop entirely.

By comparison, I actually really like the concept of the HornyGasFlowers; plants with tentacles that turn the player into a walking seedbed, 10/10 concept, implementation seems pretty good already. Again, there should be no direct damage to the player during the infestation; constantly emitting clouds of horny gas should be its own unique problem. It would also be cool if the player dropped the "horny gas buds" from the Jungle wherever they walked, which already have great visuals for growing, and would be even more visually striking in other biomes. Final stage for this should end the intermittent puffs of horny gas, but make all enemies non-hostile to the player (except for rape melee grabs) because the player is meant to be constantly emitting the plant's pheromones and smelling like the most fuckable creature in the world.

It's odd that LongLegs and Spiders are two different parasites, considering they're so similar in theme and effects. Honestly, I think removing LongLeg infestations entirely so it's just Spiders would be better. The effects and text from both could easily be condensed into a single infestation, with a focus on leaving trails of sticky webs, which first inconvenience the player and other mobs that touch them, then the player gets immunity to the webs, meaning that they only slow down other non-spider mobs. The jump height debuff is unneeded, but if you wanted to add in the effects of Lukki mutation to the player on the final stage, that would fit thematically. (Maybe a custom wand drops for the player, which allows them to fire the "webs" projectile that the spiders have?)

Rats are another case where I think damage-over-time is appropriate, as they're chewing on your insides, hungry and trying to get out. I think this should still have the timer I mentioned above, so it happens at regular intervals, and moreover, it should only happen if the player's stomach/satiation is empty, with the rat infestation causing the player's stomach to empty twice as fast as normal. This means that the player can avoid the damage entirely by ravenously eating and drinking, which feels very thematically fitting. Noita by default already has three Rat-themed perks, so maybe the final stage could just grant all three to the player? Not sure about that. (Plus, cum should work for filling the player's satiation, again encouraging the player to be constantly fucking to grow their parasites.)

And of course, all of the above should still have the random self-impregnation as the parasites constantly escape the player's body and spread in their wake. Especially since they can already infect kobold NPCs! Imagine dropping a bunch of hornygas plants in the Kobold den, and making them even more sex-crazed than they already are!

One last note; a lot of these infestations and various mobs within the mod already inflict a DOT with cum of various types, and filling the player's womb in general. It'd be useful and appreciated if the player could push out that cum faster than the current "constant slow trickle" that we have, especially when having sex multiple times in quick succession. While it's very nice that the player can no longer drown in their own cum, death by womb overflow is still a very real possibility. I've already mentioned in this thread that I play with Digestive Alchemy, which similarly simulates the player's stomach, and allows them to click on the icon in the UI to manually induce vomiting (in addition to other related mechanics.) If that's a bit too much to ask, then I'd be happy with simply tweaking the numbers so that the more filled the womb is, the faster it drains, making it easy to keep a little bit inside at all times, but gushing out quickly when filled past 100%, averaging out at ~50%?

Hope this list of feedback isn't too overwhelming. I can clarify details as needed on request!

That was indeed a lot, lol. I do very much appreciate the feedback. I'll be referring to this and other's comments if I start working on the parasites.

 

I'll wait to hear Vitalie's thoughts on things and decide what to do after, however. I think he made most of the parasite stuff, so I don't want to just jump in and start messing with things. He might have a better way of handling things. I'm also working on other things atm, but this will be my next priority. 

Posted
23 hours ago, Ink_Ribbon said:

By the way, this is a more general gameplay loop question, but are parasites intended to be survivable?

 

Looking at the code, I can see multiple stages (but what stage the player is on is hidden during gameplay) and it seems like most of them do have benefits once "completed," like a sexy-body-horror way to unlock perks. But in actual gameplay, they constantly deal tick damage to the player. This interacts really badly with the parasite-triggered pregnancies, because the animation starts, and any tick damage that occurs during the animation immediately ends it, dropping a hostile mob (or potentially two) on top of the player, which can deal a LOT of damage in a very short time, because they're still in the "post-rape grace period," where they can't do rape attacks again.

I'm surviving these parasites for as long as I have been because I play with two mods that allow for minimal health recovery (Therapeutic Gold, Digestive Alchemy) and can generally keep myself alive so long as the damage received is paced out like this. But a normal player without these would basically be doomed as soon as they got raped by one of the parasite-implanting enemies, unless they quickly made their way to a Holy Mountain for a heal/parasite clear...which would then be further broken by the Broodmother perk, continuing the long scratch damage and requiring faster delving just to offset the damage-over-time.

I've also had a lot of cases where parasitic infestations just suddenly end out of nowhere, sometimes very early on before the first pregnancy even triggers? And sometimes they change severity back to an earlier stage randomly, making it even less likely that a player could reach the final stages.

I don't mean to insult anyone, I'm just genuinely confused about this gameplay mechanic. From what I can see, it seems like it's currently not working right, and generally it's just been so lethal that it perhaps hasn't been reported/tested in detail? Or maybe most players have had them turned off? But that's entirely based on observation and poking at the code. So if someone could clarify what the intended gameplay loop for parasites is meant to be, then that would probably be a good public resource.

I have tested and confirmed these interactions with only LNR in my modlist (on the previous version, though there was no changes to parasites in the most recent changelog that I can see) so I don't think these are mod incompatibilities on my end.

Yeah i've been meaning to rework the parasites for a bit now but there has been so many more important things to deal with so its kinda been on the backburner. Ill see about finally updating them this coming update

Posted (edited)
2 hours ago, Ink_Ribbon said:

My own two cents: I really like the idea of "earning" immunities to certain materials, or building up a horde of minions. (I know there's a submod with this focus, and it might be worth merging some of the QoL stuff into the main mod?) I think broadly focusing on making them all less lethal is important; they're parasites/infestations, and presumably they would want to keep their host/breeder alive. A parasite that kills the host before they can reproduce is too deadly to survive, and doesn't work for kink or gameplay purposes here. I still would prefer there to be some challenge which isn't necessarily time-based, because you can always just find a quiet corner that's far enough away from hostile mobs that their AI disables, and it feels bad to encourage the player to get fucked once and then hide in a safe corner for 10-20 minutes.

 

What might be a good answer instead is that parasites have a fixed "time until next stage," and having sex with the creature that inflicts that infestation speeds up the timer's progress. So if the player doesn't want that particular parasite, then getting fucked once is almost a non-issue that will probably get cured at the Holy Mountain. However, if the player does want to progress the stages faster (and can tank the side effects over a shorter time) then they can jump in a hole with a bunch of those creatures and get fucked for a couple of minutes until they are riddled with that particular parasite and speeding through the stages. This gives the Body Knowledge perk another use, if you can actually see the timer in the Womb UI.


This would also probably play better if parasites were mutually exclusive, as was suggested earlier in the thread, but I think they should be mutually exclusive no matter what stage they're at. Leaning into that mutual exclusivity would be good for making runs feel different, as opposed to slowly crawling through each zone and acquiring the full collection every time; if the player already has a parasite when another enemy tries to implant their own parasite, then the player takes a non-trivial amount of damage instead. This pushes the player into being more careful as to what mounts them, but still encourages having sex overall. Of course, the Broodmother perk should still be the perk to get if you want multiple parasites at the same time without any complications, and they can all progress simultaneously without being removed at the Holy Mountain.

I also think that slow damage-over-time might not be such a terrible lever to pull in gameplay that it should be removed; it should be much more controllable, however, and it can't interfere with sex/birthing animations where the player's controls are locked and they're completely vulnerable to melee damage. There could be another use for the Body Knowledge perk here, where it has a countdown for "next parasite damage in [seconds],"allowing the player to move from safe spot to safe spot before that damage tick occurs.

 

As a stopgap, making the player fully immune to damage from any source during these animations should solve a lot of the insta-kill scenarios. Even better if the post-sex invincibility frames are a little bit longer than the post-rape period, so there should never be a case where the player is ending an animation with an enemy on top of them which will instantly do damage instead of trying to rape them again. If the player is in melee/rape range, then that should always have higher priority, pushing the combat focus towards range instead. (Infestation timers also definitely shouldn't pause during these animations; again, this encourages the player to stay near the source enemies, getting raped by them repeatedly to progress the infestation "safely" using these periods of damage immunity.)

 

Anyway, looking into each of the parasites/infestations in detail, in the same alphebetical order as above:

I haven't seen Ant infestations; they're a little tricky to trigger because Ants are first and only rarely seen in the Fungal Caverns, and I'm gonna guess that 95% of all Noita runs that have ever been played end in the Mines or Coal Pits. Noita is a very lethal roguelike! Looking at the files, it seems like they're meant to give Acid immunity, which makes sense for that depth, and is also not really required for many things at all. I think this is probably fine mechanically; if you can find it, then it's a cool little bonus thing. Acid damage is rough, but maybe instead having the player leak a drop of acid every once in a while would be fine; it has a visible effect, and if the player stands still, then it could do a tick of damage, or slowly dig a hole in the surface they're standing on.

Firebugs are a much more contentious parasite, because I think this one actually got mixed with the flies a bit? It kinda loses the "fire" theme in later stages for a general "maggots" theme. While setting the player on fire sucks, it can be immediately extinguished by being wet or submerged. If this "ignite player" damage tick was rare (maybe once a minute) and using the countdown timer I mentioned above, then this would be much more survivable. Then the gameplay shifts to "let the parasites burn inside while keeping your exterior wet," so you're kind of deliberately smoking your own body like charcoal, until the final stage, where you become immune to fire damage in addition to birthing more firebugs over time.

Flies are another one I haven't experienced all that much; I think the source enemy for this is the swarm of three bugs in the Fungal Caverns? Or maybe it was also triggering the Firebug infestation, I'm not sure. Looking at the code, it seems like it gives enemy radar and passive HP regen, which are both a little off-theme. It would probably be better if that increased the player's levitation bar, while incurring slow DOT if the player stands still, encouraging the player to constantly keep moving and flying. Final stage simply removes the DOT effect, retaining the levitation boost.

 

Fungus just sucks. I hate every part of this implementation. It constantly fills the player's womb faster than it can drain, meaning it will inevitably kill the player due to the damage from their womb overfilling (or just permanently slow them to a crawl, with Iron Womb.) Even worse, it applies a permanent acid-trip effect, which is deliberately awful to look at, and will persist until the run ends. Apparently the final stage also introduces permanent teleport-jitter? No, terrible, scrap it all.

Applying the acid-trip effect when the player has spore cum in their womb is fine, so long as it drains eventually. The infestation could slowly-but-constantly leak fungus particles from the player, leaving a glowing, flammable trail behind the player as they walk. Final stage instantly applies a Fungal Reality Shift (either directly or by applying 180s of the acid trip debuff,) and continues to do so until the player reaches the max of 20 shifts per run, with the standard five minute gap in between, at which point the visuals caused by the infestation stop entirely.

By comparison, I actually really like the concept of the HornyGasFlowers; plants with tentacles that turn the player into a walking seedbed, 10/10 concept, implementation seems pretty good already. Again, there should be no direct damage to the player during the infestation; constantly emitting clouds of horny gas should be its own unique problem. It would also be cool if the player dropped the "horny gas buds" from the Jungle wherever they walked, which already have great visuals for growing, and would be even more visually striking in other biomes. Final stage for this should end the intermittent puffs of horny gas, but make all enemies non-hostile to the player (except for rape melee grabs) because the player is meant to be constantly emitting the plant's pheromones and smelling like the most fuckable creature in the world.

It's odd that LongLegs and Spiders are two different parasites, considering they're so similar in theme and effects. Honestly, I think removing LongLeg infestations entirely so it's just Spiders would be better. The effects and text from both could easily be condensed into a single infestation, with a focus on leaving trails of sticky webs, which first inconvenience the player and other mobs that touch them, then the player gets immunity to the webs, meaning that they only slow down other non-spider mobs. The jump height debuff is unneeded, but if you wanted to add in the effects of Lukki mutation to the player on the final stage, that would fit thematically. (Maybe a custom wand drops for the player, which allows them to fire the "webs" projectile that the spiders have?)

Rats are another case where I think damage-over-time is appropriate, as they're chewing on your insides, hungry and trying to get out. I think this should still have the timer I mentioned above, so it happens at regular intervals, and moreover, it should only happen if the player's stomach/satiation is empty, with the rat infestation causing the player's stomach to empty twice as fast as normal. This means that the player can avoid the damage entirely by ravenously eating and drinking, which feels very thematically fitting. Noita by default already has three Rat-themed perks, so maybe the final stage could just grant all three to the player? Not sure about that. (Plus, cum should work for filling the player's satiation, again encouraging the player to be constantly fucking to grow their parasites.)

And of course, all of the above should still have the random self-impregnation as the parasites constantly escape the player's body and spread in their wake. Especially since they can already infect kobold NPCs! Imagine dropping a bunch of hornygas plants in the Kobold den, and making them even more sex-crazed than they already are!

One last note; a lot of these infestations and various mobs within the mod already inflict a DOT with cum of various types, and filling the player's womb in general. It'd be useful and appreciated if the player could push out that cum faster than the current "constant slow trickle" that we have, especially when having sex multiple times in quick succession. While it's very nice that the player can no longer drown in their own cum, death by womb overflow is still a very real possibility. I've already mentioned in this thread that I play with Digestive Alchemy, which similarly simulates the player's stomach, and allows them to click on the icon in the UI to manually induce vomiting (in addition to other related mechanics.) If that's a bit too much to ask, then I'd be happy with simply tweaking the numbers so that the more filled the womb is, the faster it drains, making it easy to keep a little bit inside at all times, but gushing out quickly when filled past 100%, averaging out at ~50%?

Hope this list of feedback isn't too overwhelming. I can clarify details as needed on request!

Jesus my mans wrote a novel, i plan on reworking them, that specifically will take a lil bit, the parasites are finicky and like to causes SO many bugs when I make large changes, I already know for the most part how i want to rework them and you actually listed a few. The only compromise is if I get the parasites done now it will definately take time away from the next big update I have planned 

Edited by Vitalie
Posted
7 hours ago, Ink_Ribbon said:

My own two cents: I really like the idea of "earning" immunities to certain materials, or building up a horde of minions. (I know there's a submod with this focus, and it might be worth merging some of the QoL stuff into the main mod?) I think broadly focusing on making them all less lethal is important; they're parasites/infestations, and presumably they would want to keep their host/breeder alive. A parasite that kills the host before they can reproduce is too deadly to survive, and doesn't work for kink or gameplay purposes here. I still would prefer there to be some challenge which isn't necessarily time-based, because you can always just find a quiet corner that's far enough away from hostile mobs that their AI disables, and it feels bad to encourage the player to get fucked once and then hide in a safe corner for 10-20 minutes.

 

What might be a good answer instead is that parasites have a fixed "time until next stage," and having sex with the creature that inflicts that infestation speeds up the timer's progress. So if the player doesn't want that particular parasite, then getting fucked once is almost a non-issue that will probably get cured at the Holy Mountain. However, if the player does want to progress the stages faster (and can tank the side effects over a shorter time) then they can jump in a hole with a bunch of those creatures and get fucked for a couple of minutes until they are riddled with that particular parasite and speeding through the stages. This gives the Body Knowledge perk another use, if you can actually see the timer in the Womb UI.


This would also probably play better if parasites were mutually exclusive, as was suggested earlier in the thread, but I think they should be mutually exclusive no matter what stage they're at. Leaning into that mutual exclusivity would be good for making runs feel different, as opposed to slowly crawling through each zone and acquiring the full collection every time; if the player already has a parasite when another enemy tries to implant their own parasite, then the player takes a non-trivial amount of damage instead. This pushes the player into being more careful as to what mounts them, but still encourages having sex overall. Of course, the Broodmother perk should still be the perk to get if you want multiple parasites at the same time without any complications, and they can all progress simultaneously without being removed at the Holy Mountain.

I also think that slow damage-over-time might not be such a terrible lever to pull in gameplay that it should be removed; it should be much more controllable, however, and it can't interfere with sex/birthing animations where the player's controls are locked and they're completely vulnerable to melee damage. There could be another use for the Body Knowledge perk here, where it has a countdown for "next parasite damage in [seconds],"allowing the player to move from safe spot to safe spot before that damage tick occurs.

 

As a stopgap, making the player fully immune to damage from any source during these animations should solve a lot of the insta-kill scenarios. Even better if the post-sex invincibility frames are a little bit longer than the post-rape period, so there should never be a case where the player is ending an animation with an enemy on top of them which will instantly do damage instead of trying to rape them again. If the player is in melee/rape range, then that should always have higher priority, pushing the combat focus towards range instead. (Infestation timers also definitely shouldn't pause during these animations; again, this encourages the player to stay near the source enemies, getting raped by them repeatedly to progress the infestation "safely" using these periods of damage immunity.)

 

Anyway, looking into each of the parasites/infestations in detail, in the same alphebetical order as above:

I haven't seen Ant infestations; they're a little tricky to trigger because Ants are first and only rarely seen in the Fungal Caverns, and I'm gonna guess that 95% of all Noita runs that have ever been played end in the Mines or Coal Pits. Noita is a very lethal roguelike! Looking at the files, it seems like they're meant to give Acid immunity, which makes sense for that depth, and is also not really required for many things at all. I think this is probably fine mechanically; if you can find it, then it's a cool little bonus thing. Acid damage is rough, but maybe instead having the player leak a drop of acid every once in a while would be fine; it has a visible effect, and if the player stands still, then it could do a tick of damage, or slowly dig a hole in the surface they're standing on.

Firebugs are a much more contentious parasite, because I think this one actually got mixed with the flies a bit? It kinda loses the "fire" theme in later stages for a general "maggots" theme. While setting the player on fire sucks, it can be immediately extinguished by being wet or submerged. If this "ignite player" damage tick was rare (maybe once a minute) and using the countdown timer I mentioned above, then this would be much more survivable. Then the gameplay shifts to "let the parasites burn inside while keeping your exterior wet," so you're kind of deliberately smoking your own body like charcoal, until the final stage, where you become immune to fire damage in addition to birthing more firebugs over time.

Flies are another one I haven't experienced all that much; I think the source enemy for this is the swarm of three bugs in the Fungal Caverns? Or maybe it was also triggering the Firebug infestation, I'm not sure. Looking at the code, it seems like it gives enemy radar and passive HP regen, which are both a little off-theme. It would probably be better if that increased the player's levitation bar, while incurring slow DOT if the player stands still, encouraging the player to constantly keep moving and flying. Final stage simply removes the DOT effect, retaining the levitation boost.

 

Fungus just sucks. I hate every part of this implementation. It constantly fills the player's womb faster than it can drain, meaning it will inevitably kill the player due to the damage from their womb overfilling (or just permanently slow them to a crawl, with Iron Womb.) Even worse, it applies a permanent acid-trip effect, which is deliberately awful to look at, and will persist until the run ends. Apparently the final stage also introduces permanent teleport-jitter? No, terrible, scrap it all.

Applying the acid-trip effect when the player has spore cum in their womb is fine, so long as it drains eventually. The infestation could slowly-but-constantly leak fungus particles from the player, leaving a glowing, flammable trail behind the player as they walk. Final stage instantly applies a Fungal Reality Shift (either directly or by applying 180s of the acid trip debuff,) and continues to do so until the player reaches the max of 20 shifts per run, with the standard five minute gap in between, at which point the visuals caused by the infestation stop entirely.

By comparison, I actually really like the concept of the HornyGasFlowers; plants with tentacles that turn the player into a walking seedbed, 10/10 concept, implementation seems pretty good already. Again, there should be no direct damage to the player during the infestation; constantly emitting clouds of horny gas should be its own unique problem. It would also be cool if the player dropped the "horny gas buds" from the Jungle wherever they walked, which already have great visuals for growing, and would be even more visually striking in other biomes. Final stage for this should end the intermittent puffs of horny gas, but make all enemies non-hostile to the player (except for rape melee grabs) because the player is meant to be constantly emitting the plant's pheromones and smelling like the most fuckable creature in the world.

It's odd that LongLegs and Spiders are two different parasites, considering they're so similar in theme and effects. Honestly, I think removing LongLeg infestations entirely so it's just Spiders would be better. The effects and text from both could easily be condensed into a single infestation, with a focus on leaving trails of sticky webs, which first inconvenience the player and other mobs that touch them, then the player gets immunity to the webs, meaning that they only slow down other non-spider mobs. The jump height debuff is unneeded, but if you wanted to add in the effects of Lukki mutation to the player on the final stage, that would fit thematically. (Maybe a custom wand drops for the player, which allows them to fire the "webs" projectile that the spiders have?)

Rats are another case where I think damage-over-time is appropriate, as they're chewing on your insides, hungry and trying to get out. I think this should still have the timer I mentioned above, so it happens at regular intervals, and moreover, it should only happen if the player's stomach/satiation is empty, with the rat infestation causing the player's stomach to empty twice as fast as normal. This means that the player can avoid the damage entirely by ravenously eating and drinking, which feels very thematically fitting. Noita by default already has three Rat-themed perks, so maybe the final stage could just grant all three to the player? Not sure about that. (Plus, cum should work for filling the player's satiation, again encouraging the player to be constantly fucking to grow their parasites.)

And of course, all of the above should still have the random self-impregnation as the parasites constantly escape the player's body and spread in their wake. Especially since they can already infect kobold NPCs! Imagine dropping a bunch of hornygas plants in the Kobold den, and making them even more sex-crazed than they already are!

One last note; a lot of these infestations and various mobs within the mod already inflict a DOT with cum of various types, and filling the player's womb in general. It'd be useful and appreciated if the player could push out that cum faster than the current "constant slow trickle" that we have, especially when having sex multiple times in quick succession. While it's very nice that the player can no longer drown in their own cum, death by womb overflow is still a very real possibility. I've already mentioned in this thread that I play with Digestive Alchemy, which similarly simulates the player's stomach, and allows them to click on the icon in the UI to manually induce vomiting (in addition to other related mechanics.) If that's a bit too much to ask, then I'd be happy with simply tweaking the numbers so that the more filled the womb is, the faster it drains, making it easy to keep a little bit inside at all times, but gushing out quickly when filled past 100%, averaging out at ~50%?

Hope this list of feedback isn't too overwhelming. I can clarify details as needed on request!

blackbeard_writing.jpg

Posted
On 9/16/2026 at 11:22 AM, Ink_Ribbon said:

This would also probably play better if parasites were mutually exclusive, as was suggested earlier in the thread, but I think they should be mutually exclusive no matter what stage they're at. Leaning into that mutual exclusivity would be good for making runs feel different, as opposed to slowly crawling through each zone and acquiring the full collection every time; if the player already has a parasite when another enemy tries to implant their own parasite, then the player takes a non-trivial amount of damage instead. This pushes the player into being more careful as to what mounts them, but still encourages having sex overall. Of course, the Broodmother perk should still be the perk to get if you want multiple parasites at the same time without any complications, and they can all progress simultaneously without being removed at the Holy Mountain.


Oh, I think it's possible to increase masturbation behavior. You can eliminate most of the harmful semen in the uterus through one masturbation session, and then directly transition to the delivery stage after masturbating while pregnant. By masturbating in a safe place, players can make decisions to avoid some negative states and quickly activate their own army of parasite components (or use this method to actively trigger some sexual talents, such as chargers). What do you think? I'm not sure if to add any other buttons or try long pressing the 'f' key to trigger masturbation behavior.

Posted
47 minutes ago, St. Anger said:

Think we could get a setting that makes NPCs fuck indefinitely? I like to watch.

I swear you guys a clairvoyant 

Posted (edited)
2 hours ago, 唯翼鸟 said:


Oh, I think it's possible to increase masturbation behavior. You can eliminate most of the harmful semen in the uterus through one masturbation session, and then directly transition to the delivery stage after masturbating while pregnant. By masturbating in a safe place, players can make decisions to avoid some negative states and quickly activate their own army of parasite components (or use this method to actively trigger some sexual talents, such as chargers). What do you think? I'm not sure if to add any other buttons or try long pressing the 'f' key to trigger masturbation behavior.

I've seen suggestions like this one a few times, but it's hard to think of a fun way to implement it. I do feel like masturbation has a place somewhere, but it's difficult since a lot of people won't want to run off to a safe area, take 10+ seconds of just standing there holding a button, and then finally being able to proceed again. You also end up seeing the masturbation animation dozens if not hundreds times more than any other animation.

 

I don't think this is a bad idea or am opposed to it, by all means! I just feel like there could be a bit more to it, ya know?

 

 

56 minutes ago, St. Anger said:

Think we could get a setting that makes NPCs fuck indefinitely? I like to watch.

You mean because you die that the sex stops, or that the enemy stops after 1 orgasm?

 

I'd kind of rather not have enemies go on a permanent loop, since then it'd be little different than than watching animations in a gallery or something. There's also the matter of you EXPLODING from being fucked too much, lol. But, I get what you mean.

 

At the very least, I'm thinking of adding a chance for an enemy to go for another round, or more. This wasn't all that realistic before since there wasn't a struggle mechanic to break the loop. Once there's a chance for sex to continue however, it wouldn't be hard to make enemies go indefinitely if wanted.

 

Edit:

Okay, well. Now I have to clarify a bit since I know what Vitalie is referring to, lol. I'm referring to general gameplay, indefinite loops can be great in the right, uh... circumstances.

Edited by Ranot
Posted

Having issues with the wolf submission, asking to take the lead just doesn't work. Get the permission but the wolf stays steadfastly in one spot or continually jumps in place so can't go anywhere.

Posted (edited)

Is the player hitbox altered? I dont remember paha silma being able to hit the player while holding it. Also is it just me or is it harder to kill steve with the new statues?

Edited by Bingusasdf

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...