Crypt of the NecroDancer v4.1.1 is now available! Happy Rhythm Fest everyone! We're celebrating with a new update, discounts on Crypt of the NecroDancer and all DLC, and the Rift of the NecroDancer demo is back if you didn't get a chance to play it last time. https://store.steampowered.com/app/3029150/Rift_of_the_NecroDancer_Demo/ Now on to the patch notes!
New features
- Added Win Streak tracking to All Zones Mode
- Deathless Mode's win counter is shared with the win streak tracker
- Deathless Mode now allows interrupting win streaks on the first floor to switch to a different mode or character
- All Zones Mode runs now automatically submit to the corresponding Deathless Mode leaderboards upon completion
- Each combination of character and game mode tracks its own win streak individually
- Win streaks are preserved when quitting to the lobby on the run summary menu or the first floor after a win
- Win streaks are lost when quitting to the lobby (after the first floor), quick restarting mid-game or losing a run
- Menu options that are about to break a win streak now show a warning message while on a streak
- Added an option to toggle DLC playtime being counted separately on supported platforms
- Added a 1 in 1024 chance for Dice Traps to spawn a rare enemy
- Added controller rumble options to the "Reassign controls" menu
- Added HUD indicators for diagonal movement button bindings to the lobby while playing Diamond, Klarinetta or Miku
- This can be disabled in the options
- Added visual spark effect for ground wires in Zone 5
- Added a "Restore Unlock Progress" menu under "Manage save data"
- This makes specific game content (characters, zones, items, NPCs) quickly accessible if they've previously been unlocked on another platform
- Added an option to enable floating selection boxes in the editor when copying and pasting
Balance changes
- Changed Miku to no longer take damage when pressing too many buttons in a single beat
- Standing still by not pressing any buttons for a beat will still inflict damage as before
- Changed Zone 4 walls to be breakable without a shovel if the AMPLIFIED DLC is disabled
- This helps Miku traverse Zone 4 more easily, as she cannot pick up shovels
- Changed Pawnbroker to present a unique scroll as a special offer to Miku
- Changed enemies disintegrated via teleportation to drop gold, increase multiplier and reduce cooldowns
- This most commonly occurs when dashing into an enemy against an unbreakable wall as Miku
- Changed Shrine of the Feast to no longer appear for Aria and Coda
- Changed Shield of Shove to push frozen and sunken enemies
- Changed Chaunter to possess Skeleton Knights directly with piercing attacks
- Changed Granite Golems to move more slowly in Randomizer Mode
- Changed Pixies to heal the player when pushed into them (via Bounce Trap or Shovemonster)
- Changed Red Chests on boss floors to no longer contain Backpack, Holster or Cursed Potion
Modding features
- Added support for passing 4x4 matrices to [noparse]VertexBuffer.setTransform()[/noparse] and [noparse]GFX.setGlobalTransform()[/noparse]
- Added functions [noparse]VertexBuffer.read()[/noparse]/[noparse].write()[/noparse] to manipulate raw vertex attributes
- Added function [noparse]VertexBuffer.getQuadCount()[/noparse] to check how many triangle pairs have been drawn
- Added function [noparse]VertexBuffer.hook()[/noparse] to intercept calls to [noparse]VertexBuffer.draw()[/noparse]/[noparse].drawText()[/noparse]/[noparse].drawQuad()[/noparse]
- Added function [noparse]VertexBuffer.isHooked()[/noparse] to check if a vertex buffer has been hooked for the current frame
- Added function [noparse]placementUtils.isImpassable()[/noparse] to check if a tile contains an obstacle or stationary enemy
- Added function [noparse]placementUtils.isBlocking()[/noparse] to check if a tile is the only way to pass between adjacent tiles
- Added component [noparse]itemGlobalBan[/noparse] to automatically ban an item for all characters
- Added component [noparse]inventoryUnbannedItems[/noparse] to lift bans for items with specific components
- Added component [noparse]tilePassabilityInhibitor[/noparse] to mark an entity as an impassable obstacle
- Added component [noparse]Sync_itemShrinkingFlashEffect[/noparse] to highlight items in the HUD regardless of stackability
- Added component [noparse]enemyPoolRare[/noparse] to mark enemies as rare
- Added parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectCheckAttack[/noparse], allowing attacks to be restricted to a single weapon
- Added field [noparse]shape[/noparse] to return value of [noparse]PlacementUtils.getRoomAt()[/noparse] and related functions
- Added field [noparse]targetFlags[/noparse] to component [noparse]Coldsteel_itemTunnelAttack[/noparse]
- Added field [noparse]disableSwipe[/noparse] to component [noparse]attackOnPartialMove[/noparse]
- Added attribute [noparse]hardModeMinibosses[/noparse] to enum [noparse]LevelSequence.Zone[/noparse]
- Added attribute [noparse]hardModeMinibossPosition[/noparse] to enum [noparse]Boss.Type[/noparse]
- Added data field [noparse]randomizer[/noparse] to [noparse]CustomEntities.extend[/noparse] when using the [noparse]enemy[/noparse] template
- Changed invalid component accesses on entities to no longer raise an error for packaged mods
- Changed Pawnbroker to present a Potion as a special offer if all other items are banned, instead of no item
- Added a custom rule to enable an additional shop-restocking effect for Ring of Charisma (SYNCHRONY DLC)
- This is currently disabled by default, but might become a permanent change in a future update based on feedback
Bugfixes
Gameplay bugfixes
- Fixed Gorgon Statues not appearing on the next level after falling through a trapdoor
- Fixed Familiars failing to affect enemies larger than one tile
- Fixed Miku being able to build up unlimited "SING" ability charges on boss floors
- Fixed Miku incorrectly double-hitting enemies when performing an electric attack
- Fixed Deep Blues being able to instantly attack the player when hit by an electric attack
- Fixed Wisps materializing too close to players if a Monocle, Circlet of Telepathy or Glass Torch is picked up
- Fixed Dragons and Nightmares being able to stomp other enemies posthumously
- Fixed shrines placing their items at unreasonably long distances if the tiles below the shrine are occupied
- Fixed Shrine of Sacrifice placing items on top of gold if the enemy is killed underneath the shrine
- Fixed Dove getting stuck on boss floors in Ensemble Mode when using a bomb to teleport the miniboss
- Fixed Deep Blues breaking the rules of chess while castling in rare cases
- Fixed Chaunter not dropping the Golden Lute on death
- Fixed Cadence's penultimate boss passing through incorporeal Ghosts during phase 2
- Fixed Berserk Spell ending if one of Reaper's soul familiars bumps into an enemy
- Fixed Nocturna not dropping the Golden Lute when dying while in Bat Form
- Fixed monsters charmed by Miku's "SING" ability not dropping their items upon healing Miku
- Fixed Miku's "SING" ability instantly vaporizing Mimics and their loot
- Fixed Red and Blue Dragons moving too quickly if knocked back after exhaling
- Fixed some levels being impassable for Monk/Coda without items if the SYNCHRONY DLC is disabled
- Fixed Dancepad mode causing zones to generate in an incorrect order when playing Aria
- Fixed Mannequins not accounting for cursed hearts
- Fixed Miku getting stuck behind locked chests/cages
- Fixed "I love gooooooold!" achievement not being unlocked when playing as Nocturna
Level generation bugfixes
- Fixed Zone 3 generating differently for the same seed depending on whether the Shopkeeper is alive
- Fixed Wind Gargoyles sometimes obstructing shop entrances
- Fixed Thief and Cracked Floors sometimes appearing in secret rooms
- Fixed Bounce Traps sometimes pointing into walls
- Fixed Sarcophagi causing some layouts to be impassable for Monk/Coda
- Fixed Shop Wall Mimics rarely being placed at incorrect locations
- Fixed cracked walls rarely obstructing the path through the level for Monk and Coda
- Fixed inconsistent training staircase position for hot and cold Zone 3 monsters
Audio bugfixes
- Fixed Miku's voice lines becoming nearly inaudible while shrunk
- Fixed Banshee's deafening effect ceasing if an enemy damages the Banshee
- Fixed Banshee's and Monstrous Shopkeeper's screams not stopping when transformed into another enemy
Visual bugfixes
- Fixed Miku's attack preview displaying inaccurately near enemies larger than one tile
- Fixed run summary screen displaying an incorrect seed in All Characters Mode and Story Mode
- Fixed Map, Monocle, and other vision items continuing to take effect after entering or leaving spectator mode
- Fixed missing outline pixels on Obsidian Shield's equipment sprite
- Fixed chat messages with line break characters obscuring the screen
- Fixed Miku's armors not being obscured in Mystery mode
- Fixed missing outline pixel in Miku's virtual armor
- Fixed Gorgons not flashing upon turning into statues
- Fixed Klarinetta's eyes glowing in the wrong color while electrified
- Fixed Miku's attack causing enemies larger than one tile to bounce incorrectly
- Fixed Mary visually appearing beneath her sheep in Phasing Mode while in the lobby
- Fixed Mannequins' health bars not always being visible
- Fixed animations briefly playing incorrectly after loading a save
Level editor bugfixes
- Fixed Slimes and other stationary enemies being removed from custom dungeons when playing Monk or Coda
- Fixed hidden playable characters still being listed in the level editor's side panel
Performance bugfixes
- Fixed performance issues when playing very long Deathless Mode runs
- Fixed performance issues after creating large numbers of text flyaways or attack swipes within a single level
- Fixed performance issues if multiple different players activate Berserk Spell
- Fixed post-game replay rarely causing errors while showing the perspective of the enemy that dealt the final blow
Engine bugfixes
- Fixed SYNCHRONY DLC requiring a separate Steam launch option on macOS
- Fixed crash when playing the SYNCHRONY DLC on Windows 7
- Fixed freeze on Windows if the computer has not been shut down for a few days
- Fixed freeze when changing the system clock on Linux while the game is running
Modding bugfixes
- Fixed Klarinetta incorrectly causing modded weapons to perform attacks after moving
- Fixed item bans sometimes being incorrectly auto-assigned to modded spells
- Fixed Leprechauns not gaining extra health when playing as a modded character extending Eli's template
- Fixed stairs and trapdoor penalty boxes unlocking when a miniboss is transmuted into another miniboss
- Fixed error when an enemy with AI type [noparse]PATTERN[/noparse] does not have the [noparse]aiPattern[/noparse] component
- Fixed errors if an entity has the [noparse]sprite[/noparse] component, but not the [noparse]spriteExtrapolatable[/noparse] component
- Fixed error when calling [noparse]audio.getPosition()[/noparse] in multi-instance mode
- Fixed error when a modded character without the [noparse]health[/noparse] component activates Shrine of Blood
- Fixed flickering visuals when using [noparse]VertexBuffer.drawQuad()[/noparse]
- Fixed beat bars cutting out on Cadence's final boss when using custom music
- Fixed Weekly Challenge leaderboards not handling custom rule changes correctly
- Fixed [noparse]Sync_excludeFromDiceTrap[/noparse] not having an effect on minibosses
- Fixed Shrine of Blood appearing for modded health-locked characters
- Fixed error when banning a component that doesn't exist
- Fixed custom dungeon secret shops generating two overlapping entrance runes
Happy Klei Fest!
For a limited time, Crypt of the NecroDancer is on sale and included in several bundles throughout Klei Fest for STACKABLE DISCOUNTS! One of these bundles is the new NecroDancer Essentials bundle, which contains Crypt of the NecroDancer, AMPLIFIED, SYNCHRONY, and Hatsune Miku for an additional 40% off their sale price. Now's the time to get the complete NecroDancer experience!
All bundles with NecroDancer this week:
- Klei Fest Bundle (50%+)
- NecroDancer Essential Bundle (40%+)
- Rhythmic Rampage Bundle (10%+)
- Procedural Peril Bundle (10%+)
Also, SURPRISE! From now until June 27th, try a FREE DEMO of Rift of the NecroDancer on Steam during Klei Fest! Crush hordes of classic NecroDancer baddies as they surge from the Rift. Each monster has unique behaviours like bats that shift lanes when attacked, and tougher foes take multiple hits to dispatch! Wishlist and download the demo from the Steam Page below. https://store.steampowered.com/app/2073250/Rift_of_the_NecroDancer/
Crypt of the NecroDancer v4.1.0 is now available!
New DLC: Crypt of the NecroDancer - Hatsune Miku Character!
[previewyoutube=kOUgfZWlZXQ;full][/previewyoutube] Descend through the Crypt of the NecroDancer as the one and only Hatsune Miku! With your trusty leek, iconic outfits, and dazzling dance moves, face down any enemy that comes your way with style. https://store.steampowered.com/app/2828720/Crypt_of_the_NecroDancer_Hatsune_Miku_Character_DLC Patch notes below!
New character
- Hatsune Miku:
- Move in all 8 directions, don't stand still!
- Dance through enemies to hit them with your trusty spring onion!
- No shovel - dig by dashing through enemies into walls instead!
- Charm monsters and shatter walls with your new ability: SING!
- Land consecutive hits to deal increasing amounts of damage and regain SING charges!
New soundtrack
- Hatsune Miku soundtrack:
- Dance along to 15 Hatsune Miku songs added to the soundtrack, including two new tracks created by Danny Baranowsky!
- Track list:
- 1-1 (118 BPM): Too Real by Danny Baranowsky
- 1-2 (128 BPM): Wonder Style by colate
- 1-3 (150 BPM): SURVIVE (Foxsky Remix) by Umetora
- 2-1 (128 BPM): Ten Thousand Stars by CircusP
- 2-2 (138 BPM): Lucky Orb (Clean Tears Remix) by emon(Tes.)
- 2-3 (150 BPM): UNDERWATER (Rexium Remix) by Hylen
- 3-1 (130 BPM): Highlight by KIRA
- 3-2 (142 BPM): Intergalactic Bound by CircusP & Yunosuke
- 3-3 (160 BPM): Hello Builder by UtsuP
- 4-1 (128 BPM): MikuFiesta by AlexTrip Sands
- 4-2 (165 BPM): Can't Make A Song!! by beat_shobon
- 4-3 (172 BPM): Be Furious (Reno Remix) by Ocelot
- 5-1 (138 BPM): sweety glitch by gaburyu & nyankobrq
- 5-2 (150 BPM): Thousand Little Voices by Vault Kid & FlangerMoose
- 5-3 (155 BPM): My One and Oni by Danny Baranowsky
- This soundtrack is enabled by default when playing Hatsune Miku.
- It can be selected for other characters in single-player via the "Change Soundtrack" menu.
- Due to differences in song speed and duration, using this soundtrack on other characters submits to the "Custom Music" leaderboards.
- Achievements can still be unlocked while playing with the Miku soundtrack.
Compatibility notes
- Playing as Hatsune Miku while hosting an online multiplayer session (SYNCHRONY) allows players without the DLC to join the lobby and play along on other characters.
New features
- Added compatibility mode when joining online multiplayer lobbies hosted on older versions:
- Any online multiplayer lobby hosted on v4.0.0 or above can be entered, even if the game is on a newer version.
- Selecting "Cross-play" when hosting a multiplayer lobby may temporarily revert the game to a previous patch to allow players from other platforms to join.
Changes
- Changed default multi-press combos for special actions (e.g. UP+LEFT for ITEM 1, etc.) to no longer apply to controllers
- Multi-press combos for special actions can still be assigned manually via the "Reassign controls" menu by pressing two buttons at once
Bugfixes
- Fixed screen tearing on some systems
- If you still experience tearing after this update, visit the "Display Options" menu and uncheck "Reduce Input Lag"
- Fixed high input latency on some systems
- Fixed graphics corruption on some systems
- Fixed button mappings resetting themselves after being unbound manually
- Fixed music playback stuttering on some systems
- Fixed Linka and GC CRAB character skins not being selectable
- Fixed Reaper not being selectable as a skin for other characters when "Show all characters" is checked
- Fixed "Uninstall" menu option not working on mods that were previously loaded in the same session
- Fixed Shopkeeper Ghost continuing to sing after being defeated in online multiplayer
Creativity and passion drive the heart of modding. From tweaking existing mechanics to building entirely new experiences, modders breathe fresh life into our beloved games. Today, we spotlight modder TattersTheBat (AKA Tatters) whose journey from coding novice to featured creator is sure to inspire those interested in game modification. Let's dive into the world of Crypt of the NecroDancer's Biodiversity Plus and meet the talent behind it!
Can you tell us how you got started with modding? What kind of projects have you worked on previously?
Synchrony, back when it was a standalone fan project, was actually my first experience modding games; I didnt even know lua when I started, or really any other code-related stuff. I started by following the helpful tutorials that were provided in Synchronys discord server, and from there I kept letting my ideas flow and asked for help as needed until I could, eventually, comfortably code and understand things for modding the game on my own. The only other coding experience I had was some light block coding I had done for a while through school, and the beginnings of C in college. It was a totally blank slate for me when it comes to modding, though!
Specifically, what drew you to modding Crypt of the NecroDancer?
Ever since I picked up Crypt of the NecroDancer, I fell in love with the game. Theres something very satisfying about fighting and moving to the beat, and as I got better with it, I was completely hooked - even before I got the Amplified DLC. I also really enjoy the games world - a setting that blends fantasy and reality in a really smooth way. It opened up a lot of potential for new content, and when I eventually caught wind of the Synchrony fan project, I just knew I had to learn the modding API and put my own creative spin on my favorite game.
Can you walk us through the inspiration behind Biodiversity Plus? What was the idea that sparked it?
I feel like for one reason or another, Im always drawn to games that have a wide cast of different enemies. Even if its the same things youre fighting throughout hundreds of runs in a dungeon crawler like NecroDancer, it just adds so much to a game when those monsters have that little bit of extra variety and personality. I already really like NecroDancers enemy cast, from the skeletons, to the wild animals, to the fantasy creatures all over the place, and I wanted to expand upon it! At first it was just some extra tiers of existing enemies, but then I started getting ideas for entirely new ones, and from then on it blossomed into a large group of new monsters blended in with those of the base games roster.
Did you face any specific challenges while creating your mod?
Im honestly a bit surprised that I went for a mod like this as one of my earliest projects. It was only shortly after Synchrony came out as DLC that I started working on it, so my knowledge of the lua API was still quite limited and I used a lot of rough solutions to problems that were, to put it simply, not ideal. I had to ask for help pretty often to get even the basics working, and I had to do a lot of fixes here and there, but thankfully, everyone was very nice and supportive, and over time I was able to smooth out the rough bits and shape it into something Im happy with!
What's your favorite feature or element of your mod?
Im quite proud of the Giant Rat enemies seen in zones 1 and 2. Although their mechanic is simple, just attaching an attack to the front of their movement, its something that I feel doesnt really exist in the main game in any form, so it feels like something thats truly my own thats become a staple of BioDiversity Plus. And theyre pretty cute, too!
What other games do you like to play or mod?
As of now, NecroDancer is the only game I actively mod, though Ive been trying to learn other lua-based modding APIs such as for The Binding of Isaac and Noita. In general, I play a lot of roguelikes - Hades, Have A Nice Death, and the two mentioned are some of my other favorites - as well as metroidvanias and platformers such as Hollow Knight and Rain World.
Besides modding, what are you passionate about?
Im a storyteller at heart, and Im passionate about weaving tales through my art, writing, and game design ideas. I usually have a lot of extant lore for the character mods I make for NecroDancer that doesnt get out much, just because I love writing and worldbuilding! Outside of modding, I spend a lot of my time drawing, playing games, or working on my own game projects; really anything that keeps the creative juices flowing.
Is there a message you'd like to share with aspiring modders in the Crypt of the NecroDancer community?
Even if you dont have any experience with modding games, Crypt of the NecroDancer is a great place to start. The developers have done an amazing job making Synchronys modding API lightweight and easy to understand - plus, theres a community of wonderfully helpful people that are always willing to answer questions and see new faces in the mod portal! If youve got an idea, even if youre starting from zero, go for it!
Feeling inspired? The Crypt of the NecroDancer modding community welcomes you! With helpful resources, a supportive crowd, and the game's accessible modding tools, who knows what amazing creations you might bring to life? A big thank you to our featured modder for sharing their story and the awesome Biodiversity Plus mod. Your work enriches the Crypt of the NecroDancer experience for countless players! You can find Tatters on Tumblr: https://www.tumblr.com/blog/tatters-the-bat We'd love to have you join in the conversation in the official Brace Yourself Games Discord as well.
Crypt of the NecroDancer v4.0.0 is now available! This update marks the full release of the SYNCHRONY DLC! We'd like to thank everyone who played the DLC during the Early Access period and shared their feedback with our team! In this version, we've also made lots of changes under the hood to increase performance and enable compatibility across all platforms. [previewyoutube=EhaYSEtHQPg;full][/previewyoutube]
New features
- Added Weekly Challenge mode to the SYNCHRONY DLC:
- Huge shout-outs to our incredibly talented modding community for creating such a wide variety of content!
- Each week features community-created playable characters, items, monsters, mechanics, bosses or zones
- Speedrun times and high scores are tracked on a set of single-player and co-op leaderboards for each week
- Previous weeks can be revisited and replayed at any time
- Added cross-platform online multiplayer for the SYNCHRONY DLC between all supported platforms:
- If cross-play is enabled when creating a public lobby, players from any platform can join the lobby
- To play privately with friends from other platforms, set the visibility to "Public" and specify a password
- Cross-play can be enabled or disabled when creating a lobby, or as a filtering option in the public game browser
- Mods that have been reviewed and approved for all platforms by our moderation team can be enabled in cross-play sessions
- If cross-play is enabled when creating a public lobby, players from any platform can join the lobby
- Added cross-platform leaderboards for the SYNCHRONY DLC:
- An icon next to each entry indicates which platform a leaderboard record was achieved on
- Leaderboard replays are now supported across all platforms for cross-play leaderboards
- Added online cross-play support for the AMPLIFIED DLC:
- Lobbies hosted with AMPLIFIED content enabled can now be joined by players who do not own the DLC
- Joining an AMPLIFIED lobby temporarily makes Zone 5 and all new items, enemies, shrines, traps and bosses available
- Added leaderboard ranking indicator to Run Summary menu when achieving a new personal best score or time
- For cross-platform leaderboards, both the old and new rank order are displayed
- Added a new replay menu and replay management features:
- The replay menu now displays info such as character, mode, zone/floor number and speedrun time for each replay
- Replays can be marked as "Favorite" to pin them to the top of the replay menu and store them permanently
- The replay menu can now be accessed from the pause menu and the run summary menu while watching a replay
- Added options to control the visibility of other player's usernames in online sessions
- Added platform indicator icons to the player list
- Added status indicator to player list menu
- Added menu options to report players, lobbies and leaderboard entries
- Added an option to block disruptive players
- Blocking a player prevents them from joining lobbies you've created
- When joining another player's lobby, a warning message is shown when a blocked player joins the game
- Added new graphics system for greatly improved performance across all platforms
- Added an option to display the current framerate in-game
- Added password-protected multiplayer lobbies
- Added rich presence status for all platforms
- Added "Show modded lobbies" and "Show cross-play lobbies" filters to game browser menu
- Added an overhauled mod management system and menu:
- Old mod versions are now automatically deleted after updating to the latest version
- This behavior can be disabled via an option in the "Mod options" menu
- This can also be invoked manually for all installed mods using option in the "Mod options" menu
- Contextual mod actions are now displayed in a small pop-up overlay, instead of a section in the sidebar
- Inappropriate mods can now be reported and (and their creators muted) directly from within the mod menu
- Searching/filtering the mod menu now highlights all occurrences of the search term in mod titles and descriptions
- Old mod versions are now automatically deleted after updating to the latest version
- Added support for saving/loading mods in presets
- Added a progress bar when loading game content
- Added equipment sprites for spells added in the SYNCHRONY DLC
- Added an option to customize the color of gold outlines for Monk/Coda
Changes
- Changed character selection room statistics to dynamically adjust to the current extra mode and player count
- Changed 'Letterbox' view scaling mode to prefer pixel-perfect scale factors, instead of stretching pixels
- Changed 'Stretch' view scaling mode to preserve the original aspect ratio, while stretching pixels to non-integer factors
- Changed replay overlay to show "Restart" button prompt on the final level, instead of "Next level"
- Changed post-death replay to alternate between the player's and monster's perspective after each loop
- Changed version compatibility checks to tolerate differences in build numbers:
- This allows hotfixes to be released at different times between platforms without preventing players from joining each other
- Changed replay system to compress all replays recorded throughout each day into one file:
- This greatly reduces storage requirements and improves performance when navigating the replay menu
- Replays marked as "Favorite" are saved separately, allowing individual runs to be shared with other players
- Changed leaderboard categories if the SYNCHRONY DLC is enabled:
- Reduced number of combinations involving extra modes (Deathless, No Return, Hard, Phasing, Randomizer, Mystery)
- Co-op boards for extra modes are unified across player counts (2/3/4/5+ co-op have been merged into 2+)
- Extra modes no longer have Custom Music and Double Tempo leaderboard variants
- Multi-character modes (All Characters, Story, Ensemble) still retain all leaderboard variants
- Archived versions of all merged/removed leaderboards can still be viewed using the in-game menu on supported platforms
- Reduced number of combinations involving extra modes (Deathless, No Return, Hard, Phasing, Randomizer, Mystery)
- Changed translations to include all new and updated text across all supported languages
- Changed resource loading system to improve startup time
- Changed skin selection menu to only show selected player character
- Changed spectator/replay mode to hide item slot key bindings
- Changed minimap to crop the view around the player camera on large levels
- Changed minimap to show Shrines of Configuration and selectable characters in the lobby
- Changed minimap to follow the player through side rooms in the lobby
- Changed online mod setup synchronization to be performed simultaneously for everyone, instead of waiting for the host
- Changed tile map, light map and collision map systems to improve performance and reduce memory usage
- Changed hitbox size of menu entries for mouse/touch input to eliminate gaps between entries
- Changed fullscreen mode to use a borderless window
- Changed mod dependencies to be downloaded automatically when loading a mod after a dependency was uninstalled
- Changed DLCs to be load-order-independent, eliminating unnecessary reloads when joining unmodded multiplayer sessions
Modding features
- Added module [noparse]VertexAnimation[/noparse] with functions for smoothing out animations during low FPS:
- Obtain an animID from [noparse]VertexAnimation.linear(vx, vy, maxTime)[/noparse], then pass it to [noparse]buffer.draw{anim = animID, ...}[/noparse]
- [noparse]ObjectRenderer.getObjectVisual()[/noparse] automatically preserves animIDs of moving entities
- Added menu layout debugger to debug overlay
- Added optional function field [noparse]ev.menu.closeCallback[/noparse] to [noparse]event.menu[/noparse]
- Added support for color-type settings via [noparse]Settings.user.color{...}[/noparse]
- Added support for drawing custom triangles/quads via [noparse]Render.getBuffer(...).drawQuad{...}[/noparse]
- Added function [noparse]leaderboardRunInfo.summarizeContext()[/noparse]
- Added function [noparse]secretRoom.startFight()[/noparse]
- Added function [noparse]secretRoom.deleteTransactionCollider()[/noparse]
- Added [noparse]event.NecroEdit_categoryInit[/noparse] and [noparse]event.NecroEdit_categoryFilter[/noparse] to modify editor categories via mods
- Added enum [noparse]editorCategory.FilterGroup[/noparse] to control grouping of editor search results
- Added [noparse]event.menuSettingsEntry[/noparse] to override how settings are presented in the menu
- Added launch parameter [noparse]--no-mods[/noparse] to launch the game without loading mods
- Changed developer settings menu (Shift+F8, Shift+F9) to improve usability:
- Added highlighting for modified vs. untouched settings
- Added search term highlighting
- Increased column width for settings value
- Improved support for lower resolutions
- Increased bounding box size on touchscreen devices
- Enabled switching between options and custom rules without first closing the menu
- Fixed performance issues when displaying extremely long settings values
After over a year of early access, Crypt of the NecroDancer: SYNCHRONY DLC officially drops March 13 at 9:30AM PST in full! This massive DLC expansion takes the roguelike rhythm game you know and love to a whole new level, bringing you thrilling online cross-platform multiplayer, 3 new characters, and extensive mod support. Additionally, newsletter subscribers could snag 1 of 13 FREE Steam keys on launch day, so sign up for a chance to win! https://bit.ly/BYGNewsletter Don't be out of sync! Mark the date down on your calendars. https://store.steampowered.com/app/2094810/
Crypt of the NecroDancer v3.7.5 is now available! And GREAT NEWS for those with a Steam Deck, Crypt of the NecroDancer is now officially Steam Deck verified!
Bugfixes
Gameplay bugfixes
- Fixed Aria unlocking Zone 2 upon completing Zone 4 if AMPLIFIED DLC is enabled
Interface bugfixes
- Fixed various damage sources displaying as "Unknown" on the leaderboards
Level editor bugfixes
- Fixed cursor getting stuck in view panning mode if "Publish Dungeon" menu is closed by clicking the "Upload" or "Cancel" options
- Fixed music for Melody's final boss fight not playing correctly
- Fixed some search queries showing empty result categories in the object panel
Visual bugfixes
- Fixed Familiars not being able to match the speed of Suzu's charge or Dash Spell
Modding bugfixes
- Fixed tags being reset when publishing a mod update to mod.io
- Fixed [noparse]ObjectPreview.getVisuals()[/noparse] not working correctly on entities with attachments
Hi everyone! Crypt of the NecroDancer v3.7.4 is now available! Also, welcome back to the Halloween Trick or Treating game mode! For a limited time, compete against other players in an attempt to get the most candy! Have a happy haunted time out there in the crypt.
Changes
- Changed Throwing Charm to trigger the Cutlass's parry effect during the returning throw
- Changed Holster to no longer cause a missed beat when attempting to swap manually immediately after an automatic swap
- Changed items stolen from the Conjurer using Ring of Shadows to sell for 1 gold coin at the Pawnbroker
- Changed Pawnbroker to stop accepting items after 24 uses
- Changed Hyperspeed (Bolt + Double Tempo mode) to no longer rapidly use items/bombs/spells when holding down their buttons
- Changed Hyperspeed Beat Assist Mode to be toggleable in the Options menu without impacting leaderboards
Modding features
- Added component [noparse]itemOverrideSellPrice[/noparse]
- Added function [noparse]noReturn.isEnabled()[/noparse]
- Added event [noparse]event.objectUpdateCloneSprite[/noparse] for altering the sprite a Clone/Mannequin should use
- Changed [noparse]object.convert()[/noparse]'s third parameter to accept tables of field values to apply
- Field preservation via [noparse]{ componentName = true }[/noparse] is supported as before
- Attributes are now available in [noparse]ev.attributes[/noparse] of [noparse]event.objectPreConvert[/noparse]/[noparse]event.objectPostConvert[/noparse]
Bugfixes
Gameplay bugfixes
- Fixed Cadence's penultimate boss charging diagonally when entering phase 2 while winding up a strike
- Fixed the Pawnbroker's room not using the correct zone for the additional floor tiles when extending the room size
- Fixed Lantern being dropped on the ground when thrown via the Throwing Charm
- Fixed possessed massive enemies failing to move out of liquids when attacking with a Rapier, Cat o' Nine Tails or Axe
- Fixed Shrine of Phasing not destroying Charms when activated
Multiplayer bugfixes
- Fixed disconnected players respawning in the All Characters selection room in online multiplayer and preventing progress
- Fixed level transitions sometimes resulting in a black screen after a network desync occurs
- Fixed desync when watching replays of multiplayer All Chararacters Mode runs
- Fixed Run Summary screen sometimes disappearing without a restart prompt in multiplayer
- Fixed crash while initializing GOG cross-play support on Linux
Interface bugfixes
- Fixed invalid leaderboards being used if the AMPLIFIED DLC is disabled while an extra mode is active
Modding bugfixes
- Fixed resource packs not loading all files when installed via the Steam Workshop
- Fixed asset extraction menu missing most files if a resource pack is loaded
- Fixed modded boss-skipping characters being unable to progress Single Zones
- Fixed Mannequin not using the custom clone skin of the player being copied
Visual bugfixes
- Fixed some objects not appearing correctly in Versus Mode if the AMPLIFIED DLC is not installed
Crypt of the NecroDancer v3.7.3 is now available!
New features
- Added an option to swap the A/B and X/Y controller button icons in the HUD
Modding features
- Added parameter [noparse]ev.knockbackSuppressed[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]objectTakeDamage[/noparse]
- If set to [noparse]true[/noparse], knockback is disabled for this attack, separately from the distance specified in [noparse]ev.knockback[/noparse]
- If set to [noparse]false[/noparse], knockback is always applied for this attack, even for otherwise suppressed hits
- If [noparse]nil[/noparse] (default), knockback is applied if the attack was not suppressed
- Added functions [noparse]fear.setRemainingTurns()[/noparse]/[noparse]fear.getRemainingTurns()[/noparse]
- Added function [noparse]statusEffect.isActive()[/noparse]
- Added data field [noparse]training[/noparse] to enum [noparse]boss.Type[/noparse], which can be set to [noparse]false[/noparse] to avoid generating training stairs in the lobby
Bugfixes
Gameplay bugfixes
- Fixed Blademasters resisting knockback on parried hits
- Fixed Transaction Panels in secret shops being destroyed if the tile beneath them is changed
Interface bugfixes
- Fixed long key names being split up across lines in some languages
Modding bugfixes
- Fixed enum [noparse]boss.Type[/noparse] data field [noparse]splashTitle[/noparse] not affecting the name displayed on the boss intro screen
- Fixed custom equipment sprites not rendering if they use filtered textures
- Fixed modded enemies inheriting from the Skeleton template appearing as Fortissimole audience members
- Fixed error in [noparse]event.objectDig[/noparse] if [noparse]ev.flags.checkAllTiles[/noparse] is set without [noparse]ev.radius[/noparse]
Crypt of the NecroDancer v3.7.2 is now available!
Balance changes
These changes are applied while the SYNCHRONY DLC is active.
- Holster: Now automatically switches weapons after shattering glass or throwing a weapon
- Throwing Charm: Can now be obtained and activated by Chaunter
- Berserk Scroll: Increased range when cast diagonally, to avoid bumping into enemies
- Heart Containers: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode
- Magic Food: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode
- Cursed Hearts: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health
- Shrine of Fire: Can now be activated by charmed or possessed Fire Elementals bumping into it
- Shrine of Peace: Now grants shattered heart containers when activated by Chaunter, Aria or Coda
- Dash Spell: Range preview now follows Bounce Traps
- Thief: Now spawns at most once per run in single-player mode
- Thief: Stolen items now negate Low% if picked up by a player other than the original owner
Other changes
These changes apply to all versions of the game.
- Changed Nightmare shadows to allow tiles within their radius to be revealed
- Changed Nightmares to no longer remove the outline silhouette from enemies within their radius
- Changed Potion to grant one beat of invincibility when quaffed
- Changed items dropped by Crate/Barrel/Shrine Mimics, Teh Urn and Shopkeepers to no longer be collectible instantly, matching other containers
- Changed items dropped by a Scatter Trap to be recollectible by their original owner without negating Low%
Modding Features
- Added support for specifying additional properties for custom player skins via a metadata file
- Skin metadata files must be placed next to the image file, sharing the same name with a [noparse].json[/noparse] extension.
- For example, use [noparse]mods/My custom character/entities/player1_armor_body.json[/noparse] to modify Cadence's body attributes, or [noparse]player1_heads.json[/noparse] to modify sprite sizes and offsets for her head.
- Supported JSON properties:
- [noparse]width[/noparse], [noparse]height[/noparse]: Spritesheet grid size in pixels (max. 64x64)
- [noparse]offsetX[/noparse], [noparse]offsetY[/noparse]: Horizontal and vertical offset of the sprite from the tile's center in pixels
- [noparse]offsetZ[/noparse]: Depth sorting adjustment to make the sprite appear above or below others
- [noparse]name[/noparse]: Name to display in the skin selection menu (must be associated with the body spritesheet)
- [noparse]equipment[/noparse]: Object to control equipment sprites (must be associated with the body spritesheet)
- [noparse]slotOffsets[/noparse]: Per-slot/per-frame X/Y offsets, e.g. [noparse]{"weapon": [0,1, 0,2, -1,1, 0,-1]}[/noparse]
- [noparse]slotMirrors[/noparse]: Per-slot horizontal scale factors to mirror items, e.g. [noparse]{"torch": -1}[/noparse]
- [noparse]excludedItems[/noparse]: Item entity names to hide, e.g. [noparse]{"HeadBlastHelm": true}[/noparse]
- If [noparse]equipment[/noparse] is set to [noparse]false[/noparse] instead of an object, equipment sprites are fully disabled while this skin is active.
- [noparse]hideIfTransformed[/noparse]: If [noparse]true[/noparse], hides this sprite while in an alternate form (such as Nocturna's Bat Form)
- Any omitted attributes will retain their default values for the character being modified
- Skin metadata files must be placed next to the image file, sharing the same name with a [noparse].json[/noparse] extension.
- Added support for registering custom zones in mods
- Added parameter [noparse]ev.zones[/noparse] to [noparse]event.levelSequenceUpdate[/noparse]
- Added extensible enum [noparse]LevelSequence.Zone[/noparse] with data fields [noparse]order[/noparse], [noparse]tilesets[/noparse], [noparse]generatorType[/noparse], [noparse]enemyComponent[/noparse]
- Changed level sequence to automatically include modded zones and bosses
- Changed Boss Training room in the lobby to automatically include modded bosses and zones
- Changed level editor to allow selecting custom zones in the "Generate level" menu
- Changed level editor to group modded enemies together if they're registered to a custom zone
- Changed Aria's zone order reversal logic to support custom zones
- Added components [noparse]enemyPoolBossMinionKingConga[/noparse], [noparse]enemyPoolBossMinionDeathMetal[/noparse], [noparse]enemyPoolBossMinionFortissimole[/noparse] and [noparse]enemyPoolBossMinionFortissimoleAudience[/noparse] to customize boss minions
- Added component [noparse]trapApparitionExclusionZone[/noparse]
- Added component [noparse]facingRotateSprite[/noparse]
- Added component [noparse]Sync_digCheckRetaliationOnFail[/noparse]
- Added function [noparse]inventory.isInitial()[/noparse] to check if an item is a pristine part of its holder's starting equipment
- Added function [noparse]PlayableCharacter.floating()[/noparse] to give a playable character entity type innate flight
- Added function [noparse]spectator.getPlayerSpectatorState()[/noparse] to check user-initiated spectator state
- Added function [noparse]Array.toString()[/noparse] to return the raw string representation of an array's contents
- Added parameter [noparse]ev.spawned[/noparse] to [noparse]event.spellcast[/noparse], storing the entity created by summoning or item-granting spells
- Added parameter [noparse]ev.priceTagType[/noparse] to [noparse]event.generateShopItems[/noparse] to allow using custom price tags
- Changed [noparse]spellcastCreateWalls[/noparse] to not override exit stairs by default
Bugfixes
Gameplay bugfixes
- Fixed Ring of Peace providing no health after switching from Chaunter/Aria to another character in Ensemble Mode
- Fixed single-choice items not being independently linked together when duplicated by Scroll of Duplication
- Fixed Nocturna's Zone 5 area sometimes intersecting with potion rooms and vaults
- Fixed Green Bats sometimes being replaced by Blue Bats when playing Aria
- Fixed Coral Riff's Tentacles being immune to Freeze Spell while submerged
- Fixed error when starting a new run while an entity is about to convert into a different type
- Fixed some Hard Mode Sarcophagi spawning multiple different enemy types when playing Mary
- Fixed Reflective Shield reflecting a Gorgon's gaze even if the shield is facing away from the Gorgon
- Fixed Scroll of Riches ignoring coin multiplier upgrades
- Fixed song-ending Trapdoor being destructible and not always outprioritizing other traps
- Fixed Frost Dagger not melting to Fire Elemental attacks if AMPLIFIED DLC is not active
- Fixed Golden Lute not negating Low% when picked up outside of Cadence's final boss
- Fixed errors when killing a Pixie by teleporting onto it using Crown of Teleportation
- Fixed Reaper's Souls not dealing damage while dashing with Ring of Courage
- Fixed spirits ignoring distance limits when exiting a secret shop after purchasing a telepathy item
- Fixed adjacent traps sometimes being triggered when sliding into a Travel Rune on ice
- Fixed Monkeys in barrels not being knocked back by Ring of Pain
- Fixed Boots of Leaping/Lunging preventing charmed pets from being pushed
- Fixed Shock Monkeys being able to spawn on top of traps
Chaunter bugfixes
- Fixed Enchant Scroll not enchanting Chaunter's stashed weapon
- Fixed Shield of Shove not allowing possessed enemies to attack while shoving
- Fixed Shrine of Fire dropping forbidden items when activated by a possessed enemy
- Fixed Shrine of Pace not working correctly for Chaunter while possessing an enemy
- Fixed Shrine of Peace granting only 1 heart to possessed enemies while the AMPLIFIED DLC is disabled
- Fixed possessed Harpies being able to attack the Shopkeeper Ghost by moving into it diagonally
- Fixed possessed electric mages being able to effortlessly kill bosses by firing Electric Orbs from the topmost tile in the starting corridor
- Fixed possessed enemies being unable to move into Electric Orbs or Klarinetta's sword
- Fixed possessed enemies hopping instead of sliding with Ring of Courage
- Fixed possessed Bats, Banshees, Mommies and Leprechauns being immune to Wall Spikes
- Fixed possessed enemies being unable to dig Wall Spikes at half a heart
- Fixed possessed electric mages being unable to conjure weapons
- Fixed possessed Harpies not being able to dig correctly while confused
- Fixed possessed enemies not resisting knockback while dashing forward using Ring of Courage
- Fixed possessed enemies resisting Wind Spells and Shovemonsters while invincible
- Fixed Lord enemies not keeping their extra health when possessed
- Fixed error when when a possessed Harpy attempts to push a charmed pet diagonally
- Fixed Ring of War carrying over into the first level of the next run if held while possessing an enemy in All Characters Mode
- Fixed beat bars not turning red near the end of the song while possessing an enemy
- Fixed enemies killed by Ring of Pain or Boots of Pain being possessed if a Lantern is obtained via the Pawnbroker
- Fixed Chaunter ending up inside a wall when ejecting from a phasing enemy with no nearby floors
- Fixed player sprite being cut off when switching to Chaunter in Ensemble Mode while standing in a liquid
- Fixed Boots of Leaping/Lunging preventing possessed Deep Blues Knights from moving partially
Multiplayer bugfixes
- Fixed Shopkeeper getting angry at Bomb Traps in multiplayer
- Fixed Coral Riff's Tentacles sometimes getting stuck underwater in multiplayer
- Fixed Blood Shop generating in Zone 1 when playing Aria in co-op, causing it to appear near the end of the run
- Fixed co-op enemies targeting players in secret shops
- Fixed verbose log output when hosting a GOG cross-play lobby
- Fixed error when entering a new level while a player with charmed pets is dead or spectating
- Fixed Practice Sarcophagus in the Versus Mode lobby not spawning enemies
Interface bugfixes
- Fixed speedrun timer unpausing after using Save & Quit in the All Characters selection room
- Fixed 'Tachyarrhythmia' achievement being obtainable in Ensemble Mode
- Fixed description of Friendly Fire Mode implying that only explosion damage is affected
- Fixed missing item hint for single Grenade
- Fixed BPM counter fluctuating between integers when using custom music with Manual Beats
- Fixed performance issues when an entity repeatedly tries to convert to its own type
- Fixed [noparse]Ctrl + Backspace[/noparse] not deleting the full selection in text prompts
Level editor bugfixes
- Fixed "Extra Room Count" option in level editor generating sparsely populated levels if Aria is selected
- Fixed missing sprites in level editor if AMPLIFIED DLC is not installed
- Fixed level editor always adding Goblin Sentries to the starting room when generating Zone 4 floors if AMPLIFIED DLC is disabled
- Fixed Lantern not defining an appropriate blood cost when placed in the level editor
- Fixed boss levels not using zone-specific health scaling or summons in Level Editor
- Fixed some level editor menus closing instantly when opened via a mouse click
Modding bugfixes
- Fixed custom player skins not reloading when the images files are modified while the skin is selected
- Fixed mod portal search not working if the search text contains spaces or special characters
- Fixed [noparse]Possession.detach()[/noparse] causing errors if [noparse]entity[/noparse] is not specified
- Fixed Shield of Shove setting [noparse]ev.weapon[/noparse] incorrectly in [noparse]event.objectTakeDamage[/noparse]/[noparse]event.objectDealDamage[/noparse]
- Fixed [noparse]stasisAI[/noparse] overriding other enemy AI changes
- Fixed modded characters based on Aria and Coda preventing Ooze Golems from spawning if AMPLIFIED is enabled
- Fixed wire graphics being cut off when modified to cover a larger area by a resource pack
- Fixed Shopkeeper Ghost spawning prematurely when playing with modded zones
- Fixed error when a player somehow gets their hands on a summoning spell intended for use by bosses
- Fixed error when an entity is given [noparse]Sync_itemCombo[/noparse] without [noparse]Sync_itemComboAddOnHit[/noparse]
- Fixed items without the [noparse]itemTransmutable[/noparse] component still being transmuted by the Transmogrifier
- Fixed crash when attempting to load an image with an extremely long file name
Audio bugfixes
- Fixed beatmap/audio being out of sync on Zone 5 and Death Metal when using FamilyJules' soundtrack
- Fixed massive enemies repeatedly making splashy noises while in liquid
- Fixed the Shopkeeper's voice increasing in volume near the thermal boundary of Zone 3
- Fixed Mary's sheep yelling at crates
Visual bugfixes
- Fixed cables graphics in Nocturna's final boss fight being offset by one pixel
- Fixed Bolt's head sprite being offset incorrectly when the AMPLIFIED DLC is not installed
- Fixed players appearing behind walls in Phasing Mode if a custom character skin is active
- Fixed Mystery Mode trying to change the sprites of normally invisible internal item types
- Fixed Klarinetta's portrait in the late-join character selection menu not being aligned correctly
- Fixed duplicated items missing their hover animation
Hey folks! We wanted to keep you in the loop about what's going on with Rift of the NecroDancer! We have 2 pieces of big news to share about today:
[olist]
Q: Why 2024?
A: The game is actually in really good shape right now, but we realized that we want to take some extra time to make it really SING. Well also be able to double down on what makes the game great by adding more Rhythm Rifts for launch!
Q: Why Klei?
A: Klei originally published Crypt of the NecroDancer, and we trust them with our lives. For real. Like 10/10 Their support is giving us that extra time we need to get Rift to the finish line.
Q: So when is your new release date?
A: We dont have an exact date yet, but were looking at the first half of 2024. Were hoping to have a release date for yall after the holidays. We know youre highly anticipating this game. Well be sharing more Rift content leading up to launch, including more news about the INSANELY talented musicians involved! You can also expect a free demo in a future Steam Next Fest, and a new demo at PAX West 2023. All in all, thank you for all your support and your continued hype for Rift of the NecroDancer, and another big thank you to Klei for allowing us to take the time we need to make this game a real stunner. We appreciate you all endlessly. Don't forget to wishlist and/or follow Rift of the NecroDancer if you haven't already to keep up with the latest updates! https://store.steampowered.com/app/2073250/Rift_of_the_NecroDancer/ You can also join us in our Discord or follow us on Twitter!
Crypt of the NecroDancer v3.7.1 is now available!
Changes
- Changed Double Tempo mode to allow holding down directional buttons to move when playing as Bolt or Coda
- Changed Shield of Shove to appear in Teh Urn's item pool
- Changed sprite for Fireball Spells cast by Infernal Torch
Modding features
- Added function [noparse]inventory.findMatchingItemStack()[/noparse]
- Added function [noparse]trapClientTrigger.checkClientTrigger()[/noparse]
- Added components [noparse]Sync_charmableTargetOverride[/noparse] and [noparse]Sync_itemPetTargetOverride[/noparse] to control pet targeting
Bugfixes
Gameplay bugfixes
- Fixed consecutive characters not regaining their starting items in Ensemble Mode
- Fixed hearts sometimes not refilling upon switching characters after healing in Ensemble Mode
- Fixed cursed hearts sometimes getting lost when switching characters in Ensemble Mode
- Fixed Blast Helm not protecting Shields' durability from explosions
- Fixed Nocturna's Zone 5 invasion not taking effect in Ensemble mode
- Fixed Monk encountering gold in walls in Ensemble mode
- Fixed Dove encountering Sarcophagi in Zone 4 in Ensemble mode
- Fixed Dorian encountering Blademasters in Zone 4 in Ensemble mode
- Fixed Tempo not creating an extra miniboss per floor in Ensemble mode
- Fixed Tempo not increasing enemy spawn rates in Ensemble mode
- Fixed Tempo and Aria not encountering Spiders outside of Zone 4 in Ensemble mode
- Fixed Aria not encountering Sarcophagi in Ensemble mode
- Fixed Aria encountering Spiders and Monkeys in Zone 4 in Ensemble mode
- Fixed Klarinetta being unable to pick up Shield of Shove
- Fixed Shield of Shove not being stashed when switching to Monk in Ensemble Mode
- Fixed Enchant Scroll sometimes failing to produce an item in Single Zone mode
- Fixed bagged items being dropped when switching characters in Ensemble Mode
- Fixed Ensemble Mode granting additional Cookies when switching to Mary while already holding Cookies
Engine bugfixes
- Fixed Ensemble Mode character selection room ignoring multiplayer permission checks
- Fixed error when entering the lobby practice room in Versus Mode
- Fixed error when toggling for multiple DLC packs at once while a DLC character is selected
- Fixed error when displaying preview sprites for modded characters with multiple attachments
Visual bugfixes
- Fixed Ensemble Mode character preview not always appearing when falling down a trapdoor
- Fixed lingering visual artifacts after a possessed Wisp takes the stairs
- Fixed character selection room previews sometimes hovering slightly above the ground
- Fixed character selection room sometimes representing characters as white squares after unsubscribing from a resource pack
- Fixed custom skins not immediately applying to Mary's lamb and Klarinetta's weapon
Quirks
Several bugfixes that were previously specific to the SYNCHRONY DLC now apply to all versions of the game:
- Fixed Warlock teleports causing deployed Familiars to be offset when killed by Boots of Pain
- Fixed healing not granting invincibility frames on Cadence's final boss battle
- Fixed Skeleton Knights taking double knockback from some sources of damage
- Fixed Nocturna being able to transmogrify weapons and headgear out of nowhere while in Bat Form
- Fixed Blue and Orange Slimes having a high chance to get stuck against the room's boundary walls
- Fixed walls interrupting ice slides in Phasing Mode or while wearing a Ring of Phasing
- Fixed Boots of Leaping and Boots of Lunging sharing their On/Off state with each other
- Fixed Bag of Holding not dropping its contents when switching to another backpack item
- Fixed Pixie explosions not dealing damage to tiles or items
- Fixed Exploding Mushrooms and Pixies not being immune to damage prior to being revealed
- Fixed Aria's final boss taking damage from Boots of Lunging and Rat Familiar while confused
- Fixed Aria and Coda encountering empty barrels in Zone 4
- Fixed Tempo's damage countdown resetting indefinitely when bumping into an unaffordable chest
- Fixed Randomizer Mode causing slow enemies to move instantly after being knocked back
- Fixed Headless Skeletons getting stuck in place after walking into a Rat Familiar
- Fixed enemies moving one beat sooner while inside a Nightmare's shadow
- Fixed enemies moving one beat sooner if they are revealed on the same beat a bomb explodes
Hey NecroDancers, we've got a big SYNCHRONY update for you this time around featuring a brand new game mode (Ensemble Mode!), new achievements, a Friendly Fire option, and lots of various changes and fixes!! Check out the full details below: Crypt of the NecroDancer v3.7.0 is now available!
New features
- Added Ensemble Mode to SYNCHRONY:
- Complete all zones in one run, but play a different character each floor!
- Pick a character for each floor before starting the run.
- Items and extra heart containers are carried over across levels!
- Added new achievements to SYNCHRONY:
- Polyphonic: Complete an "Ensemble Mode" run in single-player or co-op mode
- Family Trip: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
- Tachyarrhythmia: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
- Fool's Mate: Checkmate Deep Blues without harming another piece
- Destructive Interference: Kill Dead Ringer with his own attack
- Fully Loaded: Equip an item in every possible slot
- Ghost in the Pot: Take control of Teh Urn
- Sunk Cost: Sell everything you have to the Pawnbroker
- Added character previews to Character Select room
- Added Reflective and Prismatic Mirrors to the level editor
- Added accented characters to the game's primary font
- Added an option to import all unlocked characters, items, NPCs and modes from previous versions of the game
- This option can be found in the Gameplay options menu, under Manage save data
- Using the option does not overwrite any existing unlocked content - the old and new unlocks are merged together
- Save data is copied from versions 1.27, 2.59 and 3.6.1
- Added support for pressing 'Ctrl+C' to copy the seed in the run summary menu
Balance changes
- Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
- Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
- Ring of Luck: Now allows chests to appear in multiple locations, making them easier to find
- After a chest was observed at any of its possible locations, the superposition collapses and the chest stays in place
- Wearing a Monocle causes all chests to be observed immediately, cancelling out the effect
- Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
- Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
- Shrine of Sacrifice: Now drops copies of items held by sacrificed players
- Shrine of Binding: Now drops items across multiple tiles
- Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it
Charm spell rework
- Charmed monsters are now permanently converted into Pets
- Pets follow their owner across floors
- Pets target the closest visible enemy near their owner
- Pets that are not currently targeting an enemy now follow their owner instead of idling
- Kills made by Pets now contribute to their owner's Coin Multiplier and spell cooldowns
- Minibosses can now be charmed, causing the exit stairs to be unlocked
- Shopkeepers can now be charmed after being provoked, causing all future shops to be empty
- Pets can be healed by re-casting Charm Spell near them
- Now spawns a Green Slime if no charmable enemies are nearby
- Greater Charm now affects monsters within a larger radius
- Cast cooldown decreases every beat once all Pets are dead
- Pets no longer take damage when shoved into an obstacle
- Multiple Pets in a row can be shoved at once
- Shoving a submerged Pet clears the liquid
- Shoving a Pet against a door opens the door
- Shoving a Pet against a solid obstacle now swaps positions with the owner or pushes the Pet aside
Item pool changes
- Ice Spirit Familiar: Added to Melody's item pool
- Shopkeeper Familiar: Added to Melody's item pool
- Grenades: Added to Diamond's item pool
- Throwing Stars: Added to Diamond's item pool
- Reflective Shield: Added to Flawless Victory boss reward chests
- Heavy Shield: Removed from Flawless Victory boss reward chests
- Courage Shovel: Removed from Coda's item pool
Item price changes
- Shovel of Courage: Reduced price from 300 to 200 gold
- Dash Spell: Reduced price from 313 to 188 gold
- Berserk Spell: Reduced price from 250 to 188 gold
- Onyx Broadsword: Reduced price from 188 to 125 gold
- Onyx Spear: Reduced price from 250 to 125 gold
- Onyx Cutlass: Reduced price from 375 to 250 gold
- Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
- Reflective Shield: Increased price from 75 to 150 gold
- Torch of Foresight: Increased price from 50 to 75 gold
Other changes
- Changed "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly
- The 5x5 region around the spawn room is a safe zone in which players cannot attack each other
- Changed Chaunter to collect heart containers as "shattered hearts", which are retained across possession
- Changed equipment sprites for Rapier, Warhammer and Whip
- Changed sprite for Shrine of Duplication
- Changed Dove to be able to "defeat" bosses by tickling them with her Flower
- Changed Throwing Charm to visually indicate when its returning throw recharges
Modding features
- Added "Did you mean?" suggestions for fixing various errors
- Added function [noparse]characterSwitch.perform()[/noparse] and for changing player characters mid-game
- Added events [noparse]event.objectCharacterSwitchInit[/noparse]/[noparse]SwitchFrom[/noparse]/[noparse]SwitchTo[/noparse] for handling player character changes
- Added function [noparse]objectPreview.draw()[/noparse] and rendering entity previews, such as in the character selection room
- Added function [noparse]object.die()[/noparse] for passing additional parameters to [noparse]event.objectDeath[/noparse]
- Added event [noparse]event.objectPreview[/noparse] for customizing how an entity should be drawn in its preview
- Added event [noparse]event.spellRedirect[/noparse] for handling spell redirections
- Added event [noparse]event.objectUpdateTargetability[/noparse]
- Added event [noparse]event.itemBanCheckType[/noparse] for cross-character item ban checks
- Added component [noparse]spellcastRedirectable[/noparse], [noparse]spellRedirector[/noparse] and others for spell reflection
- Added component [noparse]projectileReflectable[/noparse], [noparse]itemReflectProjectileOnKill[/noparse] and others for projectile reflection
- Added component [noparse]itemInitial[/noparse] for tracking items given as part of the starting loadout
- Added component [noparse]inventoryBannedItemSlots[/noparse] for specifying individual item ban flags per item slot
- Added component [noparse]soundInteractFocus[/noparse] for sounds only audible to the interactor
- Added component [noparse]worldLabelCharacterStats[/noparse] for displaying stats as in-world text
- Added component [noparse]wiredDamageTypeModifier[/noparse] for adding damage flags to attacks performed while standing on a wire
- Added component [noparse]Sync_charmablePriority[/noparse] for increasing the move order of charmed pets
- Added component [noparse]targetableOffByDefault[/noparse] for marking entities as conditionally targetable
- Added component [noparse]dropTombstoneOnDeath[/noparse] to control lingering enemy hitboxes
- Added field [noparse]initialInventory.pending[/noparse] for controlling whether starting items are given out
- Added field [noparse]initialInventoryUnlockReceiver.pending[/noparse] for controlling whether Single Zone items are given out
- Added field [noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse] for controlling whether training weapons are given out
- Added field [noparse]castOnCollision.attackFlags[/noparse] for controlling the targeting flags for deployed Familiars
- Added field [noparse]grabRowOrder.offsetZ[/noparse] for controlling the render order adjustment when a Monkey grabs another entity
- Added field [noparse]cameraMode[/noparse] to level table for overriding which camera mode is used in a level
- Added fields [noparse]cameraLockToHomeArea.offsetW[/noparse] and [noparse].offsetH[/noparse] for adjusting the view range in some boss fights
- Added module [noparse]PersonalStats[/noparse] for tracking character progress
- Added module [noparse]SequenceUtilities[/noparse] for generating lazy-initialized lists of tile coordinate pairs
- Added function [noparse]fileIO.isSubstituted()[/noparse] for checking if a resource pack replaces a specific file
- Added function [noparse]settingsPresets.loadFromTable()[/noparse] for loading settings presets in-memory
- Added function [noparse]menu.suppressKeyControlForTick()[/noparse] for preventing misinputs from in-game-triggered menus
- Added function [noparse]commonEnemy.ignoreLiquids()[/noparse] for making enemies immune to liquids in entity schema events
- Added function [noparse]targeting.updateTargetability()[/noparse] for recomputing the targetability flags of entities
- Added event parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]TakeDamage[/noparse]/[noparse]Death[/noparse]
- Added event parameter [noparse]ev.attacker[/noparse] to [noparse]event.objectDeath[/noparse], storing the original attacker for forwarded kill credit
- Added event parameter [noparse]ev.context[/noparse] to [noparse]event.pingCheckTile[/noparse] and [noparse]event.pingCheckEntity[/noparse]
- Added parameter [noparse]closeDelay[/noparse] to confirmation menu
- Added support for attribute [noparse]ignoreLiquids[/noparse] in legacy XML mods
- Changed stack traces to include a larger number of stack frames
Bugfixes
Gameplay bugfixes
- Fixed Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
- Fixed Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
- Fixed Throwing Charm not auto-returning thrown weapons when the holder dies
- Fixed Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
- Fixed Throwing Charm allowing weapons to be thrown from inside walls
- Fixed Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
- Fixed some maps being impassable for Coda without spending a bomb or using items
- Fixed Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
- Fixed Training Sarcophagus being targeted by charmed monsters
- Fixed friendly Electric Orbs being targeted by enemies
- Fixed shields not consistently blocking Electric Orbs
- Fixed Electric Zombies not inflicting electric damage while standing on a wire
- Fixed Coral Riff's Tentacles sometimes attacking while submerged
- Fixed Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
- Fixed Red Dragon sometimes breathing fire immediately after unfreezing
- Fixed secret shop entrance walls sometimes spawning in unreachable locations
- Fixed barrels getting stuck in place when rolling through a Rat Familiar
- Fixed Aria's final boss not taking damage when attacked via the Golden Lute
- Fixed Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
- Fixed Shrine of War not applying to all enemies on Aria and Tempo
- Fixed minibosses being downgraded by Ring of Peace in Training Mode
- Fixed Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
- Fixed invincibility frames not preventing the Leprechaun from stealing gold
- Fixed Armadillos not rolling when the player jumps past them via a bounce trap
- Fixed Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
- Fixed Dove being able to encounter Shock Monkeys
- Fixed Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
- Fixed confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
- Fixed confused Bats sometimes standing still
- Fixed Chaunter being ejected from Gorgons when turning into a statue
- Fixed Shrine of Binding creating three-way or four-way links if local co-op players are involved
- Fixed charmed Shopkeepers running away from enemies
- Fixed charmed Nightmares casting a shadow
- Fixed Shrine of War not applying to arena secret rooms
- Fixed Heart Transplant and Shrine of Rhythm appearing in No Beat mode
- Fixed Zone 4 floors sometimes lacking a treasure wall
- Fixed Tempo's clock not resetting when activating Shrine of Fire
- Fixed Chaunter half-dying when killed by retaliation damage
- Fixed Monkeys being able to grab Chaunter immediately after unpossessing
Modding bugfixes
- Fixed error when a modded entity has [noparse]wiredAnimation[/noparse] component without also having [noparse]wired[/noparse]
- Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
- Fixed [noparse]object.clone()[/noparse] not resetting the state of equipped items cloned without their holder
- Fixed uncommon errors when using [noparse]objectEvent.fire()[/noparse] with prototype entities
- Fixed rollback deferral settings being marked as cheats
- Fixed Rat Familiars being able to deal damage to their owner after switching teams
- Fixed "Song ended!" trapdoor appearing in lobby if the song is removed
- Fixed [noparse]deleteOnBossFightStart[/noparse]/[noparse]deleteOnBossFightEnd[/noparse] despawning persistent entities
- Fixed [noparse]targeting.getAlignedHostileEntity()[/noparse] sometimes returning a friendly entity
- Fixed duplicate images being uploaded when publishing mod updates
- Fixed mod publishing indicator not displaying upload progress percentage
- Fixed color-specific item pool components being aliased to [noparse]itemPoolChest[/noparse]
- Fixed custom tiles turning into the void after the mod adding the tile is unloaded
- Fixed custom characters inheriting their template character's unlock condition
- Fixed custom characters not inheriting Synchrony balance changes
Level editor bugfixes
- Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
- Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
- Fixed level editor being able to delete local co-op link entity
- Fixed dungeon upload menu not handling screenshot preview mouse input correctly
- Fixed Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon
Input bugfixes
- Fixed Pause and Run Summary menus sometimes opening without a selection cursor
- Fixed Ping Tool being activated when clicking during a cutscene
Multiplayer bugfixes
- Fixed desync when multiple players reveal a co-op enemy simultaneously
- Fixed Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
- Fixed Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
- Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
- Fixed own shrine activation sounds being attenuated in multiplayer
- Fixed possible desync when a backpack is equipped/unequipped during a level transition
- Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
- Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
- Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
- Fixed visual stutters when two players open a chest simultaneously
Engine bugfixes
- Fixed performance issues when generating large numbers of items at once
- Fixed item generation rarely leading to different results across processor architectures
- Fixed non-existent Daily Challenge leaderboards appearing in the lobby
Visual bugfixes
- Fixed long subtitles being cut off in some languages
- Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
- Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
- Fixed dig particle colors not matching their corresponding tiles
- Fixed Clones appearing unobscured in Mystery Mode
- Fixed ability icons sometimes not appearing in the HUD
- Fixed Tar Monster creating tar particles while submerged
- Fixed Tar Monster sometimes appearing above the entity being grabbed
- Fixed pixel scaling artifacts on Aria's final boss
- Fixed overlapping elements in the mod menu when using a high view multiplier
- Fixed menus with extremely long captions extending past the screen borders
Experience the ultimate fusion of rhythm and pinball on a new table by our friends over at Zen Studios! Stop the NecroDancer once more inside Pinball FX, as you use your flippers to battle bosses and acquire the Golden Lute.
- Zone in on the zones and boss around the bosses to advance and collect points
- Battle Coral Riff, King Conga, and more legendary bosses to earn diamonds
- Follow the flow of music with your combos and boost your multiplier
- Freddie has what you need! Spend your diamonds on weapons and hearts
- Face the NecroDancer in a multiball Wizard Mode for the Golden Lute
https://store.steampowered.com/app/2351845/Pinball_FX__Crypt_of_the_NecroDancer_Pinball/
Let the beat control your body while watching the tables trailer!
[previewyoutube=tsAB3x5ifCU;full][/previewyoutube]
If you ever wanted to try the classic game of pinball now is the time!
Crypt of the NecroDancer v3.6.1 is now available!
Changes
- Changed possessed Headless Skeletons and Minotaurs to accept inputs while charging
- Changed menu sliders to audibly indicate when their upper or lower value was hit
- Changed controller button prompts to show D-Pad instead of Analog Stick when both are bound to the same action
- Changed Xbox D-Pad icons to have a higher visual contrast
- Changed latency calibration assistant to show up when launching the game for the first time on a new device
- Changed latency and display settings to no longer cloud-sync across devices on subsequent launches
- Changed unlock progression state to be tied to user accounts, instead of being shared across all accounts on the same device
- Changed Custom Music 'Manual Beats' mode to cover the full song when only inputting a short sequence of beats
Modding
- Added support for tagging settings to be explicitly excluded from cloud synchronization
- Added [noparse]rhythmLeniency[/noparse] status effect
- Added component [noparse]rhythmLeniencyOnLevelStart[/noparse]
- Added component [noparse]rhythmLeniencyOnUnspectate[/noparse]
- Added component [noparse]itemDeathProtection[/noparse]
- Added component [noparse]spawnableFollowOwnershipChanges[/noparse]
- Added field [noparse]itemConsumeOnLethalHit.bypassFlags[/noparse]
- Changed [noparse]autoCastCheckLineOfSight[/noparse] to default to [noparse]WALL[/noparse] collisions
- Changed [noparse]autoCastCheckLineOfSight[/noparse] to ignore collisions on the target tile
- Changed [noparse]event.objectKill[/noparse] to always pass [noparse]ev.damageType[/noparse]
Bugfixes
Gameplay bugfixes
- Fixed Ring of Protection converting cursed health into regular health
- Fixed Ring of Protection not working if the wearer only has cursed hearts
- Fixed Ring of Protection being outprioritized by the Potion if picked up later
- Fixed Ring of Peace sometimes causing an extra heart container to be granted after dying
- Fixed Ogres sometimes attacking without raising their club
- Fixed some Onyx weapons being much rarer in locked shops than intended
- Fixed enemies, crates, chests, shrines and walls sometimes spawning inside the shop in Zone 3
- Fixed player not being shrunk when unequipping protective footwear while standing on top of ooze
- Fixed Death Metal sometimes keeping his shield after taking more than 9 hearts of damage in one hit
- Fixed clockwise rotating bounce traps not appearing in Zone 3
- Fixed all rotating bounce traps on a level sharing the same rotation direction
- Fixed Evil Eyes' and Blademasters' lunge attacks not dealing damage to multiple players standing on the same tile
- Fixed Slimes' initial directions being randomized between seeded runs of the same dungeon
- Fixed Klarinetta not getting shrunk when killing a Warlock on Ooze
Chaunter bugfixes
- Fixed possessed Headless Skeletons moving to the beat in No Beat Mode
- Fixed Chaunter taking damage from its own safe bombs when possessing/unpossessing an enemy
- Fixed Chaunter not always receiving credit for kills made by the Rat Familiar
Input bugfixes
- Fixed boss intro screen sometimes letting movement key presses through
- Fixed missed beats after the Berserk status effect ends
- Fixed missed beats after the Heart Transplant's effect ends
- Fixed missed beats when the entering phase 2 of Cadence's final boss
- Fixed missed beats while possessing a Headless Skeleton in No Beat mode
- Fixed "Missed!" flyaway incorrectly appearing while the Berserk status effect is active
- Fixed controller auto-detection not working correctly while a menu is open
- Fixed latency calibration button prompts not updating when plugging in a controller
- Fixed tutorial button prompts not updating when plugging in a controller
- Fixed tutorial displaying "None" for the "Skip tutorial" button prompt when using a controller
Engine bugfixes
- Fixed images being pre-loaded during first-time latency calibration, leading to framerate drops
- Fixed Green Bat achievement progress counter getting stuck if a Green Bat was killed while offline
- Fixed local changes to the configuration file being overwritten by Cloud Synchronization
- Fixed configuration file sometimes being corrupted when saving multiple times in rapid succession on a slow hard drive
- Fixed potential crashes when signing into GOG GALAXY on Linux
- Fixed save data from older versions of the game being imported multiple times across user accounts
- Fixed error when King Conga's zombies are transmuted into different enemies
- Fixed lobby music playing briefly before changelog menu is visible
Visual bugfixes
- Fixed tutorial level displaying the 'Low Percent' indicator in the pause menu
- Fixed Wisps displaying an invalid sprite in Mystery Mode after being attacked
- Fixed incorrect swipes when a charmed or possessed enemy attacks Nocturna's penultimate boss
Level editor bugfixes
- Fixed level editor not saving the coin counts of merged gold piles correctly
- Fixed incorrect sprite offset when using the level editor's Move Tool on a Dove player
Crypt of the NecroDancer v3.6.0 is now available! Can you believe it's March already? Wild.
New features
- Added new sound effects for the Phantom, Jockey, Granite Golem, Wisp and an uncommon enemy...
- Added a Ping Tool to quickly highlight important locations and objects in-game in multiplayer
- On keyboard, ping markers can be placed on nearby objects by pressing Right Shift (player 1) or F (player 2)
- On controller, if Steam Input is enabled, ping markers can be placed on nearby objects by clicking the Left Stick
- If these keys were already bound to other actions, the 'Ping Nearby' action is left unassigned by default
- All ping bindings can be customized in the 'Reassign Controls' menu
- Ping markers can also be placed manually, by clicking on a tile or object with the left mouse button
- Pinging a distant object shows an arrow near the screen border for all players, pointing in the direction of the ping
- Pinging a chest, crate or shrine while wearing a Monocle reveals the contents for everyone
- Repeatedly using the Ping Tool in multiplayer places it on cooldown for a few seconds
- Muting a player via the 'Multiplayer' > 'Player List' menu also hides and silences their pings
- Added an option to hide ping markers placed by other players in online sessions
- Added an option to hide ping markers placed by spectators
- Added an advanced volume slider for the Ping Tool
- Added an option to reduce the intensity of flashing visual effects (Explosions, Fireballs)
- Added an option to change the speed of beat bars in the HUD
- Added a 'Menu' button to the level editor's top toolbar
- This button can be hidden using an option in the level editor's settings menu
Changes
- Changed Heavy Glass Armor to swap between armor stacks instead of merging them together and wasting surplus durability
- Changed unprovoked Leprechauns to be immune to Wall Spikes
- Changed Travel Runes to no longer disappear when covered by hot coals, ice or ooze in Synchrony
- Changed Travel Runes under Cracked Walls to be movable in the level editor
- Changed menus to more visibly indicate when their entries can be scrolled up or down
- Changed custom mode notification to appear in the lobby when custom music is enabled
- Changed most non-challenge achievements to be obtainable while custom music is enabled
- Changed the level editor's toolbar to adapt its spacing for low screen resolutions
Modding features
- Added support for generating multiple travel runes and secret shops per level
- Added function [noparse]objectRenderer.getContentVisual()[/noparse] to render custom monocle-like projections on top of container objects
- Added function [noparse]rectangle.resizeAroundCenter()[/noparse] to change a rectangle's size while maintaining its centerpoint
- Added function [noparse]render.getTileAt()[/noparse] to transform screenspace coordinates into tile coordinates
- Added function [noparse]utils.removeIfArg()[/noparse] to filter a list according to a predicate, receiving both the entry and a custom data parameter
- Added function [noparse]placementUtils.getRoomsOfType()[/noparse]
- Added optional [noparse]allowOnScreen[/noparse] and [noparse]noDraw[/noparse] parameters to [noparse]targetPointerHUD.draw()[/noparse]
- Added components [noparse]CharacterSkins_excludeFromSelector[/noparse] and [noparse]CharacterSkins_excludeFromTemplate[/noparse] to hide characters from the skin selection menu
- Added field [noparse]threshold[/noparse] to component [noparse]aiCatlike[/noparse]
- Added enumeration entry [noparse]proceduralLevel.RoomType.VAULT[/noparse], indicating vaults and potion rooms
- Changed "Publish mod" menu to clear the changelog after a mod was uploaded successfully
- Changed Ring of Regeneration to pass itself as [noparse]healer[/noparse] in [noparse]event.objectHeal[/noparse]
- Changed [noparse]itemGeneration.choice()[/noparse] to accept modded component names in [noparse]chanceType[/noparse]
- Changed [noparse]segment.setBounds()[/noparse] to resize the level to fit the segment's bounding box
- Changed entities without [noparse]voiceRangedAttack[/noparse] to fall back to [noparse]voiceMeleeAttack[/noparse]
Bugfixes
Gameplay bugfixes
- Fixed healing items or spells not granting invincibility while sliding on ice
- Fixed Travel Runes sometimes failing to appear when playing Nocturna
- Fixed Dove's bombs failing to teleport provoked Shopkeepers
- Fixed groups of Green Slimes and Mushroom Lights causing some level layouts to be impassable for Monk/Coda
- Fixed Shrine of Binding causing coin multiplier loss when bumped repeatedly by Dove/Monk/Coda
- Fixed Thief being outprioritized by Barrels and Electric Orbs
- Fixed Thief not prioritizing its target's previous position when diagonally adjacent
- Fixed Thief sometimes stealing items from its diagonally adjacent target if it cannot move orthogonally
- Fixed Warlocks duplicating their dropped gold when killed while standing on a coin pile
- Fixed Dice Trap spawning enemies on top of other traps
- Fixed Infernal Torch incorrectly casting Fireballs from non-dug wall torches while Miner's Cap is equipped
- Fixed items that would have appeared in a shop failing to spawn elsewhere after the Shopkeeper was killed
- This does not apply to the Daily Challenge
Chaunter bugfixes
- Fixed Chaunter's Lantern emitting light when entering a floor while possessing an enemy
- Fixed Chaunter's Lantern forcing single-tempo during possession when given to other characters
- Fixed Shrine of Rhythm not fully taking effect on Chaunter
- Fixed possessed enemies spawned from a Sarcophagus not receiving credit for their kills
- Fixed coin multiplier being lost when a possessed Skeleton is decapitated by self-damage
- Fixed Clones taking on Cadence's appearance when entering a level while possessing an enemy as Chaunter
- Fixed possessed Wisps' sprite not disappearing after going down a staircase
- Fixed possessed Leprechauns being unable to pick up items
- Fixed possessed Pawnbrokers being immune to self-damage
Level editor bugfixes
- Fixed secret shops not generating correctly in the level editor
- Fixed Minotaurs roaring when placed in the level editor
- Fixed Thief playing its appearance sound when generated in the level editor
- Fixed "Selection panel columns" level editor option not working correctly
- Fixed Melody's final boss creating lava tiles when placed in the editor
- Fixed the Gong killing all bosses when destroyed in a custom level, instead of only the boss that struck the Gong
- Fixed Nightmare shadows obscuring enemies and items in the level editor
- Fixed cursor movement overriding player movement in the in-game editor overlay
- This behavior can be configured by an advanced option in the editor settings
Modding bugfixes
- Fixed stack overflow errors resulting in an empty error message instead of a stack trace
- Fixed [noparse]autoCastCheckLineOfSight[/noparse] not working for vertical directions
- Fixed inconsistent results between [noparse]LineOfSight.check()[/noparse] and player field of view checks
- Fixed [noparse]tileRenderer.getFloorVisual()[/noparse] not correctly using a default value for the [noparse]beat[/noparse] parameter
- Fixed [noparse]spellcastCone[/noparse] targeting a line of tiles on diagonals, instead of a rotated triangle
- Fixed error when an [noparse]attachment[/noparse] entity's parent does not have the [noparse]position[/noparse] component
- Fixed enumeration values marked as invisible still appearing in settings dropdowns
- Fixed multi-client mode not disabling Discord integration
- Fixed multi-client mode showing changelog/character unlock menus
- Fixed custom items inheriting from Bombs registering duplicate entity types
- Fixed inconsistent spacing in controls menu when mods define both per-player hotkeys and custom gameplay actions
Input bugfixes
- Fixed missed beats when holding down a directional button late in the beat if multi-key combos are enabled
- Fixed inputs being treated as missed beats more often at the start of a floor
- Fixed rare instances of multiple inputs in a row being treated as missed beats after unpausing
- Fixed rapid key presses sometimes allowing movement during the boss intro screen
- Fixed possessed diagonally-moving enemies not enabling 8-directional D-Pad movement on Steam Input
- Fixed "ignore background mouse input" not applying to gameplay controls
- Fixed custom per-player hotkeys triggering the 'missed' HUD flyaway and sound effect
- Fixed controls menu responding to mouse input while the rebind prompt is open
Engine bugfixes
- Fixed performance issues in levels containing an absurd amount of torches, such as the lobby
- Fixed DLCs not loading on the first game launch after being purchased
- Fixed Daily Challenge not being playable offline in DRM-free build
- Fixed error when a Shock Monkey takes environmental damage
Audio bugfixes
- Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
- Fixed enemies not playing their hit sounds when squished
Visual bugfixes
- Fixed Coral Riff's splash particles not always being visible
- Fixed confusing death message when Monk dies due to Ring of Gold in multiplayer
- Fixed the Leprechaun's visual effects rendering behind walls
- Fixed visual seams in the left-facing animation for the Fireball Spell
- Fixed coins being hidden by walls after being teleported by a Warlock
Crypt of the NecroDancer v3.5.1 is now available! Hey NecroDancers! There have been a few requests for an option to reduce/disable co-op enemies, so we've added a "co-op enemy spawn rate" slider to the Custom Rules menu that allows lobby hosts to increase or decrease the number of co-op enemies. It also turned out that Skittish Blademasters were a bit trickier to hit in online multiplayer than intended, since network latency can cause some lunges to be delayed by enough time that the player "catching" the Blademaster has a much shorter time window to react during the cooldown, often getting hit instead. We added an extra beat of vulnerability after the counterattack to fix that, so go get 'em! Additionally, we've fixed a bunch of smaller UI/engine issues that have been reported to us since v3.5.0's launch. Enjoy, and good luck out there!
New features
- Added a custom rule to control the spawn rate multiplier for co-op enemies
- Added advanced option to disable automatic remapping of gameplay buttons to menu controls
- Added advanced option to disable mouse input in menus
Changes
- Changed Skittish Blademaster to wait an extra beat after lunging
- Changed 'Misc options' menu to group settings by category
Bugfixes
- Fixed menu options being activated when clicking to focus the game window (this can be controlled by an advanced setting)
- Fixed control scheme sometimes alternating between controller and keyboard if "Controller hot-swap" is enabled
- Fixed credits not rendering correctly in some languages
- Fixed modded sound effects not working when played via file path, without a sound group
- Fixed mouse controls not working correctly in resource pack file extraction menu
- Fixed co-op enemies not being categorized correctly in the level editor
Crypt of the NecroDancer v3.5.0 is now available! Hey there NecroDancers! Grab a friend because we have a bunch of changes to how co-op works. Specifically, we've added new co-op enemies! No more shall you faceroll through the zones as a pod of death. You'll need to watch each other's backs going forward because these new enemies can't be killed alone. There's a bunch of other changes and fixes too, so take a look at the patch notes for all the details. Good luck out there!
New enemies
- Added 6 new enemies to co-op mode in the SYNCHRONY DLC!
- Jockey:
- Grabs players like a monkey, but only inhibits their attacks while still allowing them to move around.
- The Jockey does not take damage from the player it's grabbing, and another player must come to help!
- Phantom:
- Chooses a specific player to follow around like a Ghost, but can only be hit by other players!
- The Phantom's target can push it away briefly, but cannot inflict damage to it or kill it normally.
- Granite Golem:
- An extremely thick-skinned Golem, invincible against most normal attacks.
- Only takes damage when hit by two players simultaneously. Work together to defeat it!
- Wisp:
- A spirit that appears near groups of players travelling together.
- Dodges the first hit by teleporting behind the back of another nearby player!
- Skittish Blademaster:
- Parries incoming hits, but lunges away instead of counter-attacking.
- Protectorc (AMPLIFIED DLC only):
- A very well-protected Orc wielding three shields instead of one, blocking attacks from the front and sides.
- Chooses a specific player to follow, requiring any other player to strike at the Orc's unprotected backside.
- Jockey:
New features
- Added mouse input support for all in-game menus
- Added new translations for Simplified Chinese and Korean
- Added translated texts for new menus, items and mechanics introduced since v3.0.0 across all supported languages
- Added colored HUD beat bars for when Chaunter's possession timer runs out
- Added advanced option to show speedrun time splits in All Characters Mode
- Added advanced options for adjusting the Shopkeeper's singing volume and falloff distance
- Added advanced volume options menu for fine-tuning the volumes of specific sound sources
- Added advanced option to increase the number of keys that can be assigned to each action
- Added support for changing the appearance of Klarinetta's Zweihnder via the "Change Skin" menu
- Added support for changing the appearance of Suzu's and Klarinetta's attack swipes via the "Change Skin" menu
Balance changes
- Shield Items: All stackable shields now regenerate 1 hit upon completing a level, up to their default stack size
- Reflective Shield: Increased durability from 1 to 2 hits
- Reflective Shield: Now reflects the exact damage blocked, instead of at least 5 hearts
- Shield of Shove: No longer prevents weapon attacks, allowing enemies to be simultaneously shoved and attacked
- Shield of Shove: Now works when moving around corners, pushing enemies regardless of the shield's prior facing direction
- Shield of Shove: Now simultaneously pushes multiple horizontally or vertically aligned enemies in a row
- Shield of Shove: Crush attack now targets the most distant enemy when multiple enemies are aligned, instead of the closest
- Shield of Shove: Crush attack now deals 3 piercing damage instead of infinite phasing damage
- Thief: Now drops more items in co-op mode (one item per player)
- Thief: Increased the rarity of the first item drop from +1 to +2
- Thief: No longer steals items from non-targeted players
- Thief: No longer steals items when knocked into another player
- Thief: Now evades attacks by players other than its current target in multiplayer
- Shrine of Sacrifice: Now accepts players as sacrifices
Other changes
- Changed Thief to use an updated spritesheet
- Changed vision modifiers (such as Sunglasses and Ring of Shadows) to no longer silhouette enemies in spectator mode while observing multiple players
- Changed "Reassign Controls" menu to automatically update multi-key combos when changing directional movement keys
- Changed HUD controller prompts to support additional buttons, axes and controller models
- Changed startup Changelog menu to combine patch notes from multiple updates
- Changed numeric settings to be represented by sliders in the options menu
- Changed categorical settings to show a dropdown menu with all available options
- Changed secret shops to generate in multiplayer if any player character can encounter them, instead of requiring the shop type to be valid for all characters
- Changed all shields capable of blocking multiple hits to appear cracked if the next hit will break them
- Changed color for gold warning outlines on Monk/Coda to increase contrast
Modding features
- Added documentation comments for 850+ components and fields
- Added event [noparse]objectGetHUDBeatBars[/noparse] to allow mods to customize the appearance of beat indicators in the player HUD
- Added event [noparse]spellTransmute[/noparse] to allow mods to intercept transmutations
- Added function [noparse]itemGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which items have spawned in a run
- Added function [noparse]shrineGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which shrines have spawned in a run
- Added function [noparse]soulFollower.spawn()[/noparse] to create a Soul Familiar
- Added helper functions [noparse]action.dx()[/noparse] and [noparse]action.dy()[/noparse] to decompose [noparse]action.Direction[/noparse] values into their X and Y offsets
- Added support for binding delay functions ([noparse]delay.new()[/noparse]) to named global variables
- Added support for passing more specific parameters to [noparse]shrineGeneration.choice()[/noparse]
- Added components [noparse]sacrificable[/noparse] and [noparse]sacrificableInstantReward[/noparse] to control eligibility for the Shrine of Sacrifice
- Added component [noparse]spellCheckSafeLevel[/noparse] to limit whether a spell can be cast in the lobby
- Added components [noparse]generateSecretRoom[/noparse], [noparse]generateSecretRoomInRun[/noparse], [noparse]generateSecretRoomExcludeFromSingleZone[/noparse] and [noparse]generateSecretRoomRestrictLevel[/noparse]
- Added component [noparse]traitBannedSecretRooms[/noparse] to control which travel runes are allowed to spawn for a playable character
- Added component [noparse]traitZone5Bleed[/noparse] to add patches of Zone 5 to the level across all zones
- Added component [noparse]traitExtraMiniboss[/noparse] to add an additional miniboss on each level
- Added component [noparse]traitAddSpiders[/noparse] to generate Spiders outside of Zone 4
- Added components [noparse]traitExtraEnemies[/noparse] and [noparse]traitExtraEnemiesZ1Z2Z5[/noparse] to increase the number of enemies encountered throughout a run
- Added components [noparse]traitAddSarcophagus[/noparse], [noparse]traitNoSarcophagus[/noparse] to control Sarcophagus generation
- Added components [noparse]traitNoBlademasters[/noparse], [noparse]traitZone4NoMonkeys[/noparse] and [noparse]traitZone4NoSpiders[/noparse] to prevent specific enemies from spawning
- Added component [noparse]innateAttackInhibitTemporarily[/noparse], preventing enemies from attacking for a number of beats
- Added component [noparse]innateAttackInhibitOnHit[/noparse], preventing enemies from attacking when damaged on the same beat
- Added component [noparse]innateAttackInhibitAgainstNonTarget[/noparse], preventing enemies from attacking players they are not currently targeting in co-op mode
- Added component [noparse]knockbackableDeferred[/noparse], delaying knockback until all players have acted for the current beat in co-op mode
- Added component [noparse]shieldPreventActionOnHit[/noparse], preventing enemies from acting when their shield is hit, without increasing their beat delay in co-op mode
- Added field [noparse]weaponThrowHolder.distance[/noparse] to control the maximum distance of the charge attack of Cadence's penultimate boss
- Added field [noparse]fortissimoleSpawn.spawnTypes[/noparse] to control which types of enemies Fortissimole spawns
- Added field [noparse]necrodancer.shieldBypassFlags[/noparse]/[noparse]necrodancer.shieldTeleportFlags[/noparse] to control which damage types Cadence's final boss responds to
- Changed item-destroying spells to trigger the [noparse]objectDeath[/noparse] event, referencing the caster as the killer
- Changed healing caused by the Shopkeeper Familiar to reference the familiar as the healer in [noparse]objectHeal[/noparse]
- Changed [noparse]dbg[/noparse] or [noparse]print[/noparse] to no longer have an effect in packaged mods, reducing the size of log files and improving performance
- To write messages to the log file in packaged mods, use [noparse]log.info("Test: %s", 123)[/noparse]
Bugfixes
Input bugfixes
- Fixed the vertical D-Pad axis of some controller models not working when Steam Input is disabled
- Fixed controller button icons appearing much bigger than intended in language-specific fonts
- Fixed the [noparse]B[/noparse] button on controllers sometimes being handled as 'Confirm' instead of 'Back'
- Fixed Pause and Quick Restart keys not working when bound via Player 2's controls menu
- Fixed inaccurate controller button prompts for Xbox 360 and PlayStation 4 controllers when Steam Input is disabled
Gameplay bugfixes
- Fixed Beetles, Tarmonsters and Mimics not being provoked by Reaper's souls
- Fixed Ring of Courage not protecting from Spike Traps if a Spider or Pixie jumps on the player on the same beat
- Fixed secret room Shopkeepers instantly killing the player when attacked by a Rapier, Axe or Cat o' Nine Tails
- Fixed Pixies dealing damage to distant players holding a Rapier
- Fixed Shrine of Sacrifice ignoring item restrictions on environmental kills, such as Spike Traps
- Fixed Shrine of Space occasionally generating levels without any enemies or exit stairs
- Fixed Reaper phasing into newly-spawned Skeletons when a Soul Familiar causes a Skull to split
- Fixed Shield of Shove's crush attack not inflicting directional damage, causing Skulls to split the wrong way
- Fixed some enemies acting a beat too late after entering the field of view
- Fixed Familiars being able to hit burrowed moles
- Fixed Randomizer Mode sometimes giving more than 1 heart to fast-moving Yetis
- Fixed Reflective Shield not inflicting directional damage
- Fixed Cat o' Nine Tails and Axe causing players to dash when attacking the Ghost Shopkeeper at close range
- Fixed Ring of Courage not granting immunity to the No Return Square
- Fixed Potion Rooms sometimes being only partially encased in Spiked Walls
- Fixed Pixies not granting health when pushed into a player by an Earth Spell or a charmed Wind Mage
- Fixed Coral Riff dealing splash damage when moving during phase 1 of the fight
- Fixed Cadence's penultimate boss delaying his next action upon entering phase 2 of the fight
- Fixed Cadence's penultimate boss inconsistently delaying his next action after charging
- Fixed Cadence's penultimate boss sometimes starting a charge immediately after being knocked back
- Fixed Cadence's penultimate boss fight not being limited to one live miniboss per bell
- Fixed Minotaurs not ringing bells by charging into them in Cadence's penultimate boss fight
- Fixed gold collected by Dorian during Cadence's final boss not being doubled while Cadence is wearing a Crown of Greed
- Fixed Nocturna's final boss not spawning a miniboss when entering phase 2 of the fight
- Fixed shrines sometimes placing items on top of gold coins
- Fixed coins appearing on the next level after falling through a trapdoor
- Fixed charmed enemies possessed by Chaunter not being able to attack after their charm status runs out
- Fixed thrown weapons getting stuck under NPC cages in Single-Zone Mode
- Fixed Thief getting stuck targeting players in the secret shop
- Fixed Thief being stunlocked and visually teleporting when attacked repeatedly by a player other than its target
- Fixed Leprechaun failing to steal gold from players under the effects of Shrine of Binding
- Fixed Ghast and Ghoul sometimes waiting an extra beat after dodging the first hit
- Fixed Wraiths and other spirits rapidly disappearing/reappearing in co-op if multiple players are nearby
Engine bugfixes
- Fixed Changelog menu switching pages while the chat prompt is open
- Fixed settings and saves being cloud-synchronized when Steam Cloud is disabled
- Fixed errors when viewing a post-death replay from an Exploding Mushroom's perspective
- Fixed Discord Rich Presence sometimes failing to update the lobby status in multiplayer when restarting a run
- Fixed the character selection room in All Character Mode not displaying its name in the game browser
- Fixed multi-instance window title being cut off on Windows
Leaderboard & Achievement bugfixes
- Fixed In The Zone achievements for zones 1 through 4 unlocking when playing characters other than Cadence
- Fixed Daily Challenge leaderboards not showing up if [SYNCHRONY] is active while [AMPLIFIED] is disabled
- Fixed Daily Challenge leaderboards showing "No entries for this leaderboard" when a character other than Cadence is selected in the lobby
Level editor bugfixes
- Fixed entities dying instantly when moved onto lava via the editor's move tool
- Fixed Moles destroying gold coins and traps when moved via the editor's move tool
- Fixed Coral Riff and Tentacles spawning water when moved via the editor's move tool
- Fixed story bosses dealing damage when moved via the editor's move tool
- Fixed level editor ceasing to respond when generating reduced-size Zone 5 levels
- Fixed players other than the host being able to close online level editor sessions
Audio bugfixes
- Fixed the Shopkeeper's voice playing at a lower volume than intended
- Fixed Ring of Gold repeatedly playing the gold collection noise if a coin falls down a trapdoor
- Fixed enemies possessed by Chaunter not playing a sound effect when healing
Visual bugfixes
- Fixed Soul Familiars not silhouetting when moving past the level border
- Fixed player names showing up even when "Player name render distance" is set to "Off" in the options
- Fixed Deep Blues' Knights displaying a misleading attack animation when forced to attack via knockback
- Fixed "coin" item pickup flyaway not being capitalized correctly when playing with All-Caps Text disabled
- Fixed incorrect animation when toggling off Winged Boots above a Bounce Trap
- Fixed the sprite of Cadence's penultimate boss being visually offset in the level editor's placement preview
- Fixed Red/Blue Dragons' Fireball and Ice Breath spells not displaying correctly in the HUD when spectating multiple players
- Fixed gold outlines being visible when spectating multiple players if any of them is playing Monk/Coda
- Fixed enemies possessed by Chaunter not displaying a particle effect when healing
Modding bugfixes
- Fixed settings values being set to [noparse]nil[/noparse] after their containing script file is renamed
- Fixed graphics drawn using the [noparse]debugVisuals[/noparse] module not showing up in the debug overlay
- Fixed mod menu not showing the latest versions after focusing the game window
- Fixed mod updates not showing up when more than 100 mods are installed
- Fixed "Popular on mod.io" section loading forever if the top 100 popular mods have all been installed
- Fixed Ctrl+F hotkey not working in the debug settings menu
- Fixed menu cursor not always being placed in the correct location when searching in the mod menu
- Fixed persistent errors after loading a level with an invalid custom song
Crypt of the NecroDancer v3.4.1 is now available!
New features
- Added All Zones Mode completion achievement for Reaper
Bugfixes
- Fixed Reaper's souls inflicting damage when Reaper teleports
- Fixed Eli being able to obtain the Blast Helm
Hey folks! Welcome to the last update of 2022! We wanted to cap this huge year with something special, so we added Reaper, a previously Switch-exclusive character, to the base NecroDancer game for everyone to enjoy. As a special holiday event, there's also a Merry Cryptmas versus event to play.
Happy Holidays to everyone from BYG and Vortex Buffer! We'll see you in the crypt. Onwards to 2023!
Merry Cryptmas!
New features
- Added Reaper as a playable character
- Defeat enemies to accumulate souls that attack for you!
- Added Cryptmas game mode to Versus Mode
- Gather presents for points, or open them to gain helpful items!
- Added Undead Santa and Zombie Elves to Versus Mode
- Added Shiver Island arena type to Versus Mode
- Added Deep Water tiles to Versus Mode: movement is not slowed, but staying in Deep Water for too long leads to drowning!
- Added Projection Scroll to Versus Mode
- Added an option to generate levels with larger room sizes in the level editor
- Added an option to render a warning outline around gold coins when playing Monk/Coda
- Added a warning message when trying to start a run with unspent diamonds
- Added a changelog menu that shows up when starting up the game after an update for the first time
- This changelog can be revisited at any time via 'Options' > 'Misc options' > 'View changelog'
Changes
Reaper
With Reaper's introduction to version 3 of Crypt of the NecroDancer, we have made a few quality-of-life changes to improve her playability in online sessions:
- Changed Soul Familiars to no longer block Reaper's movement if they did not directly attack an enemy
- Changed Soul Familiars to use different colors for each player in co-op mode
- Changed Soul Familiars controlled by other players to appear translucent
- Changed Soul Familiars controlled by other players to be quieter
- Changed enemies spawned in training mode to always grant Soul Familiars
Gameplay changes
- Changed Shrine of Binding to drop Glass Armor when activated by a character with a broken heart
- Changed Blast Helm to no longer make Grenades explode instantly
- Changed Dice Traps to spread spawned enemies further apart on higher dice rolls
- Changed Winged Boots to have a time limit and cooldown in Versus Mode
Other changes
- Changed item despawn countdowns in Versus Mode to disappear more quickly, reducing visual clutter
- Changed options menus to display a hint when the host has locked a setting
- Changed ring slot equipment sprites to show up only on one hand
- Changed level editor to remember the last loaded/saved file name
- Changed Gargoyle variations to have unique names in the level editor
Performance
- Optimized Soul Familiar movement, reducing lag spikes when large numbers of souls are present
- Optimized tile attack checks, reducing lag spikes when large numbers of enemies or souls are present
- Optimized level generator to consume significantly less memory
- Optimized level generator to run faster when increasing the number of rooms in Zone 5 via the level editor
- Optimized load times for levels with large numbers of Zone 4 dirt walls
Modding features
- Added support for customizing the appearance of Reaper and her souls using the "Change Skin" menu
- Resource packs with custom soul graphics will also be visible to other players in multiplayer
- Added Reaper's souls to the asset extraction menu
- Added [noparse]ev.target[/noparse] field to [noparse]event.spellcast[/noparse], allowing a single entity to be targeted
- Added functions [noparse]sink.unsink()[/noparse] and [noparse]sink.updateSunken()[/noparse] to affect an entity's interactions with liquids
- Added function [noparse]enemySubstitutions.pickUpgrade()[/noparse] to apply a specific enemy substitution
- Added function [noparse]familiar.register()[/noparse] to register a deployed familiar entity type
- Added functions [noparse]spawn.setSpawnCapParent()[/noparse] and [noparse]spawn.detachFromSpawnCapParent()[/noparse] to manage spawn caps
- Added support for nesting [noparse]enemySubstitutions[/noparse] tables to bias probabilities
- Added hidden custom rule to configure Reaper's Soul Familiar bumping behavior
Bugfixes
Gameplay bugfixes
- Fixed items dropped by Gargoyles being picked up immediately when dashing into them with Ring of Courage or Suzu's Lance
- Fixed Shrine of War not upgrading enemies in crates or barrels
- Fixed Shrine of Space sometimes placing the additional room after the exit room
- Fixed Glass Torch not applying its full vision radius when upgraded by Shrine of Glass or Scroll of Need's "Glass items" effect
- Fixed Melody's final boss sometimes creating isolated pockets of lava when switching to phase 2
- Fixed Explorers Boots spawning on some story bosses when toggleable Winged Boots are equipped
- Fixed missed beat on first input when training for Melody's final boss
- Fixed Dorian being able to equip the Lantern in Cadence's final boss fight
- Fixed Scroll of Gigantism not applying its dig radius to dirt walls created by Earth Spell
- Fixed dirt walls created by the Earth Spell breaking adjacent regular dirt walls when dug in Zone 4
- Fixed wall spikes granting unlimited invincibility frames when bumped with a Shovel of Courage while shrunk
- Fixed wall spikes shattering the Glass Shovel when bumped while shrunk
- Fixed Shovel of Courage briefly delaying its invincibility period after digging
- Fixed Pixies healing Monkeys latched onto players
- Fixed Gorgons petrifying Monkeys latched onto players
- Fixed Confusion Trap reapplying its effect to stationary players when another player steps on the trap
- Fixed Familiars reapplying their effects to stationary enemies when another enemy walks into the Familiar
- Fixed Ooze Golems dropping multiple Ooze tiles when hit by a move-attack weapon and a Ring of Pain in the same turn
- Fixed Ring of Protection preventing Scroll of Need from granting a Potion
- Fixed Winged Boots not interrupting ice slides when toggled off
- Fixed some enemies being able to destroy interior secret room travel runes, leading to softlocks
- Fixed electric arcs started by attacking a Warlock not inflicting damage to Nocturna's final boss
- Fixed massive enemies (such as Golems) not being immune to Wind Spells
- Fixed Teh Urn not being movable by Melody after falling down a trapdoor
- Fixed Blast Helm not immediately detonating bombs created via the Bomb Spell
- Fixed bounce traps not redirecting ice slides
Chaunter bugfixes
- Fixed errors when a possessed enemy takes fatal damage by picking up a Ring of Pain
- Fixed possessed mommies not being able to place bombs
- Fixed possessed enemies not being able to spawn minions after placing a bomb
- Fixed Cursed Wraiths cursing Chaunter's health when attacking its possession target
- Fixed enemies possessed by Chaunter not being protected from friendly fire
- Fixed confusion particles lingering when Chaunter possesses an enemy
- Fixed possessed Moles being unable to dig while unburrowed
- Fixed possessed Moles not being able to move towards walls while wielding Boots of Leaping or Boots of Lunging
- Fixed possessed Evil Eyes getting stuck on walls in multiplayer
- Fixed Shopkeeper forgetting who he was angry about when Chaunter possesses an enemy
Multiplayer bugfixes
- Fixed players instantly picking up items dropped by destroyed shrines in multiplayer
- Fixed multiplayer level editor preview cursors not being colored correctly
- Fixed longer sound effects playing multiple times in online multiplayer due to rollback
Versus Mode bugfixes
- Fixed Versus Mode "Allow all characters" option not working in the lobby
- Fixed error when playing as a character with no valid weapons in Versus Mode
- Fixed Versus Mode treasure crown not rendering correctly on players standing in liquids
- Fixed players continuing to slide after respawning in Versus Mode
- Fixed "Killed by" text not displaying in Versus Mode for environmental damage sources
- Fixed Freeze Spell causing rollback in Versus Mode
- Fixed Versus Mode event countdown displaying on top of menus
- Fixed Versus victory screen displaying "Candy Score" outside of Halloween
Level editor bugfixes
- Fixed level editor accepting keyboard shortcuts while search bar is open
- Fixed crashes when specifying extremely large level sizes in the level editor's "Generate Level" menu
Menu bugfixes
- Fixed some quirks not being sorted alphabetically in the menu
- Fixed settings menu description text squishing long lines instead of wrapping to a new line
- Fixed mod menu search not correctly filtering by display name
Modding bugfixes
- Fixed error when using [noparse]LevelBuilder[/noparse] to create a boss level from within [noparse]event.generateBoss[/noparse]
- Fixed invalid [noparse]inventory.unequip[/noparse] calls causing persistent errors
- Fixed multiple embedded clients not saving window positions separately
- Fixed enemies converted to non-enemies still counting towards spawn caps
- Fixed log error when encountering mods with invalid metadata on mod.io
- Fixed level generation menu menu not displaying an option to quick restart
- Fixed custom skins not showing up properly on spawnable entities added by mods
- Fixed character skins being reset to default when adding files to a resource pack
- Fixed Shift + F5 debug key not opening an external window
Audio bugfixes
- Fixed some Zone 3 Cold tracks not playing after the song loops
- Fixed Shopkeeper losing his motivation to sing after the song loops
Visual bugfixes
- Fixed player list text outlines not fading out when toggling the player list
- Fixed missing bounce tween when bumping into walls while shrunk
- Fixed hover effect being permanently disabled after dying in a trapdoor
- Fixed gold coin and diamond icons in the HUD not increasing in size when replaced by a larger image file
Quick hotfix incoming!
- Fixed levels sometimes failing to generate when activating a Shrine of Space as Aria or Tempo
Crypt of the NecroDancer v3.3.1 is now available!
- Changed item hints of Shovel of Courage, Ring of Protection, Ring of Shielding and Karate Gi to match their new stats
- Fixed errors after resuming a saved game from an older version
- Fixed Shrine of Space sometimes creating levels without exit stairs
- Fixed Monk starting with 7 hearts in Single Zone Mode
- Fixed the game failing to launch on some versions of macOS
- Fixed game freezes while loading graphical assets for some mods
Happy Thanksgiving to our American friends! Here's a patch for your day off. For everyone else... hope you're enjoying your day as normal. Crypt of the NecroDancer v3.3.0 is now available!
New features
- Added Discord Rich Presence integration and game invitation support
- Added "Treasure Hunt" game mode to Versus Mode, replacing "Trick or Treat" mode
- Defeat enemies to collect their gems, or steal them from other players!
- The top-scoring player wears a shiny crown... which reveals their position to everyone else!
- Drop 50% of your gems on death, including those collected in previous rounds!
- After 3 rounds, the player with the most gems wins!
- Added GOG Galaxy cross-play support for Apple Silicon Macs
- Added option to generate floors with more/fewer rooms in the level editor
- Added advanced option to retain custom rules after closing a multiplayer session
- Added advanced option to increase the HUD text size for item stacks (bombs, cookies, etc.)
- Added advanced option to increase the volume of important sound effects (Thief, Trapdoors, miniboss trampling)
- Added Mumble positional audio integration
- Added Integration options menu to configure mod.io/Discord/Mumble integration
- Added back Bolt's original unlock condition ('Complete Zone 4 with Monk') as an alternative to their new unlock method ('Complete All Zones Mode')
Balance changes
Items:
- Onyx Weapons: Changed damage boost to activate when hitting shielded enemies (excluding crates)
- Shield of Shove: Increased damage of crush attack from 4 piercing damage to infinite phasing damage
- Karate Gi: Reduced incoming damage penalty from a 2x multiplier to a +0.5 flat increase
- Quartz Armor: Now protects against extremely high-damage hits (>10 hearts)
- Winged Boots: Added the ability to toggle the floating effect via the 'Throw' button
- Ring of Shielding: Now protects any equipped Shields from taking damage or breaking
- Ring of Protection: Now protects against one lethal hit, breaking the ring and leaving the wearer at half a heart
- Ring of Pain: Changed area damage to be parryable by Blademasters
- Courage Shovel: Added protection against Wall Spikes
- Courage Shovel: Added to Monk's and Coda's item pool
- Courage Shovel: Reduced dig strength from Stone to Dirt
- Earth Spell: Changed damage and knockback to affect enemies standing on the exit stairs
- Earth Spell: Greater Earth now knocks back adjacent enemies two tiles instead of unconditionally crushing them
- Freeze Spell: Increased freeze duration from 7 to 8 beats (15 to 16 beats for Greater Freeze)
- Freeze Spell: Increased cooldown from 15 to 20 kills
- Freeze Spell: Increased blood cost from 1 to 1.5 hearts
- Freeze Spell: Greater Freeze on the main level no longer affects enemies in the secret shop, and vice versa
- Shield Spell: Increased blood cost from 1 to 1.5 hearts
- Bomb Spell: Magical bombs no longer inflict damage to players or friendly entities
- Frost Charm: Now casts the normal Freeze Spell when shattered instead of Greater Freeze
- Grenade Charm: No longer spawns, replaced by a "Grenade" action slot item that comes in stacks of 3
- Ogre: Changed behavior to avoid attacking until it has been visible for a full beat
- Death Metal: Changed the shield in phase 1 to be breakable by inflicting 9 or more damage in one hit
- Frankensteinway: Removed the shield's damage reflection
- Crate/Barrel Mimic: Now drops a single Grenade for Eli (or rarely for other characters)
- Chaunter: No longer gets slowed down when digging, using items or casting spells while possessing a slow enemy
- Monk: Increased starting health from 2 hearts to 3 hearts
- Monk: Reduced maximum number of enemies per floor
- Mary: No longer encounters Orcs in Zone 5
- Tempo: Shop Wall Mimics are no longer replaced by other enemies in Zone 5
- Shrine of War: Increased probability of encountering Shrine of War to match other shrines
- Shrine of Sacrifice: Changed rewards to 3 different chest items (red/purple/black), instead of 3 random items
- Shrine of Pain: No longer applies a +1 item tier boost to its reward items
- Shrine of Blood: Now drops Crown of Thorns while inactive, and Ring of Regeneration while active
- Yetis: Added movement speed limit of at least 3 beats per move if health is greater than 1
- Deep Blues: Reduced average movement speed of Pawns (5 to 8 beats per move instead of 1 to 4)
- Deep Blues: Reduced average health of Pawns
- Projection Spell: Now grants brief invincibility upon casting
- Vanish Spell: Now grants brief invincibility upon casting
- Vanish Spell: No longer interrupted when hit while invincible
Other changes
- Changed Heart Transplant to telegraph the end of its effect by showing beat bars
- Changed credits to use higher quality graphics for enemies
Modding features
- Added support for declaring a dependency on the latest version of a mod (use [noparse]"ModName_io_12345": true[/noparse])
- Added single-player chat visibility mode for mods
- Added "embedded client" mode with asynchronous rendering, accessible via the [noparse]MultiInstance[/noparse] module
- This allows rendering a "picture-in-picture" view of the game from a different perspective
- Added support for joining the same session multiple times via embedded clients
Bugfixes
Gameplay bugfixes
- Fixed Trap Walls in Melody's final boss fight sometimes leaving small pockets of floor tiles intact
- Fixed Shrine of Space causing level generator to generate different items in subsequent levels
- Fixed Boss Shrine causing level generator to generate different items in subsequent levels
- Fixed minibosses spawned by the Dice Trap appearing in the next floor's Trapdoor Penalty Box
- Fixed Shrine of Space generating too many catacomb walls in Zone 3
- Fixed Shrine of Space sometimes overriding shop walls in Zone 3
- Fixed Shrine of Space sometimes failing to generate its extra room
- Fixed Shrine of Space sometimes creating inaccessible rooms
- Fixed crate Gargoyles not being affected by Ring of Luck and Lucky Charm
- Fixed extra items being granted when a non-Chaunter character uses the Lantern
- Fixed Chaunter disintegrating the Weaponmaster's lobby training weapons on pickup
- Fixed Tar Monsters not creating tar when spawned by a dice trap
- Fixed Fortissimole's initial facing direction varying when playing the same run in seeded mode
- Fixed items sunken by an angry Pawnbroker reappearing on the next floor
- Fixed Shopkeeper Familiar not collecting gold when deployed
- Fixed Shopkeeper failing to open metal doors when returning to his shop after chasing a player
- Fixed Ogres being able to immediately swing their club when spawned during a boss fight
- Fixed Deep Blues being able to castle after teleporting
- Fixed Bells spawning minibosses adjacent to players in Cadence's penultimate boss
- Fixed Melody's final boss sometimes getting stuck in walls
- Fixed non-Chaunter possessors being vulnerable to floor hazards
- Fixed enemies continuing to target players who died during possession
- Fixed enemies not despawning after falling down trapdoors
- Fixed Ring of Wonder and Crown of Greed doubling the Pawnbroker's sell prices
- Fixed Leprechaun's gold drop being affected by Randomizer Mode
- Fixed spawn caps not correctly handling multiple bosses on one level
- Fixed Berserk Spell not applying its damage boost when struggling against a Monkey
Multiplayer bugfixes
- Fixed peer-to-peer message routing when connected to the same lobby from multiple clients
- Fixed "Logged in from another session" error when trying to play over LAN
- Fixed intro screen getting stuck when accepting lobby invitation
- Fixed accepted lobby invitations not fully interrupting cutscenes
- Fixed leaderboard player count not always updating correctly
Versus Mode bugfixes
- Fixed Vanish Spell being cancelled the same beat it is cast
- Fixed Versus Mode spectator view not working correctly
Menu bugfixes
- Fixed Steam Input not detecting controllers on Apple Silicon Macs
- Fixed Steam Overlay not working on Apple Silicon Macs
- Fixed text display issues in key rebinder on some resolutions
- Fixed keybindings in the controls menu's third column not being removable
- Fixed uncommon crash when exiting the game via the menu
Level editor bugfixes
- Fixed black screen when playing a multi-character custom dungeon
- Fixed editor text tool not preserving uppercase characters
- Fixed editor camera mode persisting when editor UI is open at level start
- Fixed entities dying to lava in level editor
Modding bugfixes
- Fixed settings not using [noparse]treeKey[/noparse] for sorting order
- Fixed [noparse]boss.summonNearby()[/noparse] ignoring [noparse]components[/noparse] if [noparse]caster[/noparse] isn't specified
- Fixed Steam Workshop resource packs not being loadable when Steam is in offline mode
- Fixed errors during level generation not being displayed correctly
- Fixed Synchrony's balance tweaks taking priority over mods
- Fixed "Popular on mod.io" section running out of mods too quickly
- Fixed mod icons not always being loaded correctly from mod.io
- Fixed image/audio preloader not handling modded files if the path contains Unicode characters
- Fixed asset extractor not listing files if a translation mod is loaded
- Fixed debug console only disabling leaderboards for the current run
- Fixed heart HUD graphics not appearing in resource extraction menu
Audio bugfixes
- Fixed missed beats when the Heart Transplant's effect ends
- Fixed 'Random' soundtrack option randomly causing Freddy to stop singing
- Fixed 'Random' soundtrack option sometimes failing to play any music at all when AMPLIFIED DLC is not installed
- Fixed Training song not looping correctly
- Fixed Onyx weapons not playing the correct attack voice line
- Fixed missing sound effects when a non-Chaunter character uses the Lantern
Visual bugfixes
- Fixed cut-off character sprite when equipping Winged Boots while standing in a liquid
- Fixed cutscene videos being cut off vertically on ultrawide display resolutions
- Fixed inconsistent fade-out/darken behavior between floors and walls
- Fixed Extra Mode labels sometimes being obscured by their shrine
- Fixed giant enemies audibly trampling while hovering
- Fixed missing particle effects when a non-Chaunter character uses the Lantern
- Fixed some equipment sprites being stretched when submerged in water
The Steam Awards are upon us again. It would mean a lot to our team if you would consider nominating Crypt of the NecroDancer for the Labor of Love category!
BOO!!!
We have a treat for you all today... and no, it's not a trick! It's time for NecroDancer's first ever online seasonal event with the SYNCHRONY DLC's spooky new Trick-or-Treat versus mode!! Take on other players in a battle to collect the most candy from now until November 13! This patch also introduces some other new additions to Versus mode--such as the multi-layered "Raveyard" zone, Vanish and Projection spells & tomes, a lobby level, a match summary screen and post-game replay--plus lots of other changes and fixes! Let's dig in. https://store.steampowered.com/app/2094810/Crypt_of_the_NecroDancer_SYNCHRONY/
New features
- Added Trick or Treat mode - a seasonal event for Versus Mode! (SYNCHRONY DLC required)
- Enemies drop candy in addition to gold - collect the most candy across three rounds to win!
- Players drop 50% of their held candy when defeated
- Bosses drop a large candy bag upon being slain
- Heal half a heart at any time by eating 10 pieces of candy
- Added "Raveyard" zone to Versus Mode
- Fight under the full moon in this spooky, multi-layered arena!
- Added Vanish Spell to Versus Mode
- Temporarily renders the caster invisible for 10 beats
- Picking up items or attacking is not possible while invisible
- Interacting with the world (digging, taking damage, etc.) ends the invisibility early
- Greater version: lasts 20 beats instead
- Added Projection Spell to Versus Mode
- Creates 3 decoy characters that mimic the caster's appearance and movements
- Each decoy mimics the caster's movement at a different offset (90, 180, 270)
- Decoys disintegrate upon touching an obstacle, taking damage or after 8 beats
- Greater version: spawns 7 decoys (4 of which move diagonally), lasts 16 beats instead, decoys phase through walls
- Added Vanish/Projection Tomes
- Added a new lobby level to Versus Mode
- Choose the game mode and level generation style using Shrines
- Fight against players (or an unlimited supply of Skeletons) in a training arena
- Added match summary screen and post-game replay to Versus Mode
- Added asset extraction tool to the resource pack menu
- Creates a template from images and sounds associated with selected entities/tiles
- Opens automatically when creating a new resource pack
- Manually accessible by pressing 'Tab' on a local resource pack
- Added support for modifying procedural weapons (Onyx weapons, Tridents and modded weapons) in resource packs
- Added integration for auto-installing and auto-updating subscribed mods via mod.io
- Added a section to showcase the most popular mods when visiting the mod management menu
- Added support for placing text labels in the level editor using Ctrl+F (prefix "@")
- Added custom rule to control Selective Shopkeeper Retaliation
- Added advanced option to prevent DLCs from automatically loading when launching the game
Changes
- Changed the sprite of Aria's/Coda's heart container
- Changed Shrine of the Feast's activation condition
- Overeating while standing next to the shrine drops between 1 and 4 items, depending on the amount overhealed
- Previously, the shrine would require two food items to be eaten, dropping 3 items after the second consumption
- Changed Shrine of Fire to self-destruct its rewards if activated via an explosion
- The shrine now only drops its Fireball Spell upon destruction if it was previously ignited by non-explosive means
- Changed trapdoors to transport dropped items to the next floor
- Changed Electric Mages to only fire Electric Orbs at their target in multiplayer, instead of any aligned player
- Changed players to respawn with a shovel after death in multiplayer
- Changed Monk/Coda to fully remove gold piles in multiplayer after stepping into them
- Changed minimap to always display the player's current segment in Versus Mode
Bugfixes
Gameplay bugfixes
- Fixed shrines sometimes spawning items inside of walls
- Fixed the Golden Lute not dealing piercing damage when thrown using the Throwing Charm
- Fixed Dorian not collecting gold on Cadence's final boss fight
- Fixed Berserk Spell causing softlocks on Melody's final boss fight
- Fixed Coral Riff not splashing at the correct intervals in Randomizer Mode
- Fixed "8-ball" achievement unlocking when destroying trap rooms
- Fixed enemies moving one beat sooner than usual when testing a level in the editor while a player skin is active
Multiplayer bugfixes
- Fixed Mary's lamb not being protected from other players' explosions if Friendly Fire is disabled
- Fixed co-op leaderboards sometimes counting the number of players in a session incorrectly
- Fixed music speeding up when returning to the lobby from post-game replay in multiplayer
- Fixed music going out of sync in multiplayer when a high-latency player steps on a Tempo Trap
- Fixed late-joining players not synchronizing their music time to the host when joining a paused session
- Fixed Wallpigs delaying their fireball inconsistently in multiplayer
- Fixed damage immunity granted by exit stairs not always resetting correctly when switching levels in multiplayer
- Fixed "Network issues detected" message showing briefly when the host pauses the game
Versus Mode bugfixes
- Fixed players blinking when entering the lobby in Versus Mode
- Fixed visual stutter when looping instant replays
- Fixed Monkeys and Tarmonsters being able to grab newly spawned players in Versus Mode
- Fixed bosses always spawning at the map origin in Versus Mode
- Fixed Versus Mode event countdowns showing after the round ends
- Fixed items and enemies sometimes despawning in Versus Mode lobby
- Fixed players not colliding with each other in Versus Mode lobby practice room
- Fixed stacked items not being picked up immediately in Versus Mode
- Fixed song not looping in 'Last One Dancing' Versus Mode
- Fixed quick restart not showing a confirmation prompt in Versus Mode
- Fixed Jade weapons not applying their poison effect on piercing attacks
Menu bugfixes
- Fixed game not pausing if window focus is lost during a cutscene or level transition
- Fixed disabled DLCs being re-enabled mid-run after loading a saved game
- Fixed saved sessions with more than 2 local co-op players not resuming correctly at startup
- Fixed Pause menu appearing on top of cutscenes in single-player
Modding bugfixes
- Fixed missed beats when looping Coral Riff's theme if the song is replaced by a resource pack
- Fixed Fortissimole rapping out of sync with the music when using a custom soundtrack
- Fixed custom music file chooser failing to reopen after selecting a file name with special characters on Linux
- Fixed mod translation generator failing to process some script file paths
- Fixed error when a mod calls [noparse]inventory.dropSlot()[/noparse] without passing a value for [noparse]keepItems[/noparse]
- Fixed error when removing a script's last setting or snapshot variable while editing a mod
- Fixed mod update checker not refreshing while in the lobby
- Fixed procedural weapon graphics not reloading correctly when changing their parameters
Visual bugfixes
- Fixed "Custom Mode" indicator being visible while the screen is fading out during a level transition
- Fixed co-op HUD health bar displaying incorrectly on the Steam Deck
- Fixed Wallpigs facing the wrong way in the level editor's placement preview
- Fixed Obsidian Shield displaying incorrectly in Mystery Mode
Hey everyone! We're back again with some changes and quite a few bug fixes, namely to improve multiplayer stability as well as fix a few issues surrounding leaderboards submissions! Thank you as usual for all of your feedback and be sure to keep an eye out for more fun content we have coming down the pike!
New features & changes
- Added Modded/Custom Mode indicator to lobby
- Added mode selection menu to Extra Modes room
- Changed default font for Simplified and Traditional Chinese translations to Noto Sans
- Changed Thief's spawn noise to use the sound volume level, instead of scaling with music volume
Bugfixes
- Fixed "Character Lock" mode disabling leaderboards
- Fixed Low% leaderboards not being viewable in the lobby after touching an Extra Mode shrine
- Fixed runs started in a previous game version not submitting to leaderboards
- Fixed performance issues when hosting multiplayer lobbies
- Fixed some audio device errors not being resolved correctly
- Fixed error when registering sound groups in same script name across mods
- Fixed [noparse]-connect-lobby-{GalaxyID}[/noparse] launch parameter not working
- Fixed softlock when sliding on ice in lobby level
- Fixed enemy health bars not rendering in lobby level
- Fixed game browser menu counting incompatible lobbies twice
- Fixed disconnected clients not being fully removed from online sessions
- Fixed GOG lobbies sometimes not appearing in the game browser menu
- Fixed players not disconnecting after a timeout when joining a GOG lobby
- Fixed client getting stuck on log-in when trying to reconnect to a previously joined GOG lobby
- Fixed network error when attempting to self-join Steam lobby using a second game instance
- Fixed equipment sprites displaying in replays despite being disabled
- Fixed fade-out being cut off when starting a custom mode run
- Fixed Coda unlocking on partially completed All Characters runs
Hey folks! It's been a bit, but we're back with another update for SYNCHRONY! As always, we'd love to hear your thoughts and feedback on these changes and additions. See you in the crypt!
New features
- Added Shrines to the "Extra Modes" room in the lobby
- Extra modes can now be toggled on or off by touching their corresponding shrines, allowing multiple modes to be active at once
- The mode-specific staircases have been replaced by a single "Start run!" staircase, which begins an All Zones Mode Run with the chosen mode combination
- Activating a shrine shows a brief description of the corresponding extra mode
- In multiplayer, Extra Mode shrines are only usable by the host player
- Added run modifiers for multiplayer that do not affect leaderboards or achievements:
- Character Lock: forces all players to use the host's chosen character
- Low Percent: Kills any players attempting to pick up an item or activate a shrine
- Friendly Fire: Toggles the ability for bombs to hurt other players
- Added visual extra mode indicators in the lobby, showing which modes are currently enabled
- Added experimental cross-platform online multiplayer between Steam and GOG
- Players from both platforms can join each other's lobbies and play together without the need for port forwarding
- Added a confirmation menu when quick restarting a multiplayer run after the first level
- Added an option to change the title of an ongoing multiplayer lobby using the "Lobby settings" menu
- Added an option to mute the boss intro announcer
Changes
Characters
- Changed Suzu's supercharge to collect gold piles when dashing over them
- Changed Bolt's unlock condition from "Complete the game with Monk" to "Complete All Zones mode"
- Changed Dove to no longer encounter Wall Spikes
- Changed possessed Shopkeepers to pay gold coins for every attack
- Changed attack sound effect of possessed Banshees to reduce loudness
- Changed possessed enemy health bars to measure health in half-heart units, matching regular player characters
- Changed Shrine of Duplication's Mannequin to no longer drop gold for Monk and Coda
- Changed Monk and Coda to leave behind a single coin when jumping into a gold pile in multiplayer
- Changed Double Tempo Mode to submit to separate leaderboards on Coda
- Changed Nocturna's story boss fights to let the view follow the local player in online sessions
Enemies
- Changed the Shopkeeper to only chase after attackers (and shoplifters) in multiplayer
- Changed Low% state to be preserved when retrieving items stolen by the Thief
- Changed Thief's spawn sound to be audible when playing with a low sound volume and a high music volume
Items
- Changed Berserk Spell to grant extra beats of invincibility upon casting and after ending
- Changed Shield of Shove to be unbreakable while shoving
- Changed Onyx weapons to appear less often in boss reward chests
- Changed Onyx weapon shop prices:
- Lowered costs of Onyx Dagger, Broadsword, Whip and Spear
- Increased costs of Onyx Bow, Crossbow, Cutlass and Warhammer
- Changed Throwing Charm to interact uniquely with loaded Crossbows
- Changed player-placed bombs to no longer hurt other players in the Synchrony DLC
Level editor
- Changed dungeons created in the level editor to also save their set of Custom Rules
- Changed level editor to automatically join in-progress test runs of other players
Engine changes
- Changed music timing logic to improve input reliability, error handling and multiplayer synchronization
- Changed weapon attack swipes to follow player movement smoothly
- Changed translations for all supported languages
- Changed player health bars to be hidden in the lobby
- Changed "Reassign controls" menu to indicate which bindings are automatically managed by Steam Input
- Changed "Quick lobby movement" setting to be overridable by the host player
- Changed leaderboard submissions to be skipped for players who stay in spectator mode for more than half of the run
Bugfixes
Performance bugfixes
- Fixed performance issues and crashes on Apple M1/Silicon Macs
- Fixed lag spikes when toggling Randomizer Mode, Mystery Mode or Dancepad Mode on/off
- Fixed low framerate in the lobby in large multiplayer sessions
- Fixed low framerate in the lobby when accumulating large piles of thrown weapons
Multiplayer bugfixes
- Fixed black screen when a player leaves during a level transition in multiplayer
- Fixed non-host players missing the menu option to return to the lobby's main room
- Fixed custom skins not being displayed in the late-join character selection menu
- Fixed softlock in multiplayer when the last player on the floor disconnects
- Fixed "Freeze Frame" effects causing flickering graphics in multiplayer
- Fixed configuration menu not allowing settings to be edited online
- Fixed viewport position not instantly updating when late-joining online sessions
- Fixed idle character being left behind when a player leaves during a cutscene in multiplayer
- Fixed cutscenes continuing to play when disconnecting from an online game
- Fixed level music sometimes playing during cutscenes in multiplayer
- Fixed All-Chars/Story runs sometimes ending prematurely in multiplayer
- Fixed All-Chars/Story Mode causing spectators or disconnected players to respawn in multiplayer
- Fixed minimap vision range not being consistent between single-player and multiplayer
- Fixed other players not showing on the minimap from within the secret shop
- Fixed animations sometimes getting stuck when entering a new level in multiplayer
- Fixed snapshot synchronization taking too long when using direct IP connections
- Fixed custom skins not loading after character switches in All-Chars/Story runs
Gameplay bugfixes
- Fixed Shopkeepers not being scared of the Fear Scroll
- Fixed enemies sometimes moving immediately after being summoned by a boss
- Fixed more enemies generating than intended for Dove
- Fixed Thief being able to steal Mary's Lamb and deployed familiars
- Fixed Berserk not protecting some glass items
- Fixed the player's last remaining heart container being removed when dropping Ring of Peace
- Fixed crates being immune to bombs while unrevealed
- Fixed Shrine of Binding not linking holstered weapons
- Fixed Shrine of Binding not linking item conversions via shrines
- Fixed Shrine of Binding causing items to drop in the wrong location
- Fixed Shrine of War converting Shock Monkeys to White Monkeys
- Fixed generated shrines not falling back to Shrine of Glass when the shrine pool is depleted
- Fixed Chaunter not breaking Low Percent when using a shrine during possession
- Fixed Chaunter ignoring item restrictions when transferring its inventory to a possession target
- Fixed Gigantism granting immunity to Hot Coals
- Fixed awoken Gargoyles not taking damage while frozen
- Fixed error when an unrevealed crate is pushed down a trapdoor
- Fixed Rifle dealing incorrect damage when thrown with the Throwing Charm
- Fixed Throwing Charm sometimes being consumed without performing a return throw
- Fixed Super Secret Shopkeeper not being centered when spawning above a food shop
- Fixed spirits spawning on unrevealed tiles
- Fixed potential errors when killing a Warlock during possession while holding a Ring of Courage
- Fixed enemies not always struggling against possessed or charmed monkeys
- Fixed possessed enemies not receiving a dig bonus from Gigantism
- Fixed possessed enemies stopping when berserking into other enemies
- Fixed softlock when the time runs out on Melody's final boss fight
- Fixed Melody's Golden Lute throws not damaging her final boss
- Fixed price tags not being removed when buying a duplicate charm
- Fixed enemy splash attacks not being affected by damage-boosting items
- Fixed missing alternate voice lines for Mary's greetings, attacks and cheers
- Fixed Shock Monkeys and other electric attacks not hitting Electric Zombies
- Fixed players being able to rapidly use items or spells on ice
- Fixed Blast Helm explosions not being instant while sliding on ice
- Fixed Coda encountering Ooze Golems when the AMPLIFIED DLC is disabled
- Fixed Merlin not offering Ring of Phasing if AMPLIFIED DLC is disabled
- Fixed Hephaestus not offering Warhammer, Heavy Glass Armor, Holster or Hargreaves
- Fixed Aria starting Dancepad Mode in Zone 1
- Fixed seed variance for button trap locations in Cadence's final boss
- Fixed unprovoked Shopkeepers being targeted by charmed enemies
Achievement/leaderboard bugfixes
- Fixed pre-3.0 Hard/No-Return Mode clears not counting towards "Mode Master" achievement
- Fixed multi-character achievements not auto-unlocking when a corresponding leaderboard entry is present
- Fixed All Zones completion achievements not unlocking in All-Chars/Story Mode
- Fixed "Custom Mode" menu ignoring unlock condition for All Characters Mode
- Fixed progression unlocks and achievements being awarded to spectators
- Fixed some statistics (e.g. Green Bat Kills) not counting correctly across Save & Quit
- Fixed debug commands not disabling leaderboards for non-host players in multiplayer
- Fixed Randomizer All-Chars/Story Mode runs cross-submitting to All Zones leaderboards, despite using the same seed each loop
Controller bugfixes
- Fixed missing controller bindings for switching pages in the mod menu or leaving spectator mode
- Fixed game exiting on title screen when pressing B on a controller
- Fixed incorrect controller prompts for "Join game", "Next page" and "Previous page"
- Fixed first column in "Reassign controls" being overwritten with Steam Input disabled
- Fixed Player 1 not always automatically switching to controller input at startup
- Fixed Steam Input failing to initialize if no controller is plugged in when launching the game
- Fixed "Diagonal" Steam Input action set layer not being applied correctly in local co-op
Editor bugfixes
- Fixed newly loaded levels in the online level editor not being visible until host enters the room
- Fixed level editor sometimes momentarily displaying the spectator mode HUD in multiplayer
- Fixed level editor not switching to the next level when immediately deleting the first level after opening a dungeon
- Fixed level editor not switching to the next level when the current level is deleted in multiplayer
- Fixed level editor level list selection going out of bounds
- Fixed level editor sometimes reloading all mods when switching between levels in multiplayer
- Fixed error in the level editor when clearing the selection box while quick-dragging a section of the level
- Fixed error in the level editor when deleting the first level while an online player is connecting
- Fixed error when loading a dungeon in the editor while online players are in a test run
- Fixed level editor not sending all online players back to lobby when the host leaves the editor
- Fixed "Restore default gameplay" appearing in level editor play rooms
- Fixed spirits not appearing when spawned via the in-game editor
- Fixed custom dungeon level options (e.g. "No Items", "Low Health") not applying to late-joiners
- Fixed entity attribute modifications in level editor not always applying correctly
- Fixed Charm Spell not showing up in level editor
- Fixed players getting stuck in editor test runs if the host deletes the level being tested
- Fixed Moles not being movable into obstacles in the level editor
Other engine bugfixes
- Fixed errors when resuming a session that was saved in a previous version of the game
- Fixed the player sometimes entering spectator mode when resuming a saved session
- Fixed music timing drift when switching between characters with different soundtracks in the lobby
- Fixed audio device errors sometimes causing beat bars and the in-game timer to run backwards
- Fixed framerate limit option allowing redundant "VSync" value
- Fixed custom music menu not reporting an error when failing to load a song
Visual bugfixes
- Fixed clones appearing as Cadence's instead of Chaunter's when entering a level while possessing an enemy
- Fixed Dash Spell's visual tell taking too long to show up
- Fixed Greater Dash Spell's visual tell not accounting for the extra range
- Fixed characters appearing below walls in Phasing Mode when wearing Winged Boots
- Fixed Pawnbroker price previews ignoring item slot restrictions
- Fixed Danganronpa skins being offset incorrectly
- Fixed character sprites displaying at incorrect offsets in the skin selection menu
- Fixed visual bugs when using a Shrine of Glass while holding an Obsidian Weapon
- Fixed Nicolas Daoust being selectable without the AMPLIFIED DLC, turning the Shopkeeper into a white square that does not sing
- Fixed numerous "Beat Skipped" flyaways showing up when playing Bolt in Double Tempo Mode
- Fixed Dorian visually equipping Cadence's spells in the final boss fight
- Fixed gold counter in the HUD getting squished more than necessary
- Fixed speedrun timer getting squished in some languages
- Fixed some enemy health bars not being aligned to the tile grid
- Fixed certain resolutions and view multipliers causing lobby text to jitter
- Fixed inconsistent visuals when changing "Character Lock" setting via lobby shrine
- Fixed offset for one of Suzu's armor sprites
Modding
- Added support for loading custom TTF/OTF fonts in resource packs
- Font replacements for the non-pixel font are loaded from [noparse]
/ttf/NotoSansJP-Bolt.otf[/noparse] - "Enable pixel font" in the Language Options must be unchecked for this font replacement to take effect
- To force a full font reload when activating the resource pack, create a text file containing [noparse]Key,Text[/noparse] and save it as [noparse]
/languages/all.csv[/noparse]
- Font replacements for the non-pixel font are loaded from [noparse]
- Added event [noparse]clientRequestRestart[/noparse] to handle quick restarts from the hotkey or the pause menu
- Added event [noparse]itemGenerate[/noparse] to allow mods to intercept item generation
- Added component [noparse]itemCommon[/noparse] which marks "regular" items, distinguishing them from internal items like deployed familiars
- Added component [noparse]playableCharacterNonSelectable[/noparse] to exclude characters from the lobby
- Added command line option [noparse]--no-load[/noparse] to discard saved sessions
- Added debug command [noparse]translateMods()[/noparse] to generate a translation template for all loaded mods
- Added an option to show internal entity names in the level editor
- Changed events [noparse]objectTakeDamage[/noparse]/[noparse]holderTakeDamage[/noparse] to always supply [noparse]ev.attacker[/noparse], using an empty table for environmental damage
- Fixed mods downloaded from mod.io not loading on Windows if the username contains special characters
- Fixed "Missing mods" menu not showing mod names, descriptions or icons
- Fixed startup error when loading a mod with a malformed [noparse]mod.json[/noparse] file
- Fixed error when Death Metal's spawn limit is removed by a mod
- Fixed "Change Language" menu not displaying some modded translations correctly
Known issues
- It is not yet possible to send Steam invitations for multiplayer lobbies hosted by GOG users
- Multiplayer lobbies created on MacOS are not yet visible to GOG users
[previewyoutube=cV528_7Nx-E;full][/previewyoutube] That's right! The NecroDancer's back in a brand new rhythm game spinoff, featuring a whole new look, modern setting, and soundtrack! Help Cadence rhythmically repair rifts and fight foes via a variety of new game modes! Don't forget to add Rift of the NecroDancer to your wishlist! https://store.steampowered.com/app/2073250/Rift_of_the_NecroDancer/
Hi folks! This release fixes lots of Chaunter-specific interactions, addresses a few problems with texture loading and controller binding initialization, and works around a caching issue with mod.io that has been causing mods uploaded since ~1 week ago not to appear in the in-game browser. Enjoy!
Additions
- Added an option to sort mods on the mod portal by popularity and download count
- Added support for searching mods by name across multiple pages on the mod portal
Gameplay Changes
- Changed multiplayer runs with several story characters to end in a "boss rush" of all matching story bosses
- Changed weapon attacks by possessed enemies to benefit from the enemy's innate damage
- Changed Chaunter to only quaff the Potion while not possessing an enemy
- Changed Chaunter to be able to equip pain items during possession
- Changed non-digging minibosses to be immune to Wall Spikes
- Changed Throwing Charm to immediately return character-bound weapons to their owners
- Changed Fear Scroll to be global even in multiplayer (previously, it only affected enemies targeting the caster)
- Changed Urns to generate food instead of gold for Coda and Aria
- Changed Thief's minimum distance to the spawn point (increased minimum distance from 4.5 to 7 tiles)
- Changed items dropped by crates and mimics to not be immediately collected when dashing or ejecting onto the tile
- Changed Tempo's damage countdown to always reset when multiple players fatally attack the same enemy in the same beat
- Changed swipes to smoothly follow the player sprite by default if the Synchrony DLC is enabled
- Changed Pawnbroker to offer shields less frequently
- Changed Pawnbroker to not offer free items to Dove/Monk/Coda
- Changed Heavy Shield to appear less frequently in boss reward chests
- Changed Throwing Charm to no longer appear in Dove's and Dorian's item pools
- Changed Shield of Shove to no longer appear in Monk's and Coda's item pools
- Changed "All Characters" lobby staircase label to clarify DLC state
- Changed "Prevpos Bug" quirk to force runs to submit the "Gold Duplication" leaderboards
- Changed "Gold Duplication" and "Prevpos Bug" quirks to disable non-score leaderboard submissions
- Changed performance monitor to emit log warnings when a lag spike occurs
- Changed the minimap color of Wall Spikes to be distinct from regular walls
Engine Fixes
- Fixed disconnected players occupying slots in multiplayer, causing problems when trying to join certain lobbies
- Fixed texture corruption when loading resource packs
- Fixed "Auto-Swap Diagonals" option not working correctly for controllers
- Fixed controller bindings failing to initialize if no controller is plugged in when first running the game
- Fixed late-joins into lobby sessions sometimes loading invalid level data
- Fixed unpausing on Cadence's or Melody's final boss fights causing a very long countdown
- Fixed condition for incrementing Low% clear statistics
- Fixed mod.io browser not paginating results correctly
- Fixed mod portal page indicator overlapping with mod descriptions
- Fixed newly published mods not showing up in the in-game browser
- Fixed mods published to mod.io not using the correct visibility setting
- Fixed spectator mode not being toggleable for disconnected players via the "Player List" menu
- Fixed persistent errors if lobby generation fails in modded sessions
- Fixed diamond counter not always persisting when exiting the game in the lobby
- Fixed "View on mod.io" option adding superfluous preview URL suffix
- Fixed error when a mod creates a particle without specifying the direction
Chaunter Fixes
- Fixed ejection sometimes placing Chaunter inside enemies
- Fixed "Song Ended!" text not appearing for possessed enemies
- Fixed Fear Scroll not working for possessed enemies
- Fixed Ring of Courage not working for possessed enemies
- Fixed possessed skeletons on phase 2 of Melody's final boss being abnormally slow
- Fixed Berserk Spell not protecting possessed enemies from knockback
- Fixed Chaunter being unable to activate the Shrine of Pain
- Fixed Shield Spell's effect being cancelled on possession or ejection
- Fixed Chaunter dying when possessing an enemy standing on the No Return square
- Fixed No Return square not affecting possessed enemies
- Fixed travel runes triggering again after ejecting
- Fixed Electric Dagger not letting possessed enemies hurt electric zombies
- Fixed possessed Leprechaun immediately picking up its own gold drops
- Fixed possessed Thief not being able to move diagonally
- Fixed possessed Electric Mages being able to kill bosses from the starting room
- Fixed Cutlass parries not working properly on possessed enemies
- Fixed Crown of Thorns not being picked up if it kills a possessed enemy
- Fixed enemies not fighting back against possessed or charmed monkeys grabbing onto them
Gameplay Fixes
- Fixed Pixies exploding when moving quickly after being healed by them as Melody
- Fixed shields not protecting from moving into Electric Orbs
- Fixed Fortissimole leaving behind Skeletons after dying to a reflected attack
- Fixed Ring of Luck and Lucky Charm not applying to crates opened by enemies
- Fixed boss fights ending one beat too late if the boss walks into Klarinetta's sword
- Fixed items dropped by Shopkeepers, Crate Mimics, Urns or Leprechauns not being collected immediately
- Fixed Thieves and Cracked Floors sometimes spawning in the exit room
- Fixed Cracked Floors replacing wires in Zone 5
- Fixed Klarinetta sometimes not receiving invinciblity from Ring of Courage
- Fixed Mary's Cutlass parries not always protecting the lamb
- Fixed Teleport Traps sometimes placing enemies too close to players
- Fixed thrown weapons passing through Dorian on Cadence's final boss
- Fixed Leprechauns sometimes dropping more than 400 gold
- Fixed High Voltage Cables not working in custom dungeons
- Fixed missed beat when using Shield of Shove against a shielded enemy
- Fixed Gargoyle Mimics taking knockback while asleep
- Fixed Shrine of Duplication spawning the Clone at an incorrect offset when activated from the side in a Shriner
- Fixed the Clone not copying Nocturna's Bat transformation
- Fixed Klarinetta's sword hitting enemies inside walls
- Fixed Klarinetta finding Bomb Spell in vaults
- Fixed Dove finding Strength Charm in vaults
- Fixed Eli not having infinite bombs in Versus Mode
- Fixed Shrine of Blood and Shrine of Uncertainty sometimes giving banned weapons to Diamond
- Fixed lobby stairs sending all local co-op players to the same tile
- Fixed Monkeys standing still permanently after killing Aria
- Fixed Dash Spell benefitting from damage-boosting items
- Fixed Crown of Teleportation sometimes causing softlocks when the Synchrony DLC is disabled
- Fixed Fortissimole sometimes getting stuck after an enemy blocks him from jumping off-stage
- Fixed trapdoor penalty boxes deleting Wall Spikes
- Fixed Berserk Spell not protecting glass items
- Fixed Blademasters sometimes delaying their counterattack too long
- Fixed boss minions outlasting the boss in rare circumstances
- Fixed Dove having no way to retrieve items from the Thief
- Fixed damage direction of Throwing Charm's returning throws
- Fixed Throwing Charm + rifle playing sound effects at the wrong time
- Fixed Throwing Charm + reloadable weapon sometimes depleting ammo
- Fixed Throwing Charm + throwable weapon allowing you to prepare a throw twice in a row
- Fixed Dancepad Mode not applying to characters added by the Synchrony DLC or mods
Visual Fixes
- Fixed Klarinetta's sword sometimes rendering below wall torches
- Fixed Klarinetta's swipes not matching the sword while floating
- Fixed Metrognomes not splashing when not revealed
- Fixed Pawnbroker showing the special offer text despite being sold out
- Fixed health bar sometimes displaying cursed heart containers despite the player being dead
- Fixed incorrect animation when picking up a shield
- Fixed auto-generated sprites for custom weapon materials missing 3 pixels in the bottom-right corner
- Fixed Orcs' shield direction not matching their sprite until their first move
- Fixed corrupted Throwing Charm sprite in mystery mode
- Fixed Suzu's footwear sprites being offset incorrectly
- Fixed equipment sprites not matching Klarinetta's head orientation
- Fixed visual bug when Suzu's dash stops immediately after being redirected
- Fixed sprite corruption when possessed Ogres cast spells
- Fixed base Trident's name being off-center
- Fixed Golden Trident's name being displayed as "Gold Trident"
- Fixed inconsistent capitalization of shrine names
Hi folks! We're back with some bugfixes for Crypt of the NecroDancer: SYNCHRONY v3.1.2! Thank you for all the feedback so far. Even if we don't respond directly to your posts in the forums, please know that we are reading everything.
Changes and Fixes in v3.1.2
- Changed Ring of Gold to adapt its collection range to the number of players (infinite in single-player, short-range in multiplayer)
- Fixed beatmap being quadrupled while possessing as Chaunter in Double Tempo Mode
- Fixed countdown timer displaying when unpausing as Bard or in No Beat Mode
- Fixed Shrine of Glass not converting Heavy Plate Armor into Heavy Glass Armor
- Fixed Reflective Shield not inflicting full retaliation damage
- Fixed item name flyaways showing in mystery mode for non-English languages
- Fixed item pools not always being randomized correctly across runs
- Fixed possessed enemies dropping their innate weapons
- Fixed missing graphics on GPUs that do not support 8192x8192 textures
- Fixed negative audio latency settings not shifting input timing window correctly
- Fixed some enemies not using their unique hover animations
- Fixed Steam Deck switching to keyboard controls for Player 1 when interacting with the touch screen
- Fixed controller HUD prompts displaying 'NONE' until the 'Reassign Controls' menu is used
- Fixed legacy controller bindings being removed when resetting controls to default
- Fixed "Select Primary Input Device" option sometimes treating controller buttons as keyboard inputs
- Fixed localization template containing some inaccurate item hints
- Fixed Versus Mode starting room not always deleting all items in a row
Crypt of the NecroDancer v3.1.1SYNCHRONY's first post-launch patchis now available! Some highlights of this update include improved controller support, networking scalability/stability, new player management options, some buffs to Klarinetta, and various interaction and bug fixes for Chaunter! Check out the full patch notes below. Edit: The following change was removed from these notes as it did not make it into this patch: "Changed Klarinetta's sword to no longer benefit from damage-ups if enemies walk into it on a non-spin attack"
New Features and Changes
Additions
- Added a 'Player List' menu with options to view profiles, as well as force-spectate, mute, kick and ban players
- Added hotkey for toggling pause in-game (defaults to 'P')
- Added shield slot transaction panel to Conjurer, Transmogrifier and Pawnbroker
- Added "restore default gameplay" option to customization menu, which resets all leaderboard-affecting mods and settings
- Added the ability for Klarinetta to swing her sword on ice
- Added the ability for Klarinetta to spin counter-clockwise by inputting the sword's current diagonal
- Added starting armor to Klarinetta
- Added special interaction for Rifles and Crossbows thrown by Throwing Charm
- Added visual tell for Dash Spell to indicate its range
- Added glow sprite when Risk Charm's damage bonus is active
- Added new zone-dependent wall spike sprites, improving visibility
- Added mod support for displaying entities in chat
- Added mod support for in-turn rollbackable chat messages
- Added automatic legacy controller support when Steam Input is disabled
- Added descriptions to controls reassignment menu
- Added option to auto-select primary controller
- Added an option to disable diagonal auto-swap for Klarinetta/Diamond
- Added custom rule to allow all players to use the in-game level editor
Changes
- Changed player list HUD to handle large player counts
- Changed possessed Shopkeepers to take damage every beat once the timer expires
- Changed multiplayer escape menu to no longer pause the game if the host is spectating or dead
- Changed Klarinetta's facing logic to match other characters, altering her head sprite to indicate the facing direction
- Changed Klarinetta's bestiary art to a newer version
- Changed crates, barrels and urns to be damaged by Wall Spikes
- Changed Berserk Spell to grant groove chain protection
- Changed Berserk Spell to cause screenshake on each step
- Changed controller hot-swap to be disabled by default unless on Steam Deck
- Changed Throwing Charm to force-drop thrown weapons if another player picks them up
- Changed spectators or dead players causing Dorian not to spawn in Cadence's final boss fight
- Changed Conductor Pulse Tell to also apply to the base game without the Synchrony DLC
- Changed Throwing Charm to also be usable by Melody, Dove, and Suzu
- Changed multiplayer respawning to grant weaponless players a new starting weapon
- Changed armor sprites to be hidden in mystery mode if the Synchrony DLC is active
- Changed Transmute to no longer have an effect in the lobby
- Changed Berserk Spell/Scroll to no longer spawn for Monk/Coda
- Changed order for 'AMP'/'SYNC' DLC indicators in game browser to be consistent
- Changed Ring of Gold to only auto-collect gold in a limited radius
- Changed 'Balance Tweaks' feature pack to no longer auto-load
- Changed NecroDancer possession to allow more consistent use of his abilities
- Changed Tridents to no longer spawn for Diamond
- Changed Tridents to spawn less frequently
- Changed chat logging to be disabled by default
- Changed Shrine of Space to no longer spawn for Suzu and Chaunter
- Changed traps in the boss starting room to despawn on when the boss fight starts
- Changed Shock Monkey damage to 0.5 hearts of damage (5 hearts if powered)
- Changed Shock Monkey to no longer ignore invincibility frames or armor
- Changed gold drop of shock monkey to 5 coins
- Changed anti-poverty-blocking logic to also apply to mushrooms and mushroom lights
- Changed door connectivity condition to fix some cases of misaligned doors
- Changed Spiked Wall spawn rate from 10% to 8%
- Changed Thief to the correct editor category
- Changed Onyx weapons to no longer spawn for Tempo
- Changed Cracked Floors to no longer spawn for Dove or in hard mode
- Changed Pickaxe to grant immunity to Spiked Walls
- Changed Spiked Walls to inflict damage when dug diagonally
- Changed Klarinetta's shadow to match her sprite size
- Changed bombs and fireballs to burn down Zone 2 grass
- Changed Spiked Wall generation logic
- Changed bounce traps to be ignored by Suzu's charge when they're already facing the direction Suzu is going
- Changed Rhythm Shrine to convert shields to Obsidian
- Changed auto-latency calibration logic to work better for double-tempo characters
- Changed deletion of "strictly weaker" items to be disabled by default in Synchrony
- Changed sprite for the Shield transaction panel
- Changed Chaunter to unfreeze enemies when possessing them (making ring of frost usable)
- Changed Heavy Shield to rarely appear in boss chests after zone 1
- Changed Enchant Scroll, Boots of Pain, and Ring of Pain to no longer spawn for Chaunter
- Changed Reflective Shield and Shield of Shove to no longer spawn for Dove
Fixes
- Fixed custom rules not resetting on disconnect
- Fixed chat key being unbound if menu controls were customized in v3.0.x
- Fixed stuck animations when loading an invalid character skin
- Fixed softlock when Chaunter gets grabbed by a monkey on a trapdoor
- Fixed multi-character runs not deleting spectators
- Fixed softlock when possessing stunned enemy on stairs
- Fixed softlock when song ends while possessing
- Fixed blast helm not granting bombs to possessed enemies
- Fixed blood weapons and crown of thorns not working on possessed enemies
- Fixed ring of gluttony improving non-food items
- Fixed quick restart hotkey not being usable from the game over screen after in a multi-character run
- Fixed missing DLC check
- Fixed Dash tell not working without AMPLIFIED
- Fixed Aria getting cracked floors in 1-3 when AMPLIFIED is disabled
- Fixed empty/invalid asset mods not being unloaded when starting the game
- Fixed trait components not working correctly past level 1
- Fixed missing i18n strings for DLC character names
- Fixed errors when removing `stats` tag from some enemies via .xml mods
- Fixed Dorian not spawning in Cadence's final boss after playing local coop
- Fixed possessed spiders disappearing immediately
- Fixed possessed enemies getting shovels from need/transmute
- Fixed Chaunter's shovel being stealable
- Fixed Eli being unable to damage the Conductor's instruments
- Fixed floor cracks and thiefs spawning inside shops
- Fixed evil eyes being immune to Spiked Walls
- Fixed lobby NPCs screaming for help while in the editor
- Fixed editor marker shadow offset
- Fixed missing ice cauldron bestiary image
- Fixed missing bestiary art for ice cauldrons
- Fixed thief staying indefinitely when running out of items to steal
- Fixed global Activation breaking when slowest player dies/spectates
- Fixed replays sometimes causing invalid leaderboard entries to be created
- Fixed Nicolas Daoust and Deaderick being swapped
- Fixed NecroDancer not dying when unpossessed
- Fixed explicit-default rhythm mode submitting to custom music boards
- Fixed Chaunter softlock in Shriner/Arena
- Fixed unpause countdown causing softlocks in multiplayer
- Fixed error when casting Berserk spell while possessing an enemy
- Fixed Chaunter not breaking Low% while possessing
- Fixed boss summons not inheriting the boss's team
- Fixed "Doppelgnger" achievement unlocking via self-damage
- Fixed chat key not being bound by default sometimes
- Fixed Dice Trap minibosses being stairs locking
- Fixed Onyx weapons not dealing 999 damage to grabbers
- Fixed story bosses being grabbable
- Fixed Mannequin dropping Transform Spell and bombs
- Fixed Chaunter ending on the same tile as enemy after being killed as a warlock
- Fixed shrines spawning items on top of chests
- Fixed fallen spiders being immune to Spiked Walls
- Fixed foresight + ring of shadows still revealing Spiked Walls
- Fixed grass state being lost on live reload
- Fixed berzerk scroll being listed in the spell category
- Fixed Glass Shovel failing to dig Spiked Walls
- Fixed Thief dropping gold for Monk/Coda
- Fixed doors sometimes being in the wrong orientation
- Fixed fire traps overriding cracked walls
- Fixed Suzu's charge not behaving like a normal move
- Fixed priority being reset on conversion
- Fixed CR phase 1 being mirrored
- Fixed Klarinetta interactions with beetles and war
- Fixed shield of shove triggering recursively on Klarinetta
- Fixed Dove being murderous
- Fixed ND2 fight spawning sarcos out of bounds
- Fixed Steam Input possibly failing to register the UP movement action
- Fixed non-equipped shields still being rendered in-world
- Fixed `mods` directory not being initialized
- Fixed carrot interactions with Chaunter
- Fixed Mac build not supplying an icon
- Fixed occasional visual flickering when coin stacks are merged
- Fixed Scatter Trap not scattering Shields
- Fixed Chaunter clones using Cadence clones when Chaunter is possessing an enemy
- Fixed Dove's flower dealing 0 damage on the way back with Throwing Charm
- Fixed primary input device selection reactivating itself immediately
- Fixed custom skins not showing immediately when joining a lobby
- Fixed in-game level editor not allowing the host to edit while in spectator mode
- Fixed pause screen incorrectly hiding game for non-host players
- Fixed feedback screenshots being hidden by the pause screen
- Fixed Steam-related player list options not working
- Fixed sub-run replays submitting to leaderboards
- Fixed dice traps ignoring ring of peace and shrine of war
- Fixed Berserk Spell ignoring confusion
- Fixed dragon fireballs bypassing player shields at point-blank range
- Fixed error when a yellow or black skeleton is killed by lava
- Fixed Aria's 1-2 sometimes not having a sarco
- Fixed Klarinetta's attacks hitting enemies inside walls
- Fixed Suzu's charge hitting enemies inside walls
- Fixed pixies being impossible to unlock for training
- Fixed possessed pawns not promoting when reaching the top row
- Fixed heart transplant not working on Chaunter
- Fixed issues when using multiple heart transplants in a row
Versus Mode Changes
- Added a custom rule to allow all characters to be played in Versus Mode
- Added Trident to item pools
- Added Crimson and Jade Trident equipment sprites
- Added Dice Trap and auto spike trap to levelgen
- Added Wall Spikes to levelgen
- Changed player list to auto-hide when round begins
- Changed arena generation to create more spawn points for players
- Fixed components being added too eagerly
- Fixed certain components not being added to custom items
- Fixed one of the rooms not getting torches genned
- Fixed traps being tallsprited
- Fixed crates trying to wield items contained within them
- Fixed occassional void tiles in arena generation
- Fixed equipment sprites not being always enabled
- Fixed prep room breaking with 10+ players
- Fixed Essences causing item errors
RE-ANIMATE!!!
The Crypt has been silent for 5 years, but now the NecroDancer is back from the dead with a huge new DLC! SYNCHRONY adds online multiplayer (co-op and vs), three new characters, full mod support (& built-in mod portal), new items, enemies, & more! Let's take a look! [previewyoutube=MX9JlggiCHo;full][/previewyoutube] https://store.steampowered.com/app/2094810/Crypt_of_the_NecroDancer_SYNCHRONY/
New DLC - Crypt of the NecroDancer: SYNCHRONY!
New Characters
Klarinetta
- Wields the Zweihnder, a heavy sword that occupies a tile diagonally adjacent to her.
- The Zweihnder follows Klarinetta's movement, striking any enemies in its way.
- Diagonal movement buttons swing the Zweihnder around in a quarter-circle or half-circle, attacking enemies on several tiles at once.
- Rotating the sword takes a full beat and causes Klarinetta to stand still momentarily.
- When held in place, the Zweihnder acts as a barrier against enemies, preventing them from walking into the tile it occupies.
Chaunter
- A frail, ghostly being who with only half a heart, which cannot be increased by any means.
- Wields the Lantern, which has the range of a dagger and provides a small amount of light.
- Striking enemies with the Lantern gradually takes over their soul, allowing Chaunter to possess them after dealing enough damage!
- Possessing an enemy lets Chaunter take full control, copying their health, damage and abilities
- All enemy abilities are mapped to the action and spell slots.
- For example, a possessed Red Dragon breathes fire using the two spell buttons.
- Slow enemies such as Skeletons or Golems can move quickly while possessed.
- Unlike fast enemies or Chaunter itself, slow enemies are allowed to wield weapons, overriding their usual attack!
- Attacking, digging or using items forces them to stand still for a few beats.
- When losing all hearts while transformed into an enemy, Chaunter reverts back to its usual form.
- Control of an enemy cannot be kept indefinitely - a countdown of 24 beats starts ticking as soon as Chaunter takes possession.
- Once the timer runs out, the possessed enemy starts taking damage, eventually forcing Chaunter back into its base form.
- This can also be done manually by performing the 'Eject' action (Left+Right).
Suzu
- Wields the Lance of Courage, a melee weapon that unleashes a rapid, powerful dash when killing an enemy!
- All enemies in a straight line are killed instantly as Suzu dashes through them.
- The dash attack is only stopped by walls and shielded enemies, letting Suzu travel many tiles in an instant.
- Bounce traps redirect her dash, altering her attack trajectory and final position!
- Suzu is fully invincible during her dash, protecting her from any enemies waiting at her destiation.
Online Multiplayer
Play with up to 8 players at once in online co-op and versus modes!
Rollback Multiplayer Architecture
- Play with friends from around the world without perceptible input/audio/visual lag!
- High-latency support: two-player sessions are playable up to 300 milliseconds of latency.
In-game lobby browser and lobby visibility settings
- Includes public, friends-only, and private lobbies
- Steam multiplayer integration for creating and joining lobbies - no port forwarding needed.
- Optional support for direct IP connections and LAN play.
- Headless dedicated server to allow hosting persistent lobbies and tournament matches.
Spectator Mode
- Spectate any individual player, changing targets at any time.
- 'Spectate everyone' mode, splitting the HUD and zooming out the game view to see all players at once.
- Automatic spectator view upon death or after entering stairs while waiting for other players to finish the level.
- Ability to return to the level after entering the stairs to rejoin players instead of waiting.
Late joining and rejoining support for online sessions
- Disconnecting automatically enters spectator mode, allowing the player to jump back into the game after reconnecting.
- Health bars and name plates for other players in online sessions and spectator mode.
- In-game text chat with various scaling and visibility options.
- Seamless hosting: an ongoing run can be opened up into a multiplayer session at any time via the 'Host online game' menu option.
- Multiplayer save & quit restored sessions can be re-opened to the network, allowing other players to rejoin.
- Replays and cutscenes can be watched together online, with the host player having access to the playback controls.
- Per-player resource packs (Workshop mods):
- Each player can load their own individual set of resource packs, independently of the host or other players.
- The player character's appearance can be customized freely by choosing skins from any installed mod.
- Support for custom beatmaps can be enabled by the host player, allowing players to move at different speeds.
Hybrid online and local co-op support
- Up to 4 local players can play together, including in online sessions.
DLC Cross-Play Support
- DLC-only modes, characters, items, enemies and Zone 5 are disabled while the DLC is inactive.
- Players without the AMPLIFIED DLC can connect to lobbies hosted in non-AMPLIFIED mode.
- AMPLIFIED players can join non-AMPLIFIED lobbies, automatically turning off DLC content in the process.
- Online multiplayer is available to all owners of the Synchrony DLC, even if the new gameplay content is disabled.
- Cross-platform multiplayer between Windows, macOS and Linux.
- Networking performance features:
- Desync detection, automatically resynchronizing players in case of a game state difference.
- Dynamic input reprioritization, limiting the impact of any one player's lag spikes on other players in the session.
- Hybrid peer-to-peer and server-client network code, reducing latency in cross-region multiplayer sessions.
- Noise control system to gradually lower the volume of any repetitive player-made sounds.
New Items
Shield Slot
- Faces in the wielder's movement direction and protects them against damage from that direction.
- Wooden Shield: Protects against one hit before breaking.
- Titanium Shield: Protects against two hits before breaking.
- Heavy Shield: Protects against three hits before breaking, and also grants knockback immunity while active.
- Obsidian Shield: Shields 1, 2 or 3 hits depending on the wielder's coin multiplier.
- Shield of Strength: Protects against one hit before breaking. Grants +1 damage while unbroken!
- Reflective Shield: Protects against one hit before breaking, deflecting damage back to the enemy in the process.
- Shield of Shove: Protects against one hit before breaking, and allows the wielder to shove adjacent enemies.
Onyx Weapons
- Deals greatly increased damage on consecutive hits, but loses the damage bonus upon moving.
- Most effective on weapons that hit a broad range of tiles, less so on weapons with dash attacks
Trident
- Attacks like a broadsword at a higher range, hitting a row of three tiles, or like a dagger at close range.
- Comes in all common weapon flavors: Basic, Blood, Gold, Titanium, Glass, Obsidian and Onyx!
- Throwable! When thrown, three lanes are hit at once instead of just one, clearing out a much wider area!
Throwing Charm
- Allows any weapon to be thrown like a Dagger!
- Once per level: throwing a weapon causes it to return to the wielder, dealing damage on the way back.
- Stepping sideways after throwing slants the return trajectory, allowing different tiles to be hit!
Berserk Spell
- Starts a berserking charge on the next move, killing any enemies unfortunate enough to stand in the way!
- Stops upon colliding with a wall or any other obstacle.
- The Berserk state grants immunity to incoming attacks, but removes the ability to change directions until it ends.
- Greater Berserk fills the caster with even more blind rage, additionally killing enemies on adjacent tiles!
Dash Spell
- Turns the next move into a long-range dashing attack, dealing 4 hearts of damage to any enemies along its path!
- If an enemy is killed by the dash, the caster will pass right through.
- Greater Dash increases the range and damage of the dashing attack!
Charm Spell
- Charm nearby monsters to turn them into temporary allies!
- Allied monsters will seek out and attack other enemies until the effect wears off.
- Bumping into an allied monster pushes it out of the way, dealing damage when squished against an obstacle.
- Greater Charm's effect does not wear off, turning monsters into allies for the entire duration of the floor!
Scroll of Duplication
- Drops from an activated Shrine of Duplication.
- Duplicates all items, enemies, crates and chests in 3x3 range around the user.
- Enemies, crates and chests are only duplicated if there is space behind them.
- Shop items retain their price tags when duplicated.
- The Scroll of Duplication itself cannot be duplicated.
New Enemies
Thief
- Runs towards the player and tries to steal their items! Weapons and items in locked slots are not stolen.
- In co-op mode, the Thief takes turns trying to rob different players, and will dodge attacks from any player other than its target.
- When two items are stolen successfully, the Thief laughs at their victims and quickly disappears.
- When killed, it drops a random uncommon item, along with any potentially stolen goods.
- The Thief has a low chance of spawning on any level but is slightly more common in co-op mode
Mannequin
- Created by the Shrine of Duplication - copies all equipment of the player who activates the shrine.
- Mirrors the actions the player closest to it - movement, attacks, digging and even using items and spells!
- Can pick up items and gold from the ground, which are dropped upon death.
Shock Monkey
- While grabbed, deals half a heart of damage to its struggling victim per hit!
- Each hit also starts an electric arc that damages nearby enemies.
- Stay away from water!
New Traps
Dice Trap
- When stepped on, the Dice Trap spawns a number of completely random enemies from any zone, then disappears.
Automatic Spike Trap
- Alternates between extending and retracting each beat. Inflicts damage only while extended.
Floor Crack
- Guaranteed to spawn exactly once per zone, somewhere on a random level.
- Creates a trapdoor upon being destroyed by a bomb.
Spiked Wall
- Inflicts damage to the player when dug with a shovel.
- Spikes are only visible if the corresponding side of the wall is adjacent to a floor tile.
- Revealed enemies take damage when moving into spiked wall tiles.
New Shrines
Shrine of Duplication
- Spawns a Mannequin wielding copies of all items worn by the player who triggered the shrine.
- The Mannequin mirrors all actions of the closest player!
- Defeating the Mannequin will drop its items on the ground, granting a duplicate set of items for other players to pick up.
- Can only be found in co-op mode.
Shrine of Binding
- When touched by two players at once, their souls are linked together for the rest of the run.
- Linked players share one and the same inventory, health bar and coin multiplier.
- If one player takes damage or dies, both players are affected!
- In online multiplayer, linked players can always see each other, with the view expanding as needed to fit both players.
- Can only be found in co-op mode.
Shrine of the Feast
- Activates upon eating two food items adjacent to the shrine, granting a choice between three items.
- Cannot be interacted with directly.
Shrine of Fire
- Activates upon inflicting fire-type damage to the shrine, granting a choice between three items.
- Cannot be interacted with directly.
Other Gameplay Features
Pawnbroker Rework
- After two items have been sold to him, the Pawnbroker will present a selection of his finest wares at great prices!
- He offers a choice between three items at a discount, of which only one can be chosen.
- Selling more items causes him to re-roll his shop's contents, presenting a different choice of three items.
- After purchasing an item, selling more equipment will not cause the shop items to reappear.
- Selling enough items causes the Pawnbroker to present his Special Offer!
Equipment Sprites
- Displays all held and equipped items on the player character's sprite.
- The visibility of equipment sprites can be controlled in the 'Change Skin' menu.
- By default, equipment sprites are only visible on the default skin, and hidden when selecting a custom skin.
New Game Modes
Versus Modes
- Engage in combat with other players in Player versus Player modes!
- Instead of going through the floors of the crypt together, use various items and strategies to defeat your opponents!
- Arenas are procedurally generated, combining 2 zones into 1 floor!
- As the game progresses, various events can happen on the arena. This includes shop travel runes spawning, everyone becoming confused, and... telemonkeys?!
Versus mode: Deathmatch (default)
- In this mode, the winner is the player who manages to get the most points, which are earned by defeating others.
- Getting defeated by taking damage from enemies or floor hazards results is penalized by losing one point.
- However, if the above happens shortly after taking damage from a player, that player will be considered the killer. In this case, there's no penalty and the other player gains a point normally.
- Players respawn shortly after being defeated, so you can get back to the action quickly!
- To view the list of players and their points, use the 'Toggle player list' hotkey ('Tab' by default, configurable in menu controls).
- By default, a deathmatch consists of 3 rounds on different floors. However, this (and many other things) can be changed in the 'Custom rules' menu after entering Versus Mode!
Versus mode: Last One Dancing
- The winner is simply the player who manages to survive the longest - no complicated rules here!
- To enable this mode, change the game mode in the 'Custom rules' menu.
Team Up With Other Players
- The modes above can also be played in teams, which can be enabled within 'Custom rules'!
- Players can either be assigned to teams automatically or choose their teams manually.
Use never-before-seen items, which appear exclusively in Versus
- Wind Tomes: push away nearby enemies and players! It may also be used to surprise your opponents with bombs...
- Goblin Bomber Charm: makes you drop a lit bomb when defeated.
- Ring of Gluttony: makes food heal you a bit more.
- Ring of Whirlwind: casts a greater wind spell which pushes enemies away when you get hit and also prevents the damage, then shatters.
- Essences: these mysterious items allow you to enchant your weapon to a specific material!
- Electricity Tomes: temporarily grants electric attack powers (note: this item will only appear if the AMPLIFIED DLC is enabled)
Versus-Specific Item Tweaks
- Certain changes have been made to some items to make them work better in PvP. These changes are only applied when in versus mode, and the items function as normal outside of it.
- Cookies: to prevent excessive invincibility frames, their base quantity has been lowered to 3.
- Fireball Spell/Tome/Scroll: limited the range to 3 tiles and reduced damage to 2 and 4 for normal fireball and greater fireball respectively. However, the 2-damage version can still be used to open crates.
- Pulse Spell/Tome/Scroll: reduced damage to 2 and 4 for normal pulse and greater pulse respectively, and similar to fireball, the 2-damage version can still open crates. Pulse now also bypasses shields and armor.
- Freeze Spell/Tome/Scroll: duration of freezes has been halved.
- Shield Spell/Tome/Scroll: duration of shields has been halved.
- Various Spells also received adjustments to their cooldowns and blood cast costs.
- Grenade Charm: the damage buff has been removed, making grenades deal the same damage as regular bombs.
- Ring of Regeneration: heals 0.5 hearts every 50 beats.
- Ring of Peace: makes you invisible to enemies (but not other players).
- Arc Dagger: replaced the infinite damage when standing on a wire with a +2 damage boost.
- Rifle/Blunderbuss: piercing effect has been removed, Rifle's range is now limited to 4 tiles.
- Rapiers: when lunging, damage is increased by 1 instead of being doubled.
- Battle Shovel: replaced the infinite damage after digging with a +2 damage boost.
- Crown of Thorns: heals every 5 kills, removed damage on pickup.
- Throwing Charm: the effect of making thrown weapons return is restored after 50 beats.
New Weapon Material: Jade
- Use jade weapons to apply poison to the target of your attack!
- After becoming poisoned, characters will take damage after 3 beats. This damage cannot be avoided by normal means.
- However, poison can be healed by consuming food, preventing the damage from happening entirely.
- Use Jade Essence to enchant your weapon to a jade version.
New Weapon Material: Crimson
:- Crimson weapons heal the user every 5 kills. However, unlike blood weapons, they do not grant a damage boost when on low health.
- They are also piercing by default, bypassing any armor and shields your opponents may have!
- Use Crimson Essence to enchant your weapon to a crimson version.
Other Mechanics
- When multiple players perform actions on the same beat, they are resolved in the following order:
- item/spell usage
- weapon attacks
- movement
- This means that you are always able to use a defensive item before getting hit. However, when you are in someone's range, they will be able to hit you even if you try to move away!
- When transmogrifying a weapon in Versus, it will keep its current material.
Balance Tweaks
Alongside a few quality-of-life changes, many of these tweaks are aimed at improving the game's balance for speedrun and races, while not affecting casual runs too significantly. All of these changes take effect when the Synchrony DLC is enabled:- Removed Boots of Lunging, Magic Cookies and Charm of Strength from crates.
- Removed food items from Shrine of Pain's reward item pool.
- Removed Blood Dagger from Shrine of Blood's item pool.
- Removed Scrolls from boss reward chests.
- Reduced the number of doorway-blocking Green Slimes on Monk/Coda.
- Reduced chance of crates containing Boots of Leaping and Ring of Pain.
- Reduced the number of enemies removed by Ring of Peace from 8 to 5.
- Changed Shrine of Darkness to increase the tracking distance of enemies from 3 to 5 tiles.
- Changed Mary's Curse to no longer bypass the Potion.
- Increased the base price of the Map from 25 to 75.
- Increased the base price of the Compass from 6 to 25.
- Increased the base price of the Torch of Walls from 20 to 50.
- Increased minimum spawning distance for enemies summoned by Nocturna's final boss from 2 to 3 tiles.
- Increased the minimum distance for Skeletons summoned by Death Metal 1 and 2 from 2 to 2.5 tiles.
- Changed Shrine of Glass to convert Heavy Plate Armor into Heavy Glass Armor.
- Changed Shrine of Glass to no longer grant Glass Jaw to Melody, Eli or Tempo.
- Reduced the number of trapdoors appearing in levels, particularly near the spawn point.
- Reduced the maximum number of Skeletons summoned by Death Metal 1 from 3 to 2.
- Reduced the number of upgraded Tentacles in Coral Riff by 2 per zone.
- Reduced the spawn limit of Nocturna's final boss from 24 to 16 in single-player (unchanged in co-op).
- Reduced the health of the batteries in phase 2 of Nocturna's final boss fight from 8 to 6.
- Changed the batteries of Nocturna's final boss to be immune to the player's bombs.
- Reduced the priority of Electric Orbs to be slightly above barrels, but below all other enemies.
- Changed players to no longer collide with each other or block thrown weapons in co-op mode.
- Changed co-op mode to require all players to finish the level to proceed to the next floor (with at least one player making it to the exit alive).
Modding Features
Full mod support via an extensive Lua modding API
- Event-driven game code, allowing most gameplay events to be intercepted and handled by mods.
- Full live-reloading: mods can be edited and the changes seen in real-time.
- Mods can be loaded and unloaded in the middle of a run.
- Ability to load multiple Lua mods at the same time.
- Automatic multiplayer compatibility for most (deterministic) gameplay mods.
- Flexible Entity-Component-System architecture, allowing for the extension and modification of all entities in the game.
- Customization points for tiles, level generation and other gameplay systems.
- Procedural weapon system to define new weapon materials and shapes and have their combinations generated automatically.
- Customizable item pools for shops, secret rooms, chests and crates.
- API reference webpage, listing functions, components, events and classes with descriptions where available.
Mod Portal for sharing and discovering community-made mods, powered by mod.io!
- In-game menu to manage, browse and download gameplay mods.
- Auto-download mods (after a confirmation prompt) when joining a server with mods that are not locally installed.
- Auto-update system for mods, informing the user on the main menu when a new version of an installed mod is available.
- Options for mod categorization (favorite/hidden, local/downloaded, active/inactive) and filtering.
- mod.io upload integration: publish mods directly via the in-game mod menu!
- mod.io account creation is not required to browse, download and play mods.
- A log-in via Steam or an e-mail code is only prompted when publishing a mod.
Other Changes
- Added leaderboards for No-Beat Mode, tracked separately from the Custom Music leaderboards
- Added leaderboards for Bolt Double Tempo Mode
- Added separate highscore leaderboards for the Gold Duplication exploit
Quirks
The following Quirks that were retained for compatibility with previous versions are now fixed when the Synchrony DLC is enabled:- Fixed Aria and Coda encountering empty barrels in Zone 4 when a barrel would have contained a monkey
- Fixed Armadillo shields being bypassed by double attacks in co-op mode or via 'Pain' items
- Fixed players not dash-attacking into Electric Orbs unless wielding a Rapier
- Fixed Backpacks containing one item sometimes requiring the secondary key combination to be pressed to activate the item
- Fixed explosions causing enemies to act one beat sooner
- Fixed boss fights being skippable by using Earth Spell just below the main arena
- Fixed Pack of Holding not dropping its contents when switching to a regular Backpack
- Fixed gold coins being duplicated if picked up while merging with another gold pile (can be re-enabled to submit to "Duping" leaderboards)
- Fixed Skeleton Knights sometimes taking double knockback when dismounted
- Fixed Waterballs not causing the player to sink into the water if they had previously unsunken themselves on the same tile
- Fixed Earth Spell not creating walls on final story bosses
- Fixed Exploding Mushroom and Pixies being able to damage unrevealed enemies
- Fixed Familiars becoming displaced from the player character when a Warlock is killed via Boots of Pain
- Fixed Nocturna's penultimate boss being able to telefrag himself, sometimes skipping a phase of the boss fight
- Fixed Heavy Glass Armor being stackable past 3 stacks
- Fixed Boots of Leaping and Boots of Lunging sharing the same toggle state when switching between them
- Fixed Boots of Leaping not stopping in front of walls in Phasing Mode
- Fixed Boots of Lunging allowing Shopkeepers and story boss props to be knocked back
- Fixed Aria's final boss being taking damage from non-weapon sources while confused
- Fixed Shovemonsters and Gorgons not moving past Mary's lamb
- Fixed Metrognomes teleporting to the exit stairs instead of the their spawn point
- Fixed Mystery Mode not obscuring the player's shovel swipe
- Fixed healing not granting invincibility frames on Cadence's final boss fight
- Fixed Melody's final boss sometimes standing still near walls
- Fixed Nightmare shadows causing enemies to act one beat sooner after being revealed
- Fixed Eli's hand not starting an electric arc when attacking a Skull on a wire
- Fixed Nocturna's minimap continuing to display the locations of enemies after transforming back into human form
- Fixed Nocturna being able to transmogrify her weapon and head slots infinitely while in Bat Form
- Fixed walls interrupting ice slides in Phasing Mode
- Fixed Dagger of Phasing being stopped by chests and shrines when thrown
- Fixed Pixie explosions not destroying items, wires, ice, water or metal doors
- Fixed Vaults containing gold when playing Monk and Coda
- Fixed the player's previous position not resetting when using a War Drum or other action items, affecting enemy movement
- Fixed the Conjurer's and Transmogrifier's price resetting to the minimum after generating enough items using Ring of Shadows
- Fixed Headless Skeletons, Cutlass parries, Ring of Pain, Boots of Lunging, Golden Lute and crate knockback treating diagonal damage as orthogonal
- Fixed Pixies not retaliating against players lunging into them with an Axe
- Fixed exploding Pixies damaging distant players wielding a Rapier
- Fixed some enemies moving immediately after taking knockback in Randomizer Mode, even if they were randomized to be slower
- Fixed Skeletons getting stuck in place when walking into a Rat Familiar
- Fixed Slimes being biased towards bumping into walls
- Fixed spellcasts being treated as movements in some cases, causing the player to start sliding on ice and Clones to move again
- Fixed Ghasts and Ghouls idling for one beat after moving into a Rat Familiar
- Fixed War Drum, Blood Drum, Boots of Leaping and Boots of Lunging causing level transitions to be delayed when used on a staircase
- Fixed unaffordable chests resetting Tempo's death timer
General Changes for All Versions
New Features and Additions
- Enemy silhouettes now have a faint outline, making them easier to see against dark floor tiles.
- The intensity of this effect can be changed in the graphical options.
- Enemies standing in total darkness or within a Nightmare's shadow do not have outlines.
- In co-op mode, enemies now indicate which player they are currently following via a small arrow pointing at the player.
- Whenever an enemy's target player changes, this arrow appears for a few seconds before fading out.
- The visibility of these indicators can be configured in the gameplay options.
- Local co-op players now share their coin multipliers, gold counters and spell inventories.
- This also applies to Cadence and Dorian in Cadence's final boss fight in single-player.
- Local co-op players always teleport together when entering or exiting a secret shop, while online co-op players can enter and leave separately.
- Crypt of the NecroDancer now uses the Silver pixel font to display international characters.
- The original vector font from previous versions can be enabled in the language options.
- The contents of resource packs downloaded from the Steam Workshop can now be explored by using the 'open directory' option in the mod browser.
- In order to use the modified resource pack, it must be copied from the
downloaded_mods
tomods
. - The enemy types spawned by Sarcophagi can now be customized
- The item dropped by Shopkeepers can now be customized
- Boss levels can now be resized freely
- Added a confirmation when trying to leave the level editor when there are unsaved changes
- Added a setting to mute the music in the level editor (enabled by default)
- Changed the Ghost Shopkeeper to no longer sing his soothing song while in the level editor
- Changed Vertical Sync to be controlled by a separate checkbox in the Display Options menu
- Changed the game window to open at the appropriate resolution immediately, instead of resizing shortly after launch
Enemy outlines
Co-op target indicators
Local co-op adjustments
New International Font
Workshop mod extraction
Level Editor Improvements
Game Window Improvements
Crypt of the NecroDancer v3.0.3 is now available! We'd like to give a special thank you to community member Elyscape who provided extensive support for the MacOS ARM64 build. NecroDancer v3.0.3 should now run correctly on Apple M1 devices!
New features and changes
Additions
- Added support for playing the Daily Challenge in co-op mode
- Added the ability to manually create a beatmap by tapping to the rhythm when importing custom music
- Added support for changing the skin of Mary's Lamb via workshop mods
- Added keyboard shortcut to open a dungeon in the level editor (defaults to Ctrl+O, can be remapped in the options)
Changes
- Changed the minimap to display players as blinking blue pixels
- Changed the Conjurer's and Transmogrifier's price overflow behavior to be controlled by a quirk
- Changed Tempo's ability to get infinite countdown resets from an unaffordable chest to be controlled by a quirk
General Bugfixes
Stability
- Fixed MacOS build not starting up on Apple Silicon devices when running in native ARM64 mode
- Huge thanks to Elyscape for their help with this fix!
Steam Workshop & Modding
- Fixed custom music failing to be imported on Windows for users with special characters in their username
- Fixed some skins rendering incorrectly while standing on a wire
- Fixed Nocturna skins displaying her human head sprite in Bat Form
- Fixed modded character skins applying incorrectly when only the head spritesheet or only the body spritesheet is replaced
Level Editor
- Fixed shop floor not being available in the level editor
- Fixed level editor spawning additional characters in player-locked levels
- Fixed level editor prompting about unsaved changes when loading a dungeon, even if no unsaved changes are present
- Fixed Pre-Angered Pawnbroker being invincible when placed in the editor
Input
- Fixed certain keyboard keys being incorrectly recognized as alphabetical keys on Windows
Gameplay Fixes
Enemies
- Fixed goblin sentries repeatedly screaming when waking up while out of sight or frozen
- Fixed clones using the Cadence clone sprite, regardless of the character being played
- Fixed Hard Mode Sarcophagi sometimes spawning as lords
- Fixed Shop Wall Mimics leaving floating torches behind
- Fixed Sleeping Gargoyle Mimics not being killable by piercing damage
- Fixed Moles spawning on tar tiles
- Fixed phasing Moles getting stuck behind walls in Randomizer Mode
- Fixed Leprechaun taking longer than intended to disappear
- Fixed spirits sometimes spawning inside other enemies when the player gains telepathy
- Fixed Super Secret Shopkeeper and Lobby NPCs being vulnerable to weapon damage
Bosses
- Fixed Coral Riff tentacles moving too quickly in Randomizer Mode
- Fixed knockback sometimes incorrectly applying to Deep Blues after teleporting
- Fixed Devils summoned by Fortissimole moving too quickly
- Fixed Fortissimole acting one beat too early after the player enters his arena
Characters
- Fixed Dove's bombs dealing damage to enemies instead of teleporting them
- Fixed gold picked up by Monk/Coda not being added to the run's total score
- Fixed Crown of Greed working for Monk/Coda
- Fixed Skulls dropping a gold coin for Monk/Coda
- Fixed 'Previous Position' quirk not accurately replicating 2.59's behavior for Bard
- Fixed Nocturna's Bat Form sprite being cut off after transforming in water
Items
- Fixed Fireball spell always knocking enemies to the right, instead of away from the player
- Fixed Conjurer and Transmogrifier refusing to spawn items on top of their transaction panels
- Fixed pushback from unaffordable items causing the No Return Tile to deal damage
- Fixed invisible lingering collision box when stepping on the No Return tile while wearing a Crown of Teleportation
- Fixed possible desync when 'Spell Prevpos' quirk is enabled
Traps
- Fixed some Tempo Up Traps on King Conga being replaced with Confusion Traps
- Fixed Hot Coals not dealing damage to players stepping onto the tile via a Bounce Trap
Lobby
- Fixed lobby animations sometimes being sped up after increasing replay playback speed
Visual Fixes
- Fixed Mystery Mode attempting to conceal the sprite of the No Return tile
- Fixed revealed enemies leaving behind trails of red dots on dark tiles on the minimap
- Fixed lobby walls having a different color on the minimap than in 2.59
- Fixed enemies on stage tiles not appearing on the minimap
- Fixed health bar sometimes showing filled hearts on the death screen
Crypt of the NecroDancer v3.0.2 is now available! Localizations return in this update,
New Features and Changes
Localizations are back! Thanks for your patience while we worked on these.
- Added automatic language detection based on Steam client preference
- Added translations for the following languages:
- German
- French
- Italian
- Spanish
- Japanese
- Portuguese
- Russian
- Korean
- Simplified Chinese
- Traditional Chinese
Translation Mods
- Added option to create a new language mod with a translation template via the language selection menu
- Added support for loading translations from the Steam Workshop
- Translation CSV files should be placed in a `languages` subfolder inside the mod's root directory
- Added support for layering language modifications on top of existing translations
- For this to work, mods should name their translation files according to the language ISO-code (e.g. `languages/de_DE.csv`)
- Supported language codes are: `en_US`, `de_DE`, `fr_FR`, `it_IT`, `es_ES`, `ja_JP`, `pt_BR`, `ru_RU`, `ko_KR`, `zh_CN`, `zh_TW`
- In addition, if a mod provides a file called `languages/all.csv`, text strings can be injected across all languages
- Added support for overriding English strings in language mods (via `languages/en_US.csv`)
- Added support for overriding text strings across all languages in mods (via `languages/all.csv`)
Point Symmetric Co-op HUD Mode
- Player 2's HUD is mirrored horizontally and vertically, allowing the icons and text to be displayed at a larger scale
- This is enabled by default on the Steam Deck to improve readability
Skin Mods Support
- Added an advanced setting to enable selecting skins for any character in the 'Change Skin' menu
- Added support for selecting non-AMPLIFIED character skins from mods while AMPLIFIED content is enabled
- When standing on a wire, the character is displayed as normal instead of displaying an electricity effect
- When Quartz or Heavy Glass armor is equipped, the character sprite is shown without the armor
UI and HUD Additions
- Added pause menu indicator and run introduction text to indicate that Custom Rules or `necrodancer.xml` mods are active
- Added compatibility with "Words to Arrows" and other workshop mods that tweak the key combo HUD text
- Added an option to show default HUD text for each input map to the 'Reassign controls' menu
Calibration Additions
- Added auto-calibration for audio latency, increasing/decreasing effective latency to match early/late beats
- Added a grace period of 50 milliseconds immediately following a valid input
- During this time, missed beats are silently ignored instead of causing the coin multiplier to be lost
Level Editor
- Added the ability to quickly switch to the level editor's category list and dismiss searches by right clicking the object panel
New Launch Parameters for Steam Cloud and Native Controller Support
- Added launch parameter `--no-steam-cloud` to disable Steam Cloud synchronization
- Added launch parameter `--no-steam-input` to disable Steam Input and enable native controller support
- This should restore compatibility with Dancepads and other input devices not recognized by Steam Input
- Some controller models may use non-standard button layouts, requiring manual configuration via the 'Reassign controls' menu
- In addition to passing this launch option, it may be required to disable Steam Input Integration in the properties of Crypt of the NecroDancer within the Steam library
Changes
- Changed skin loader to automatically apply modded skins to all characters, instead of just the currently active character
- Changed level editor categorization to show wall torches in the same category as walls, instead of items
- Changed replay controls to reappear when pressing a valid hotkey while viewing a replay
- Changed controller auto-detection to more eagerly switch devices without having to use the 'Reassign Controls' menu
- Changed travel runes to automatically generate secret shops in the level editor when an odd number of runes is placed
- Changed the default multi-key combo delay from 50ms to 40ms to reduce the likelihood of late missed beats
General Bugfixes
Stability
- Fixed error during item generation when restoring very long deathless runs
- Fixed error when frame-perfectly pressing >4 keys at once while rebinding a key
Achievements & Leaderboards
- Fixed achievements for Deathless Mode, Story Mode and All-Characters Mode not unlocking
- This fix is retroactive! Existing leaderboard entries from 3.0.0 or 3.0.1 for these modes will be honored and cause their respective achievements to be unlocked
- Fixed leaderboard submissions being enabled while the 'Quirks' feature pack is disabled
- Fixed leaderboard submissions being disabled by explicitly setting a custom rule to its default value
Steam Workshop & Modding
- Fixed some Spike-Chunsoft skins not being selectable in the 'Change Skin' menu
- Fixed direct modifications to the `necrodancer.xml` file affecting gameplay
- Fixed translation files failing to load if they contain CRLF line endings or a UTF-8 Byte Order Mark
- Fixed non-functioning 'Open directory' option being shown for packaged workshop mods
Input
- Fixed unpause countdown and latency calibration click track being inaudible on low sound volumes
Level Editor
- Fixed level editor sometimes turning unchanged levels into void levels when opening and saving a dungeon
- Fixed level editor failing to save dungeons with special characters in their name
- Fixed level editor displaying a "Press Enter to select character for player 2" prompt in local co-op
- Fixed level editor resetting character choices for local co-op players
- Fixed level editor not preserving the boundaries of secret shops in generated levels
- Fixed playable characters not being placeable in the level editor
- Fixed Shield Generators not being functional when manually placed in the level editor
- Fixed Fortissimole not captivating his skeletal audience when manually placed in the level editor
- Fixed Double Heart Transplant being listed in the editor, causing confusion due to its sprite
- Fixed Conga Lines not dancing in sync when manually placed in the level editor
- Fixed arena rooms in custom levels being cut off at the bottom after clearing the arena fight
Gameplay fixes
Enemies
- Fixed Monkeys appearing in Zone 4 for Aria and Coda
- Fixed Sarcophagi in Hard Mode and Practice Mode not being delayed when failing to spawn an enemy
- Fixed Wired Zombies being immune to bombs and the Rat Familiar
- Fixed Armadillos and Minotaurs recovering from their post-charge stun while frozen
- Fixed Pixies inflicting damage to the player when knocked away by Ring of War
- Fixed Electric Mages firing electric orbs while going down trapdoors
- Fixed Beetles not unshelling immediately when spawning adjacent to a player
- Fixed enemies sometimes attempting to track players in the secret shop for one beat
- Fixed Goblin Sentries being excessively noisy when playing co-op with different character rhythms
Minibosses
- Fixed Banshees not deafening the player when damaged by a Rat Familiar
- Fixed Hard Mode minibosses not being affected by Ring of Peace and Ring of War
Bosses
- Fixed promoted Deep Blues Queens sometimes dealing 0 damage in Randomizer Mode
- Fixed Fortissimole's summoned Liches immediately tracking the player
- Fixed Death Metal sometimes failing to play music if AMPLIFIED content is not installed and the FamilyJules7x soundtrack is active
- Fixed minibosses spawned in Cadence's penultimate boss fight sometimes acting twice in a row
- Fixed Aria's final boss being stunned for one beat when hit with a Ring of Frost or Frost Dagger
- Fixed Nocturna's penultimate boss sometimes summoning minibosses after being defeated
- Fixed the exit room of Nocturna's penultimate boss having exposed void tiles
- Fixed the shield of Nocturna's penultimate boss not inflicting retaliation damage when hit by a bomb or Rat Familiar
- Fixed Gold Weapons carrying their damage boost across level transitions
Characters
- Fixed Coda dying when taking 'Back to Lobby' stairs in Training Mode
- Fixed Dorian's Boots of Leaping being toggled on in the character selection room of All Characters runs
- Fixed Dove being chased down by bats after tickling them twice in a row
- Fixed Dove's coin multiplier not increasing when tickling the same enemy multiple times
- Fixed Eli finding bombs inside of crates when Ring of Luck or Lucky Charm is equipped
- Fixed Mary's lamb getting hit by Evil Eyes from a distance
- Fixed Mary's lamb not causing Fortissimole to pop out of the ground when diagonally adjacent
- Fixed Mary's lamb not showing up in the kill-perspective post-death replay when dying to Mary's Curse
- Fixed Monk's/Coda's forced gold drop from boss minions not being cleared out by explosions in some cases
- Fixed Nocturna being invisible while inside of a wall in Bat Form if Phasing Mode is enabled
- Fixed Nocturna getting healed by Ring of Regeneration in Bat Form
Items
- Fixed Dagger of Phasing not allowing attacks from inside walls
- Fixed players with a Shovel of Courage not giving way to other players trying to move onto their previous tile in local co-op
- Fixed Glass Shards not counting as a base shovel/dagger for Scroll of Need
- Fixed Heart Transplant not granting protection against missed beats from standing still when its effect ends
- Fixed player-placed bombs failing to damage non-aggro'd enemies when when quirks are disabled
- Fixed Fireball Spell hitting the same enemy twice if it teleports from the right side of the attack range into the left side
- Fixed War Drum not causing the player to yell on their next attack
- Fixed Ninja Mask not granting immunity to traps
Shrines
- Fixed Shrine of Rhythm inflicting damage upon taking a trapdoor
- Fixed Shrine of Darkness not removing Nightmare shadows
- Fixed Wind Gargoyles and Gargoyles Mimics not counting towards the Shrine of Sacrifice
- Fixed Shrine of Darkness affecting the character selection room in All Characters Mode
- Fixed Shrine of Uncertainty not causing the previous weapon to be holstered if possible
- Fixed players not being teleported back into the Shriner's room when destroying the shrines and trying to flee
- Fixed 'No Return' square incorrectly dealing damage when the 'Spell Prevpos' quirk is active
Traps
- Fixed Leprechaun dropping Lucky Charm when killed by a bomb trap
- Fixed Spike Traps not killing Devils or 5-health Leprechauns immediately
- Fixed Hard Mode Sarcophagi spawning enemies on traps
Lobby
- Fixed Single-Zones bonus chests spawning before the corresponding lobby upgrade is unlocked
- Fixed locked doors consuming keys intended for lobby NPC cages
Visual Fixes
- Fixed Nocturna's final boss being affected by Mystery Mode
- Fixed Nocturna's story bosses displaying incorrect sprites in Mystery Mode
- Fixed holster not displaying a flyaway when automatically swapping the weapon
- Fixed Goblins not always facing the correct direction
- Fixed off-screen enemies leaving a trail of red dots when telepathy is active
- Fixed visual orientation of Mushrooms and Waterballs
- Fixed minimap not updating while in a secret shop
- Fixed Monocle item previews not hovering independently of each other
Known Issues
- On Windows, creating a Workshop Mod or using the "Open Directory" option does not launch the File Explorer.
- The directories are still created correctly and can be accessed by manually browsing the game's local files.
Crypt of the NecroDancer v3.0.1 is now available! Before we get into the changelog, we wanted to take some of this space to address some of the most frequently asked questions so far.
FAQ
Is this update coming to consoles?
This update is currently just for PC, but we would like to bring it to other platforms eventually! Feature set TBD, because certain features like custom music and mods are hard to port.
I can't change the language from English in the new update! Help!
Because we switched to a text-based localization system in version 3.0.0, we're currently in the process of migrating all existing translations to this new system. We're going to re-add all previously supported languages in an upcoming patch. Until then, the Legacy Client (available as a Steam launch option) still allows you to play the game in supported languages!
How can I access No Beat Mode?
[olist]
New Features and Changes
Additions
- Added an option to delete all save data to the 'Gameplay Options' menu
- Added Steam Cloud synchronization for 'Save & Quit' states, progression and settings
- Added progress display when resuming saved sessions
- Added the ability to discard saved sessions while loading and return to the lobby instead
- Added warning message about achievements/leaderboards when trying to edit custom rules for the first time
- Added support for placing Gold, Blood and Diamond price tags in the level editor
- Added support for turning enemies into Lords in the level editor
- Added support for reducing the player's starting health in the level editor
- Added support for looping any song in the level editor
Changes
- Changed the timing window for multikey combos from 30 ms to 50 ms, making them much easier to hit
- Changed Steam Workshop integration to load mods directly, without first extracting them to `downloaded_mods`
- Changed the character skin selection menu to highlight the currently active skin
- Changed the character skin selection menu to list only skins from locally installed mods or active workshop mods
- For convenience, we've added a shortcut to open the mod browser from the character skin selection menu
- Changed Quick Restart hotkey to be inactive during All Characters, Story and Deathless runs past the first loop
- Changed the 'PixieRapier' quirk to enable more finegrained control over the interaction
- Changed mutliline text prompts to allow leaving them by pressing the *Down Arrow* key on the last line
General Bugfixes
Performance & Stability
- Fixed framerate drops when loading textures or updating the minimap
- Fixed framerate drops when a sound effect is played for the first time
- Fixed framerate drops when opening the 'Mods' menu for the first time in a session
- Fixed the Linux build not launching from Steam unless the Steam Linux Runtime is enabled
- Fixed a crash related to the Steam API failing to initialize
- Fixed intermittent game freezes caused by the 'Enable Performance Logging' advanced setting
Save & Quit
- Fixed 'Save & Quit' sometimes failing to save very long runs
- Fixed 'Save & Quit' causing active extra modes not to reset after returning to the lobby
Achievements & Leaderboards
- Fixed Single Zone Mode not granting "In the Zone" achievements
- Fixed Deathless runs not submitting to their intended leaderboards
- Fixed Deathless leaderboards not being displayed correctly in the menu
Audio & Soundtrack
- Fixed all characters starting on the DannyB soundtrack, instead of their respective default soundtracks
- Fixed 'Change Soundtrack' menu not always listing all available artists
- Fixed soundtracks being listed in the wrong order in 'Change Soundtrack' menu
- Fixed music playing at a higher volume than intended
- Fixed 'Custom Music' menu failing to load files from paths with special characters
- Fixed character soundtrack settings not being imported from pre3.0 savefile
- Fixed 'Nicolas Daoust as Shopkeeper' setting not being imported from pre3.0 savefile
- Fixed Banshees screaming at an incorrect volume
Steam Workshop & Modding
- Fixed mods and custom dungeons uploaded prior in 3.0.0 not being visible on the Steam Workshop
- Existing submissions are migrated automatically when first launching 3.0.1.
- The old items may still remain on the Workshop, but will not be visible to other players.
- Fixed subscribed mods being reinstalled on every launch
- Fixed a crash when generating levels if the starting build was modified in `necrodancer.xml`
- Fixed starting build modifications in `necrodancer.xml` not always being applied correctly
- Fixed `isPiercing` flag not working in `necrodancer.xml` mods
- Fixed 'Change Skin' menu displaying a white square if a modded skin file is deleted
- Fixed Korean, Simplified Chinese and Traditional Chinese characters not displaying in community translations
- The available set of characters can be controlled by adding an entry for `translation.fontVariant` to the CSV file
- Supported values are `JP` (default), `KR`, `SC` and `TC`
Cutscenes
- Fixed non-AMPLIFIED intro video not playing
- Fixed Aria's cutscenes playing in a different order than intended
- Fixed cutscenes not being disabled in replay mode
- Fixed zone completion cutscenes not being skippable immediately
- Fixed quick restart hotkey restarting the run if pressed during a cutscene, instead of skipping it
Input & Menus
- Fixed Xbox 360 Controller not displaying the appropriate button prompts in the HUD
- Fixed Player 2's controls being mapped to the same bindings as Player 1 by default
- Fixed simultaneous keypresses not always being accepted by the "Reassign controls" menu
- Fixed certain keys (such as Numpad 5 or nonQWERTY keys) not being assignable on Windows
- Fixed excessive log output when certain controller drivers are managed by Steam Input
- Fixed options menu search query carrying over into submenus
- Fixed the game not always pausing when switching focus to another application
- Fixed unpause countdown being active during boss intro
- Fixed 'Custom Rules' menu listing gameplay option overrides while 'Show advanced settings' is disabled
Level Editor
- Fixed level editor being affected by autopause on focus loss
- Fixed level editor overlay sometimes persisting when returning to the lobby
- Fixed level editor overlay disappearing when loading a preset in the Custom Rules menu
- Fixed level editor duplicating Shrines when saving or testing levels
- Fixed level editor failing to save levels containing Rising Floor tiles
- Fixed level editor being "winnable" by placing a player on an exit staircase, causing a softlock
Gameplay Fixes
Enemies
- Fixed Shopkeeper Ghost dropping gold for Monk
- Fixed Moles not moving away immediately upon being tickled by Dove
- Fixed Shop Wall Mimics sometimes leaving a floating wall torch behind
- Fixed 'Orb Bump' quirk not protecting the player from moving into Electric Orbs via weapon recoil or courage
- Fixed crates and barrels containing an abnormally large number of Skeletons and Monkeys
- Fixed enemies not always moving immediately in trapdoor penalty boxes
- Fixed Spiders sometimes falling off the wall on their own in Training Mode
- Fixed unrevealed enemies not taking damage from the player's bombs
- Fixed Wired Zombies being immune to phasing damage
- Fixed Ghasts and Ghouls teleporting to the incorrect position when damaged by a player's bomb
- Fixed Headless Skeletons, Armadillos and Barrels not being redirected correctly by Earth Spell and Boots of Lunging
- Fixed Skeleton Knights killed by piercing damage dropping their gold in the wrong location
- Fixed Yellow/Black Skeleton Knights losing their head when knocked off their horse at 1 heart
- Fixed Evil Eyes charging instantly when randomized to a lower speed in Randomizer Mode
- Fixed Tar Monsters gaining too much health when grabbing the player in Randomizer Mode
Minibosses
- Fixed Red Dragons in boss trapdoor penalty boxes immediately being ready to charge a breath attack at the player
- Fixed Green, Blue and Earth Dragons being revealed in trapdoor penalty boxes while Shrine of Darkness is active
- Fixed Red and Blue Dragons being able to attack and inhale in the same beat
Bosses
- Fixed Coral Riff's tentacles dropping gold for Monk after being banished to the side walls of the arena
- Fixed Death Metal beginning to summon skeletons even when the player is nearby
- Fixed runs not counting as Low% if Dorian picks up an item on Cadence's final boss battle
- Fixed Ogres not being able to attack Dorian with their Club on Cadence's final boss
- Fixed Dorian receiving training weapons on Cadence's final boss
- Fixed Dorian being unable to use exit stairs in Training Mode for Cadence's final boss
- Fixed Melody's final boss not casting bombs during phase 2
- Fixed Armadillos, Wind Mages and Liches being delayed by an extra beat at the start of a boss fight
- Fixed Crown of Greed draining gold while the boss intro is open
- Fixed Crown of Teleportation sometimes teleporting the player into the hallway below the boss arena
- Fixed electric arcs from the Golden Lute not discharging batteries when practising for Nocturna's final boss
Aria
- Fixed Aria encountering Ooze Golems when AMPLIFIED content is disabled
- Fixed Aria encountering the wrong minibosses in Zone 1 and Zone 4 when AMPLIFIED content is disabled
- Fixed Aria finding too many Diamonds in Zone 1 and 2, and too few in Zone 3, 4 and 5
Nocturna
- Fixed Nocturna finding floating Wallpigs in Zone 4
- Fixed Nocturna being able to place bombs while in Bat Form
- Fixed Nocturna's penultimate boss being targeted by longrange weapons while its shield is active
- Fixed Shield Generators in Nocturna's penultimate boss not turning off when displaced by Boots of Lunging
- Fixed Skeletons sometimes surviving past the end of Nocturna's final boss fight
Mary
- Fixed Mary's lamb respawning with more health than intended if Mary reaches the next floor before the curse kills her
- Fixed Deep Blues' pawns performing an illegal move to capture Mary's lamb
- Fixed 'Familiar Displacement' quirk applying to Mary's lamb
- Fixed Gorgons being able to move through Mary's lamb
- Fixed sad sheep noises playing despite Mary offering her protection
Tempo
- Fixed Tempo's damage countdown not resetting when the Heart Transplant's effect wears off
- Fixed Tempo's damage countdown not resetting when interacting with shrines or chests multiple times
- Fixed Tempo finding the Shrine of Uncertainty in runs
- Fixed Tempo finding a Fear Scroll instead of an Enchant Scroll inside of an activated Shrine of Peace
Items
- Fixed weapons persisting across floors after being stored in a Holster
- Fixed Miner's Cap + Courage Shovel allowing Diamond to dash two tiles at once
- Fixed exit stairs not protecting against Cursed Wraiths
- Fixed some levels generating with a locked shop, but without a bomb to open it
- Fixed urns sometimes dropping items inside walls
- Fixed Ring of Luck and Lucky Charm cancelling out each other's effects
- Fixed Compass not displaying an arrow for unrevealed onscreen staircases
- Fixed Compass not revealing open staircases for Dove
- Fixed Monkeys being affected by Ring of Frost while grabbing the player
Shrines & Traps
- Fixed Shrine of War causing Red Bats to appear for Aria, Coda and Bolt
- Fixed Shrine of Glass replacing Dove's headgear with a Glass Jaw
- Fixed Teleport Traps and Dove's bombs failing to teleport frozen characters
- Fixed freshly deleted trapdoors still eating items
Lobby
- Fixed extraneous player characters spawning in the lobby when rapidly stepping on the 'coop' stairs
- Fixed Ring of Phasing appearing in the Janitor's item selection when AMPLIFIED content is enabled
Visual Fixes
- Fixed duplicate "New character unlocked!" notification displaying for Dorian
- Fixed Melody's final boss having a slightly incorrect visual offset during phase 2
- Fixed beat bars not turning red when nearing the end of Melody's final boss battle
- Fixed incorrect boss intro screen layout when resizing the game window
- Fixed Pixies sometimes appearing silhouetted
- Fixed screenshake effect playing when pushing a crate
- Fixed Monocle item previews sometimes being obscured by their container
- Fixed crates and barrels sometimes showing a different Monocle item preview from their actual contents
- Fixed 'Orthogonalization' Quirk labeling a nondefault option as 'Default'
- Fixed Gold/Blood Weapons continuing to glow after touching a Shrine of Glass while their damage boost effect is active
- Fixed Blue Slimes playing their tell animation incorrectly
- Fixed incorrect animation when triggering Crown of Teleportation
- Fixed Harpies displaying a diagonal attack animation if a player died on the same beat
- Fixed Goblin Sentries displaying invalid sprites while asleep in Mystery mode
Known Issues
- Monkeys can appear in Barrels and emerge from Hard Mode Sarcophagi for Aria in Zone 4.
- *SpikeChunsoft* skins are currently only available for characters with a matching sprite size, causing some of them to be absent from the skin selector of any character
- Because we switched to a textbased localization system in version 3.0.0, we're currently in the process of migrating all existing translations to this new system. We're going to re-add all previously supported languages in an upcoming patch.
- Until then, the Legacy Client (available as a Steam launch option) still allows you to play the game in supported languages!
Hey everyone! Hope you've enjoyed the big v3.0.0 update so far! We wanted to push out a quick hotfix dealing with some of the bigger issues before the long weekend.
Fixes
- Fixed save file progression from previous game versions not being imported correctly from the Steam Cloud
- Fixed the Holster eating stored weapons when entering the next floor
- Fixed Dove being able to find Shovels
- Fixed Skeleton Knights being able to spawn as lords
- Fixed the Monocle not revealing gold piles and diamonds embedded in walls
- Fixed speedrun timer not pausing in the All Character selection room after the first loop
- Fixed Rifle, Blunderbuss and Crossbows not displaying the "Reloaded!" flyaway
- Fixed Monkeys gaining too much health when grabbing a player in Randomizer mode
- Fixed red chess pieces dropping blue particles
- Fixed provoked secret shopkeepers not always moving to the bottom-right after the player leaves the shop
- Fixed Dove not being able to unlock progression content in single-zones
- Fixed Spiders falling off the walls of trapdoor penalty boxes
- Fixed bombs not exploding within a secret shop while the player is on the main floor
- Fixed Tempo not always spawning a Sarcophagus on boss floors
- Fixed Obsidian Armor being absorbed on pickup when AMPLIFIED content is disabled
- Fixed freeze spell's duration ticking down on boss enemies before entering the arena
- Fixed the coin multiplier not being lost when failing to dig a wall while the Boots of Leaping are equipped
- Fixed the Pawnbroker not leaving behind a large gold pile
- Fixed Shrine of War not applying to Dead Ringer's minibosses
- Fixed being unable to skip parts of Nocturna's final boss fight using the Boots of Lunging (this was possible in v2.59)
There are also a couple of bugs specifically with XBOX controllers and Linux that we're still looking at, but here are some workarounds:
- In order for controllers to work, Steam Input must be enabled for Crypt of the NecroDancer. If you press a controller button on the intro screen, the controller will automatically be activated.
- Xbox 360 controllers are too sensitive to diagonal inputs. This can be fixed by changing the D-Pad mode from "8-directional" to "4-directional" in the Steam Input controller configuration.
- The Linux version does not boot up from Steam on some distributions. To fix this, open the game's properties in the Steam library, navigate to the "Compatibility" tab, enable "Force the use of a specific Steam Play compatibility tool", and choose the "Steam Linux Runtime"
Yup. Youre seeing this right. After 1,721 days, Crypt of the NecroDancer is getting another update. And its a big one.
You might be saying, Brace Yourself Games, its been 5 years. Why are you updating now?
Well, lets just say this is a precursor to something bigger coming your way, and we want to make sure that we address some of the communitys most significant feedback before we get there.
From your feedback, here are some of the biggest things you wanted us to address:
[olist]
List of New Features in v3.0.0
EDIT: Fixed a big that granted achievements for No Beat Mode (sorry)
No Beat Mode
- Added No Beat mode, enabling Bard-like gameplay for any character. Yes, even Aria for anyone who would like to experience the games story in an easier way!
Save and Quit Anytime
- Added a Save and Quit feature to allow exiting the game and resuming the session later.
- The session is also automatically saved when closing the game window.
- Suspended and resumed runs can be submitted to the Deathless, Story and All-Characters leaderboards.
Greatly Reduced Load Times
- Greatly reduced loading time when starting the game by streaming more resources on demand.
Updated Controller and Steam Deck Support
- Added improved controller support via Steam Input, with gamepad-specific button symbols and Steam Deck support.
Controls and Input Improvements
- Added various improvements to the controls and input system.
- Added the ability to assign multiple keys or buttons to the same action.
- Added support for custom multi-key combos for any in-game action.
- Most menu controls can now be customized.
- Mouse buttons can now be assigned to in-game actions.
- Added a menu for quickly switching between keyboard/controller schemes for co-op players.
Custom Music Overhaul
- Added an overhauled custom music system with the ability to save multiple playlists and switch between them.
- Audio files in the MP3, OGG and FLAC formats are supported.
- Beat detection is performed in the background, allowing more songs to be selected in the meantime.
- Special tracks (story bosses, training, tutorial) can also be customized.
- Imported songs and their beatmaps can be previewed directly in the Custom Music menu.
- On Linux, a native file chooser dialog is now used in place of the in-game selection menu.
New and Improved Co-op
- Added dynamic view scaling for local co-op sessions when players move away from each other.
- Added independent per-player beatmaps in co-op mode: play any combination of Cadence, Bolt and Bard!
- Each player tracks their own rhythm: the presence of a Bard or Bolt does not transfer their effects to all players.
- Adjusted the behavior of all enemies to follow the rhythm of the nearest player.
Updated Replay System
- Added an advanced option to view post-death replays from the perspective of the enemy that ended the run.
- Added a redesigned replay system with hotkeys for seeking through and skipping levels.
- Multi-run replays (Deathless, Story, All-Characters) now record and playback gameplay across all runs.
- Replays now reproduce accurate input timings for Bard, in No Beat Mode or with Custom Music enabled.
- Replay auto-saving can be configured to record all runs, only victories, or no runs at all.
Leaderboards
- Added a warning to the leaderboard menu if mods or custom rules are causing the leaderboards to be disabled.
- Split co-op leaderboards into 'Cadence + Cadence' and 'Mixed Characters'.
- Changed Custom Music leaderboards to also include No-Beat Mode and other rhythm customizations.
- Added Low% speedrun leaderboards, tracking the fastest completion times without the use of items or shrines.
- Added offline saving for achievements and stats, synchronizing them automatically once the connection is re-established.
- Meeting an achievement's unlock condition while offline will grant the achievement upon reconnecting.
Speedrun Timer
- In the All-Characters selection room, the speedrun timer is now always paused, including on intermediate characters.
- Completing a partial run in All-Characters or Story mode no longer shows a confirmation menu while letting the speedrun timer continue.
- On boss floors, the speedrun timer is always paused until the first move, even if the "Show boss intros" option is unchecked.
- Waiting out a custom song now adds a time penalty of up to the original song's full duration to the speedrun timer.
- This ensures that extremely short custom songs can't be used to gain an advantage on the leaderboards.
Quality of Life Updates
- Added an audible countdown when unpausing to get back into the rhythm.
- The length of this countdown can be configured in the settings, or it can be turned off altogether.
- Added a new latency calibration assistant that matches the BPM of the current song.
- Added the ability to paste into text boxes (such as the run seed) by pressing *Control+V*.
- Added the ability to toggle AMPLIFIED content on or off without restarting the game.
- This also changes which set of leaderboards can be viewed and submitted to.
Menu and Options
- Added "Custom Rules" menu, allowing various gameplay settings to be tweaked. This disables leaderboard submissions.
- Added a menu for gameplay quirks - obscure mechanics or bugs from previous versions that can be toggled on or off.
- Added support for unlocking the game's framerate beyond 60 FPS.
- Added options to change the game's view scaling mode.
- Added options to customize the intensity of screenshake, particles and freeze frames.
- Added an option to show advanced settings, unlocking many additional customization options for experienced players.
- Added a hotkey for searching through menus (*Control+F*).
- The following menus are supported: Options, Custom Rules, Mods, Reassign Controls, Select Replay, Load/Save Dungeon.
Better Modding Capabilities
- Added a fully redesigned mod loader and modding menus.
- Multiple mods can be loaded at once, and their override priority can be customized.
- This includes mods altering `necrodancer.xml`: changes will be merged together in priority order.
- `necrodancer.xml` mods created without the AMPLIFIED DLC can now be loaded even if the DLC is enabled.
- Mods can be loaded in the middle of a run without requiring a restart.
- The Mods menu now displays thumbnails, authors and descriptions from the Steam Workshop.
- Subscribing to a mod while the game is running now downloads it automatically.
- Active mod downloads now indicate their progress in an overlay while in the lobby or in a menu.
- Added a text-based translation/localization system.
- This allows for the creation of fan translations without needing to edit any image files.
- Translation template files are available in the same CSV-based format used by the game.
New Custom Level Editor
- Added a new level editor with many additional features and improvements to the control scheme.
- The level editor can now be used with a mouse, keyboard, or controller.
- Various shape tools are available for placing tiles and objects: freeform pen, line, filled/outlined rectangle.
- Using the eyedropper hotkey (*Q*), existing tiles and objects can be quickly selected for further placement.
- The eraser tool (*Right-click*) adaptively deletes objects, walls, or floors based on the starting point of the pen stroke.
- A selection tool allows cutting, copying, pasting, moving, and deleting rectangular sections of the level.
- Tiles and objects are grouped into categories, which can be quickly navigated by pressing *Tab*.
- The contents of the side panel can be filtered by pressing *Control+F*.
- The side panel can be resized by clicking and dragging, or by changing the editor options.
- Almost every type of tile/object in the game can now be placed in custom dungeons, including bosses.
- Multiple items, enemies or other same-category objects can be stacked on one tile by holding *Shift* while placing them.
- The player spawn point can now be moved around using the 'Move objects' tool.
- The contents of chests, crates and urns can be customized by placing items (or enemies!) on them.
- Existing custom dungeons can be imported into the level editor and are automatically converted into the new dungeon format.
- Levels in custom dungeons can be reordered, duplicated and renamed.
- Boss songs and special tracks can be chosen in custom levels, allowing the usual song-length time limit to be removed.
- When generating procedural levels for custom dungeons, a fixed seed can now be optionally specified.
- The size of generated boss levels can be customized, altering the arena size and the number of boss minions.
- Boss levels in custom dungeons can now be modified in the editor after being generated, and will save their changes.
- Story bosses can be added to custom dungeons.
- Newly generated levels can be quickly rerolled with the same settings, but a different seed.
- When using a controller, grid-aligned and gyroscopic controls are supported for cursor movement.
- Hotkeys are available for Quick Save (*Control+S*), Test Level (*F5*), Undo/Redo (*Control+Z* / *+Y*) and many other actions.
- All mouse, keyboard and controller bindings can be customized.
Updated System Requirements
- On all systems, at least 4 GB of RAM are required, and 8 GB or more are recommended for best performance.
- On Windows, a 32-bit or 64-bit installation of Windows 7 or greater is required.
- On MacOS, a 64-bit installation and MacOS version 10.10 or greater is required.
- On Linux, a 64-bit installation of Ubuntu 18.04 or SteamOS 3.0 is required.
Crash and Desync Fixes
- Fixed crash when using an Electric Dagger to knock an enemy into a Rat Familiar.
- Fixed crash when using the Boots of Lunging to move instruments around in Nocturna's final boss.
- Fixed crash when loading a workshop mod with invalid images or audio files.
- Fixed some text not being colored correctly in non-English languages.
- Fixed many known causes of replay desynchronization:
- Fixed desync when using more than one item or spell after stepping on the exit stairs.
- Fixed desync when using healing items to block damage from Spike Traps.
- Fixed desync when 'Enable Particles' option differs between replay recording and playback.
- Fixed desync when performing rapid inputs during the song transition of Cadence's final boss.
- Fixed desync when moving rapidly as Bard.
- Fixed desync when Nocturna's final boss summons enemies.
- Fixed desync when an Armored Skeleton spawns from a Sarcophagus.
- Fixed desync when changing a replay's playback speed.
- Fixed desync when resizing the game window during a run.
- Fixed desync when a Blast Helm explosion is used to defend against a Fireball.
- Fixed desync between Windows and MacOS/Linux when the player is diagonally aligned with a digging miniboss.
Did we miss anything? Send us feedback directly through the game!
- Added an in-game 'Send Feedback' menu to share bug reports, suggestions, and other feedback with the developers.
- Gameplay screenshots, replays and log files can optionally be attached to bug reports.
- For full transparency, the contents of feedback reports can be viewed in all their technical glory prior to submission.
Thanks for jamming with us these past 7 years! We can't say too much yet, but this is going to be a big year for NecroDancer fans. Just thought you should know. ;)
See you around,
Maddie and the Brace Yourself Games team
Hey NecroDancers!
We're going to PAX East next week, and we would love to see you there if you're going too! We miss your beautiful faces!
Our booth number is 11043. We'll be demoing Crypt of the NecroDancer: AMPLIFIED, as well as our other games Industries of Titan and Phantom Brigade.
We're also unveiling a limited run of some brand new merch in collaboration with Udon Entertainment. They'll be available to PAX East attendees first, but will be available online shortly after for those who won't be there.
Here's a first look at the new tees!
Grave Rocker T-Shirt
Skulldiggery T-Shirt
Metalmancy T-Shirt
These shirts are designed by the amazing Marie Enger. So... who are we seeing at PAX East? - Maddie & the Brace Yourself Games Team
They're finally here! Unleash the power of these 5 Crypt of the NecroDancer characters and add some groove to any woefully quiet surface with this dynamic set of figurines. If youve got the space, theyve got the vibes.
This set contains figurines of Cadence, Melody, Aria, Coda and the NecroDancer himself! Designed by Gijs van Kooten, each character is made of high-quality PVC and stands at 3.5 inches. You can keep them in their windowed collectors boxes or let them roam free on their non-detachable bases as you please. Get them individually or as a set!
merch.braceyourselfgames.com
Hey folks! You may have noticed that your Steam page and library have an updated look. If you haven't noticed, well, it's not too late to check!
I considered pushing through the updates and just seeing what people would say as some chaotic fun, but then I figured it was best to let you all know so as not to alarm anyone. So now you know!
Crypt of the NecroDancer is still the same game you know and love; we just had some cool new assets from our physical edition and collector's edition releases that we wanted to use. The NecroDancer was due for a makeover anyway.
We hope you like the new look. :)
-Maddie & the Brace Yourself Games team
Sometimes we really just want to play Crypt of the NecroDancer, and this is one of those times! Join us on March 25, 2021 at 1PM PT for a Developer Stream on Steam!
Don't forget to click "Set a reminder" to be alerted when we go live!
See you soon.
Today's Deal: Save 80% on Crypt of the NecroDancer!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Monday at 10AM Pacific Time
We are incredibly excited to announce the "Brace Yourself... FOR PAX" party on Thursday, August 30 @ The Showbox, hosted by Elspeth Eastman!
This FREE 21+ event features live performances by KERO KERO BONITO, Danny Baranowsky (FIRST live performance) & FamilyJules, Chipzel, and Super Square, with DJ sets by A_Rival.
We'll also have exclusive giveaways and two new Brace Yourself Games TRAILER PREMIERES!
Also be sure to drop by our PAX booth where INDUSTRIES OF TITAN will be playable for the very first time!
Register for FREE General Admission here.
For more information, please visit: http://braceyourselfgames.com/pax/
v2.59 Changelog: - Updated misc localized game texts. - Fixed game crash where Nocturna could be parried into the wall by Frankensteinway's charge attack. - Shrine of Rhythm now works with Frankensteinway & The Conductor fights. - Fixed exploit where song beatmaps could be shortened but still post to the regular Leaderboards. - Confusion particles are now exempt from the 'Disable Particles' option. - Fixed "Golden Loot" Achievement so it cannot be earned while playing co-op. - Fixed crash in co-op where if one player is killed while a Monkey is on them, loading the next floor caused the game to shut down. - Fixed issue with the electric glow effect not displaying properly on Spike Chunsoft character skins when Obsidian Armor is equipped.
v2.59 Changelog: - Updated misc localized game texts. - Fixed game crash where Nocturna could be parried into the wall by Frankensteinway's charge attack. - Shrine of Rhythm now works with Frankensteinway & The Conductor fights. - Fixed exploit where song beatmaps could be shortened but still post to the regular Leaderboards. - Confusion particles are now exempt from the 'Disable Particles' option. - Fixed "Golden Loot" Achievement so it cannot be earned while playing co-op. - Fixed crash in co-op where if one player is killed while a Monkey is on them, loading the next floor caused the game to shut down. - Fixed issue with the electric glow effect not displaying properly on Spike Chunsoft character skins when Obsidian Armor is equipped.
Patch Notes, v2.58 - Added graphics to Danganronpa/Shiren skins to work with Amplified DLC content (Quartz Armor, Heavy Glass Armor, glowing outline while on a wire). - Various localization corrections. Bug fixes: - Fixed bug where if you used custom music for King Conga, it affected Nocturnas final boss fights as well. - Re-fixed bug where Food Shopkeeper could have more than 1 hp in Randomizer mode and it would crash the game. - Coda: put enemies back in for King Conga 5.
Patch Notes, v2.58 - Added graphics to Danganronpa/Shiren skins to work with Amplified DLC content (Quartz Armor, Heavy Glass Armor, glowing outline while on a wire). - Various localization corrections. Bug fixes: - Fixed bug where if you used custom music for King Conga, it affected Nocturna’s final boss fights as well. - Re-fixed bug where Food Shopkeeper could have more than 1 hp in Randomizer mode and it would crash the game. - Coda: put enemies back in for King Conga 5.
Changelog: Base game v1.29 Amplified v2.57 - The "change skin" option is now usable in the base game. - The Danganronpa soundtrack will not play while using the "random soundtrack" option. - The Shopkeeper will not sing while the Danganronpa soundtrack is used. Known issue: - Please note that we are aware of the issue where the Shiren/Danganronpa skins do not have DLC graphics (Quartz Armor, Heavy Glass Armor, glowing effect while on a wire). We are working on creating the art for it, and will release another update once it's ready. We appreciate everyone's patience while we work on fixing this issue!
Changelog: Base game v1.29 Amplified v2.57 - The "change skin" option is now usable in the base game. - The Danganronpa soundtrack will not play while using the "random soundtrack" option. - The Shopkeeper will not sing while the Danganronpa soundtrack is used. Known issue: - Please note that we are aware of the issue where the Shiren/Danganronpa skins do not have DLC graphics (Quartz Armor, Heavy Glass Armor, glowing effect while on a wire). We are working on creating the art for it, and will release another update once it's ready. We appreciate everyone's patience while we work on fixing this issue!
Get ready to groove! Crypt of the NecroDancer has just received a HUGE free update with the content our fans have been asking for! (And yes, this update works even if you don't own any DLC!)
Chipzel!
First up, famed video-game composer Chipzel's "Chipped of the NecroDancer" OST is now playable in-game! And, better yet, it includes all new tracks for Zone 5! This amazing OST, including all zones 1 through 5 is now available to purchase via our Steam store page. Show your support for Chipzel's work and grab the OST now!
Spike Chunsoft!
We have also teamed up with our friends at Spike Chunsoft to bring you another new OST and new playable character skins! You can now use the "Change Sountrack" feature to change to the Danganronpa OST for zones 1 through 4! Additionally, you can use the all new "Change Skin" option to swap any character's sprite with a Spike Chunsoft character! Here's the list:
- Monokuma
- Monomi
- Chiaki Nanami
- Junko Enoshima
- Hinata Hajime
- Makoto Naegi
- Asuka
- and Shiren the Wanderer
This update fixes various bugs. The full changelog is below: Amplified v2.55 2017-07-20 - Aria Deathless Leaderboard now properly configured - Zone 5 variants of bosses (ex: Deep Blues, King Conga, etc) added to Level Editor - Fortissimole added to Level Editor - Fixed issue where the camera would break if you attacked an Electric Orb projectile while wearing a Crown of Teleportation - Now able to dig walls generated with Earth Spell with level-0 dig. - Frankensteinway electric floor tiles no longer ignore iframes, Ring of Courage, Shield Spell, etc. - Tempo: Enchant Scroll & Telepathy Circlet removed from pool; Gold weapons put back into pool - Tempo: Timer now resets when he picks up items out of containers (Barrels/Crates) and loose Bombs. - Hard Mode Sarcophagi are immune to Fear Scroll. - Nightmare’s shadow no longer affects power meters on the batteries. - Mary: when standing on top of the Lamb, Fortissimole’s splash damage no longer kills the Lamb. - Mary: fixed issue where Coral Riff couldn’t hurt the Lamb at all - Earth Spell can no longer push Frankensteinway's Electric Orbs on top of the switches. - Mary & Bolt: base spear removed from item pool (so you can no longer find duplicate base spears in chests) - Mary Phasing mode: Lamb now follows Mary into the wall. - Mystery Mode: Monocle can no longer be used to see actual items inside of containers, Shrines, etc. - Randomizer Mode: Food Shopkeeper can’t have more than 1 HP (it was causing crashes) - Tempo: Uncertainty Shrine removed - Nocturna’s final boss now has a spawn limit. - Nocturna’s final boss: fixed extra beat that was happening when the song looped. - Pulse Spell put back into the game. - Tempo & Mary: Throwing and picking up their starting weapons no longer breaks Low% - Cursed Wraiths & Gorgons can no longer bypass Stairs immunity - Nocturna’s credits video fixed - Localization tweaks and adjustments.
https://www.youtube.com/watch?v=4MLt05_WXYQ That's right! Crypt of the NecroDancer: AMPLIFIED has left Early Access and has now launched fully on Steam! Here's what's in our massive launch update:
- Two new final bosses: Frankensteinway and ??????
- All 6 of Nocturna's final story cutscenes!
- Two new playable characters: Mary and Tempo!
- Three new modes: Phasing mode, Randomizer Mode, Mystery Mode!
- Two new items: Pulse spell, Ring of Uncertainty
- All new achievements for the DLC content!
- A new option to replace the shopkeeper's singing with Nicolas Daoust's vocals!
- New music from Virt for zone 5 and Fortissimole!
- TONS of other fixes and tweaks!
Today's Deal: Save 80% on Crypt of the NecroDancer!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
https://www.youtube.com/watch?v=4MLt05_WXYQ We have some electrifying news! Crypt of the NecroDancer's "AMPLIFIED" DLC will leave Early Access and launch fully on Steam on July 12th! Here's what's in the massive launch update: - Two new final bosses: Frankensteinway and ?????? - All 6 of Nocturna's final story cutscenes! - Two new playable characters: Mary and Tempo! - Three new modes: Phasing mode, Randomizer Mode, Mystery Mode! - Two new items: Pulse spell, Ring of Uncertainty - All new achievements for the DLC content! - A new option to replace the shopkeeper's singing with Nicolas Daoust's vocals! - New music from Virt for zone 5 and Fortissimole! - TONS of other fixes and tweaks! We hope you enjoy Crypt of the NecroDancer: AMPLIFIED when it launches July 12th! ːnecroheartː
Hi everyone! First, we'd like to apologize for the lack of recent Announcements. Thank you for your patience in the meantime! Over the past few months, we have been working very hard on finishing up Amplified. This includes adding some new playable characters, new modes, bug fixes, and other things. Amplified will launch in the next little while, after we've finished polishing the new content. We will officially announce a launch date as soon as we can!
2017-04-01: 2.45 - New items: tomes - New rare items: magic food - Eli: add zero-damage knockback attack - Nerf lucky charm's crate boost to be much weaker than ring of luck's (which stays the same) - Ring of mana: double cooldown speed - Make heavy glass armor heavy (like heavy plate and lead boots), so it prevents wind spells, etc. - Update localization XML - Fix crash when swapping between backpack and holster - Fix boss shrine not stacking with hard mode - Fix uncertainty slot persisting through enchant weapon & some shrine usage - Fix practice skull spawns to not drop gold - Don't drop holster for Diamond from bombed uncertainty shrine - Some localization fixes to Brazilian Portuguese, German, Korean, Russian
2017-03-16: 2.44 - New shrine: Boss Shrine - New shrine: Shrine of Pain - New shrine: Shrine of Uncertainty - Change hard mode sarcophagi to die only to explosions (bombs) - Allow shrine of peace in shriner - Allow modding character starting equipment in necrodancer.xml - Update diamond art - Add diamond bestiary splash image - Add achievement for completing Zone 5 - Bomb charm: instead of bomb immunity, your bombs don't hurt players; damage is only 4 still (not infinite); higher cost in shop - Hard mode: give slow sarco spawns a longer delay before moving (same as fortissimole spawns) - Make daggers always enchant into special daggers - Allow Diamond to discover invisible chests diagonally - Fix hard mode skull sarcophagus skeleton spawns to not drop gold after the first skull - Fix bug where a stackable dropped by replacing a backpack with a holster will vanish when re-acquired - Fix enemies moving away from player under certain conditions involving multi-tile movement (typically leaping boots) - Fix melody/aria to unlock by beating cadence/melody final boss (status quo was beating z4) - Hard mode: don't spawn gorgons from sarcophagi (because the statues clog up the level) - Hard mode: make sarcos avoid walls in z4 (to hopefully avoid blocking shops) - Hard mode: shrines avoid having tough sarcophagi in the spawn area - Fix Diamond having guns appear in vaults - Diamond: fix losing multiplier when activating a shrine diagonally - Diamond: fix confusion not working for diagonal movement - Diamond: fix minotaur charging strange direction when dodging him with diagonal movement - Diamond: don't drop bag of holding when the conjurer dies - Fix Fortissimole being unhittable on stage by dagger of phasing - Fix shrine of sacrifice's miniboss item spawns for weaponless characters - Fix barrel monkeys being immediately knocked back by the bomb blast that opened the barrel - Fix cutlass not enchanting when not unlocked (by making cutlass unlocked by default) - Fix zone 2 armadillo animation when rolling diagonally; also allow them to roll diagonally after hitting diagonal bounce trap
2017-03-08: 2.42 New character: Diamond - Complete zone 5 to unlock - Use key combos to move diagonally - Up+down uses bomb - Left+right uses item New mode: hard mode - More enemies in each room - Most rooms have a sarcophagus that spawns enemies and is immune to weapon damage - Exit rooms have two minibosses instead of one - Boss floors have minibosses added - No trap doors - Moddable via necrodancer.xml - Add items: monkey paw, bomb charm - Update art: cookies, ice familiar - Update localizations - Add seeded version of no return mode - Courage: protect against gorgon & water ball attacks - Cursed wraith: change to be consistent with monkeys/gorgons/etc (the wraith won't die if its attack fails because of courage iframe, and non-courage iframes don't protect against it) - Change rat familiar hit direction to point away from the player - Change's harp's diagonal attacks to use diagonal hit direction - Modify BasicSeek to correctly chase diagonal movement, leaping boots movement, lunging boots movement - Enchant weapon scroll on dagger: allow all the special daggers as results (not only jeweled) - Fortissimole: adjust FM3 & FM5 misc enemy types to be more fair - Fortissimole: adjust stage position slightly to give one more row of tiles in arena - Fortissimole: destroying speakers stops spawns from them - Fortissimole: clear more of the stage when battle ends - Fortissimole: destroy floor gold when digging - Fortissimole: enemy spawns have a longer delay before movement - Make replays work for no return mode, hard mode, and their seeded versions - Give no return mode & hard mode their own leaderboards - Fix crash when dead ringer is non-fatally knocked back by earth spell after the player skipped the previous beat - Fix trap door miniboss not working with shrine of sacrifice - Fix shopkeep ghost existence changing which shrine is present - Fix leaderboard select menu to make more sense for story mode, deathless, all chars - Fortissimole: fix bug where if he is frozen on stage and bombed out, he is invulnerable until unfrozen - Fix Fortissimole dirt pile showing on wrong tile after being knocked back (such as by ring of war) - Don't spawn grenade charm for dove & eli - Fix horizontal jitter of text in lobby
2017-02-08: 2.40 - New item: Heavy Glass Armor - Add all Cutlass materials, with rarities same as bow - Electric dagger: direct hit damage 2; combo with wire for 2 arc damage - Make boots of leaping more common in the places it appears (crates, locked shops) - Reduce dove familiar spawn rates a bit - Don't spawn dove familiar for Dove (it's too powerful) - Determine the success/fail outcomes from chance shrine by the run seed - Luck items: instead of changing general item spawns, improve crate quality - Ring of mana: remove cooldown bonus; add greater versions of bomb (inf dmg), heal (heal 1), earth (radius 2) - Cursed wraith: when hitting player, curse all hearts and vanish - z5 level gen: bias exit stair location within exit room to be far from player - Allow phasing damage to destroy green gorgon statues (which includes earth spell, metrognome telefrag, etc) - Give ring of courage 10 durability (still infinite durability in single zone modes) - Courage takes priority over cutlass parry - Reduce freeze spell durations to 6 (lesser, was 8 ) and 12 (greater, was 16) - Shrine of Peace: reduce downside to replacing weapon with dagger; reduce upside to +1 heart (was +2) - Make weapon throws do piercing damage - Make Warhammer rarity similar to Bow, because of its high ease of use - Fix crash when loading Fortissimole boss intro with Spanish & German localizations - Melody fix: make wire electric arcing work for her lute attack - Fix Fortissimole visual to actually show the silhouette instead of using the wrong animation frames - Recover from invalid cloud save by dumping it and starting fresh - Indicate in the log clearly when game crashes due to missing (or damaged) image file - More graceful error handling when failing a DirectX image load - Fix glass shop to only ever spawn a weapon in the 3rd spot, not glass slippers - Fix boss intro fast-forwarding bug by making the game also pause when losing focus during boss intro - Fix Blunderbuss showing up from transmutes for invalid characters (Melody, Aria, etc.) - Dove familiar fix: don't teleport enemies on boss levels (fixes some strange behaviors) - Scatter trap: don't scatter Melody's lute and Dove's flower - Bat fix: when some directions are blocked, select randomly from remaining directions without bias - Fix darkness and peace shrines in bat form: darkness should remove your ring and torch, and peace should preserve your ring of peace - Transform spell: only 1 copy in co-op; lock into first spell slot for Nocturna (for hotkey stability) - Remove strength shovel from pool of characters that can't use damage bonuses (such as melody) - Fix warhammer priority to be the same as broadsword for the far hit - Electric dagger: make player glow; damage electric zombies - Fix Dead Ringer gong destruction being blocked by familiar - Battle shovel doesn't activate from opening doors
2017-02-01: 2.38 - New item: Electric Dagger - New item: Battle Shovel - Localizations: German, Italian, Spanish - Minor updates to other localizations - FamilyJules remasters of original game tracks - Replace OCR 3-2 cold with a version fixing harmony with shopkeep - Update example localization XML with tags for recent text changes; tag texts in code - Earth dragon: update art; 8 health; wall raising changed to behind player, catacomb strength, permanent - Raise Axe occurrence chances to be similar to that of Rapier - Make frost dagger a little more likely to find in high level chests, since it's better than in original game - z5 level gen: extend the wire into the entry room - Change axe to only dash if player didn't already move (matters for warlocks), for consistency with rapier - Ring of Wonder: only grant full heart the first time you pick it up - z5 level gen: omit trapdoors on 5-3 (fixes lack of melody trap door room in nd2 boss); reduce freq of 5-x trapdoors - Rewrite glass shop spawn logic to not spawn glass jaw & to spawn glass slippers more often than previously - Fix shop wall mimic showing its teeth when far away - Fix slight misoffset of the zone 5 beatfiles (50ms each) - Adjust start times of OCR 5-x tracks to match the fixed beatfiles - Fix Dove to count one of her hearts as the ring of peace's bonus heart (so ring swap doesn't give extra heart) - Fix Shovels of Courage & Strength being overwritten by crystal shovel - Fix: remove ring of phasing from lobby NPCs - Fix: glass shrine don't change dorian's boots to glass slippers - Perf: Slightly speed up rendering by reducing allocations and faster sorting
2017-01-27: 2.35 New content: - Localizations: Russian, Japanese, Traditional Chinese, Simplified Chinese, French, Brazilian Portuguese - Item: Shopkeep Familiar - Item: Ring of Piercing - Subtitles for opening cutscene Tweaks: - Give rat familiar piercing - Ice spirit: don't hit enemies that require phasing damage (burrowed moles & fmole, unactivated mimics) - Blood shrine also grants blood shovel (in addition to the blood weapon) on the ground - Blood shrine only damages your red hearts, not your cursed hearts - Reduce frequency of electric zombies in single zone mode - Zone 5 overlay skip certain categories of enemy: sarcophagi, closets, wraiths - Nocturna exit bat form also grant 2 ibeats - Change Zone 5 overlay enemy selection to force more variety of types (reduces excessive skull swarms) - Monk/Coda: don't spawn wall gold - Minor updates to Korean localization Fixes: - Fix these to not work in bat form: flail knockback, ring of frost, gold weapon gold bonus - Fix: in bat form, never show weapon glows (for blood & gold weapons) - Fortissimole: at boss end, enemies don't drop gold except for monk & gold weapons; late spawns don't drop gold even for monk & gold weapons to prevent infinite gold - Fix kc5/fm5 always being last by generating floor seeds using a better algorithm - Bat form fixes: new armor shouldn't protect; new torches shouldn't illuminate - Fix crash when double-tapping beats after boss song has looped - Fix base game crashes from dlc save data: deprecate diamond dealer attributes, pending spawn attributes - Fix crash on unexpected default character entry in save xml - Bump version of default character attribute to fix base game forwards compatibility crash - Fix gameplay options menu crash when save data default character is invalid - War shrine don't make tar balls, since tar balls are intentionally disabled - Fix bug where if Nocturna is default character, player would gain Transform spell when starting ND1 boss - Fix crash when accessing gameplay options menu while in bat form - Dorian FM4: replace the blademasters with harpies (as is done in KC4) v2.36 - Removed Earth Dragon for now due to a bug; it will return soon!
Save 75% on Crypt of the NecroDancer during this week's Midweek Madness*!
Crypt of the NecroDancer is an award winning hardcore roguelike rhythm game. Move to the music and deliver beatdowns to the beat! Groove to the epic Danny Baranowsky soundtrack, or select songs from your own MP3 collection!
*Offer ends Friday at 10AM Pacific Time
https://www.youtube.com/watch?v=ilP_dT9IoMI It's time for your electrifying return to the crypt! Crypt of the NecroDancer: AMPLIFIED is now available on Steam! Take control of the shapeshifting protagonist Nocturna to fight your way through new levels, boss battles, and more! Key features:
- A whole new zone full of nefarious new enemies!
- A powerful new vampiric protagonist: Nocturna!
- New weapons, armor, and other loot
- Pet-like "familiars" that stay by your side and help you fight!
- A new story cutscene and a new boss battle
- Over 20 new tracks have been added to the soundtrack, including vocals from Mega Ran as "FortissiMole"!
- A completely new playable OST remix of the entire game, created by OverClocked ReMix
- Additional DLC remixes for Zone 5 from FamilyJules, A_Rival, Virt, and Girlfriend Records!
- Additional localizations
- More playable characters
- More gameplay modes
- More items
- Final story cutscenes
- And Nocturna's final boss battles!
https://www.youtube.com/watch?v=ilP_dT9IoMI Crypt of the NecroDancer: AMPLIFIED, the prequel DLC for the award winning game, launches on Steam Early Access, Jan 24th! Add to your wishlist now!
... that'll make your mandible drop!
Coming soon to a Crypt near you!
Today's Deal: Save 67% on Crypt of the NecroDancer!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
You can now play Crypt of the NecroDancer using our epic new OST remixes from Virt and Girlfriend Records! Just go to the in-game options menu and select "CHANGE SOUNDTRACK" to assign "VIRT" or "GIRLFRIEND RECORDS" to your character of choice. Virt, the composer of the amazing soundtrack for Shovel Knight, has created a gorgeous "retro freestyle" soundtrack for us, while Girlfriend Records have delivered a pulse pounding synthwave OST.
This free update also includes localizations for Russian and Brazilian Portuguese, with more localizations on the way!
Finally, we've been listening to your feedback, and have corrected a number of issues that you've reported. Here's the complete changelog for v1.24:
- Two new playable soundtracks, by Virt and Girlfriend Records
- Added new languages: Brazilian Portuguese and Russian. Other languages coming soon
- Flicker shield spell the beat before it wears off
- Fix bug where default character changed item generation
- Remove diamond counter from modes that don't have diamonds
- Change Yeti animation to more clearly show movement cycle
- Bolt picking up thrown spear doesn't lose low%
- Fix bug where Necrodancer phase 2 music sometimes didn't start
- Play shopkeep ghost sound even when music volume is low
- Call the ring slot "ring" in the HUD
- Fix shield effect being invisible after falling through a trap door with shield active
- Heart transplant now works when used on the first beat of the song
- Don't fade molehill of frozen mole
- Fix frozen animations to show beetle unshelling, skeleton knight dehorsing, skeleton beheading, Death Metal deshielding
- Show armor changes while frozen
- Fix eye color of some skeletons
- Add glow effects to white sarcophagus silhouette
- Aria doesn't regain low% when entering zone 1
- Fix bug where confusion would re-occur when heart transplant wears off
- Finish rendering weapon swipes after player picks up another weapon
- Show throw swipes for both players in co-op
- Make lobby torches look consistent on the minimap
- When player teleports into shop, play shopkeeper song at full volume
- Make shopkeeper singing full volume when bombing into shop
- Set zone 3 volume correctly when banshee dies
- Add red knight swipe
- Fixed early beat bar hit visual when boss song loops
- Make white chest mimic available in level editor
- Fix blue chest mimic becoming red chest mimic in level editor
- Fix misaligned weapon glow sprites
- Bolt practice, level editor kc1 has blue bats instead of red
- Don't apply localization scale to non-localized text
- Fix spacing of scaled localized text
- Hide secret shop speech when NPC is aggroed or dead
- Fix Dove unlocking Story Mode 1-1 exit stairs
- Remove player minimap dot when player in secret shop
- Fix minimap going offscreen with two spells
- Make "always show enemy hearts" not reveal cauldron mimics
- Added Jeweled Dagger to weaponmaster (edit: after picking it up during a run)
- Fix mod menu selection order
- Don't show unlock splashscreens during a replay
- Make monstrous cracked shop wall dark too
- Remove obsolete unlockable second action slot
- Fix large seed parsing so that they are not rounded
- Print large seeds as positive numbers instead of negative
- Don't allow playing seed -1 (change it to seed 0) to avoid strange behavior
- Faster item pool generation for mods
- Mode stairs in char select area now prompt & take diamonds
- Diamond prompt now doesn't cancel the second prompt (where applicable)
- Fix "SONG ENDED!" in Japanese localization, which wasn't displaying
- When game paused, pause sounds of shopkeep ghost, banshee
- Detect audio cheating for Necrodancer 1 phase 2
https://www.youtube.com/watch?v=IWIeEr3B97w Only 1000 will ever be made! Order yours today!
https://www.youtube.com/watch?v=IWIeEr3B97w Grab one for yourself, while supplies last!
Today's Deal: Save 50% on Crypt of the NecroDancer!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
Crypt of the NecroDancer is now playable in Japanese, German, French, Italian, and Spanish! (And English too, of course!) Just head to the in-game "Options->Language Options" screen to set your preferred language.
Here's the full change log for v1.19:
- Added new languages: Japanese, German, French, Spanish, and Italian!
- Made the game use the new languages by default, if Steam’s interface is using that language
- Fix crash bug caused by player moving while 'submitting scores' is visible
- Fixed bug where sarcophagi in level editor were preventing exits from unlocking in normal mode
- Fixed crash on text inputs with numpad keys
- Prevent hang caused by monstrous shopkeeper in replays
- Fixed bug where localization offsets were being applied repeatedly in some cases
- Added small 'DONE' to localization XML file
- Fixed bug where certain text wouldn't reload after changing languages
- Added xOff and yOff properties to subtitle XML file
- Added scale param to localization file
- added scale param to subtitles XML file
- fixed some enemy name localization issues
- Fixed bug where the language text was not offsetting properly in the language GUI
Crypt of the NecroDancer has left Early Access and has launched fully on Steam! Your game should automatically update to the latest version. (Make sure that the loading screen says v1.0 or higher, or you may not yet have the latest build.) https://www.youtube.com/watch?v=3EL6VK557Yk We have had such an amazing time working on Crypt of the NecroDancer that we thought we’d let you take a peek behind the scenes to see how it all went down! We took the game to festivals all around the world, meeting fans, making lifelong friends, and learning how to make the game the best it could be. We hope you enjoy our minidocumentary and the full game! Here’s to two and a half years that none of us will ever forget. Thank you!!! ːnecroheartː ːnecroheartː ːnecroheartː Here's what's in store for you in the launch build!: - Our final zone has been added! A whole host of new enemies, traps, secrets, and minibosses await - You can now beat the game! Unique final boss battles for the protagonists: Cadence, Melody, and Aria - Two new playable soundtrack remixes by A_Rival (EDM) and FamilyJules7X (metal)! - There are now story cinematics, featuring VO stars from League of Legends, the Dragon Ball Z TV series, and many more - One additional insanely difficult character: Coda. (We aren't sure it's humanly possible to complete this character.) - 10+ new achievements - A new 'Codex' room in the lobby that helps teach the game's higher-level techniques - And, of course, a ton of polish, balance tweaks, and bug fixes
https://www.youtube.com/watch?v=-HiQUw5Np8o We are very excited to announce that Crypt of the NecroDancer will be leaving Early Access and launching fully on April 23rd! Check out the launch trailer, above! Here's what's in store for you in the launch build!: - Our final zone has been added! A whole host of new enemies, traps, secrets, and minibosses await - You can now beat the game! Unique final boss battles for the protagonists: Cadence, Melody, and Aria - Some musical surprises we can't yet reveal... - There are now story cinematics, featuring VO stars from League of Legends, the Dragon Ball Z TV series, and many more - One additional insanely difficult character: Coda. (We aren't sure it's humanly possible to complete this character.) - 10+ new achievements - A new 'Codex' room in the lobby that helps teach the game's higher-level techniques - And, of course, a ton of polish, balance tweaks, and bug fixes Thank you so much for your support and feedback during early access! The NecroDancer community is truly the best! ːnecroheartː
Hi everyone! As we get closer to the game's final launch we are tidying up a bunch of loose ends, hence this huge laundry list of improvements and fixes! Enjoy! ːnecroheartː - Added Blood Shovel item and Lucky Charm item - The Daily Challenge now requires you to play Cadence, then Melody, then Aria, to win. - Updated Coral Riff behavior to make him a little more difficult to quick kill - Made Boots of Lunging do 999 damage on a lunge, and made the lunge not result in taking the killed enemy’s place - Changed Crown of Teleportation to teleport player into the shop if possible - Added 'ignore multipress combos’ option (this will help if you often accidentally drop bombs as Bard) - Added pop-up File Selection dialog to make selecting Custom Music songs easier, on Windows - Made healing via spell, food, or holy water give invincibility for that beat. (Food now has a use, for Aria!) - Added code to reduce swarming in zone 3. Also, purple shovemonsters only have 2 health, and new gray ones have 3 - Renamed “Hardcore Mode” to “All Zones Mode” and moved the staircase in the lobby - Made gold piles different at 50 gold so that you can tell visually when you have enough to summon a leprechaun - added option to disable pre-boss audio effect - added option to disable pause on loss of focus - added option to wipe progress - added option to disable the "spend diamonds!" reminders - added option to swap P1/P2 - added option to set a default character - added option to always show enemy hearts - added option to always show item names - added fullscreen toggle (works in Windows only) - added option to specify resolution (works in Windows only) - added option for setting a mod by default - fixed bug where shrine effects persisted in the character select room in all chars mode - added Coral Riff to level editor - added rotating bounce traps to editor - added new shops to editor - disallowed placing stairs at (0, 0) in level editor - fixed weird crate/barrel duplication bug in level editor - fixed inconsistency with deleting/moving at tile (0, 0) in level editor - allow custom music with level editor levels - increased green bat probability - made boots of leaping ignore water - fixed bug where phasing/piercing damage wasn't hitting armored beetles - made piercing not affect moles - fixed bug where piercing weapons were acting like phasing when thrown/fired - made holy water not hit NPCs - made boots of pain and golden lute not work from within walls (with ring of phasing) - fixed issues with not being able to hit enemies that just spawned from crate - allow weaponless characters (and Melody) to shove barrels/crates - changed error handling in Windows to log exceptions to log file - removed 'quit to lobby' option when in lobby - made deathless mode just start hardcore immediately - prompt when quick restarting deathless mode with at least 1 win - changed speedrun timer to counter in deathless mode - made shovemonsters not kill groove chain when squishing player - made spell cooldowns work with Dove - fixed bug where Dove died in the lobby from weaponmaster tiles - removed arena for Dove, food shop for Aria, Pawn Shop for Monk, and others - shrine/transmog items are now removed from the item pool - fix 'song ended' text - disallow shrines that are useless for certain characters - changed shrine bomb items to not give items that would be useless for that character - made duplicate shrines not show up - no shrine of peace in shriner shop - made using shriner ensure that no other zone 1 shrine will spawn - no guaranteed shriner in 1-1 for daily challenge - added hint text for shrines - shrine of darkness gives 1 bomb instead of 3 - made shrine of risk only affect 1 player - made shriner accept coupons, monk - shrine of war now upgrades mushrooms, bosses - shrines no longer make pickups in front of them disappear - fixed issue with ring of courage not protecting from death metal fireball - made ring of courage give invincibility even if dash can't be performed - made ring of courage dash ignore water/tar - made player ignore water/tar when giant - fixed issue where war drum, boots of leaping, and blood magic could mess up ice slides - fixed issue where holstered gold weapons weren't creating coins in boss battles - don't let shove monsters shove when shield is active - made sounds not start playing if it is already playing (can turn off with delayBetweenRepeat=0 in xml) - made VO sounds cut each other - added visual indicator to audio calibration - fixed issue where weapons would sometimes hit crates/barrels instead of an enemy - made Monk/Dove able to steal shop items - made ring of shadows let you steal arena items - made enemies de-aggro when confusion ends (very helpful for Dove!) - Took War Drum out of Melody’s item pool - Fixed crash bug caused by trying to play an old replay file - added autodetection for XBOX/XBONE/PS3/PS4 controllers on Windows and made HUD text match controller detected - added ability to use R stick on controllers - fixed bug where you couldn't assign any keys to RIGHT - fixed crash caused by trying to watch old version replays in leaderboards menu - removed custom music leaderboard for bard - fixed holster/backpack duplication bug - took away knockback from ring of peace - fixed level editor bug where generating/playing boss levels with Dove would cause weird behaviour - Fixed the bug that was causing diagonal-moving enemies to behave more intelligently than desired - Made the game play VO sfx for Shield, Need, and Enchant spells - Fixed bug where Coral Riff’s head and tentacles could teleport while frozen - Removed Blast Helm’s additional armor and made it give you +3 bombs when you pick it up for the first time - Made coin multiplier text not be red at 3x if the Shrine of Rhythm is active - Fixed various text/hint issues - Altered the costs of some rings - Increased probability of finding a torch - Make transmute spell rarer, costlier, and increased number of kills required for refresh and the health required for blood magic - Made Crossbow, Rifle, and Blunderbuss more rare - added option to enable/disable custom music - fixed exploit where you could play most of a run with custom music, then switch at the end to submit to normal leaderboard - Altered the timings of all animations to make them “snap” more on the beat - Made Blood Drum permit player to dig any wall on the next beat after use - fixed sideways door bug - fixed issue with filenames containing ';' causing issues for custom music - fixed issue where mushroom lights could spawn in shops behind metal doors - fixed issue where fake walls could spawn in miniboss room after trapdoor EDIT! Updated to v0.402 with the following changes: - fixed bug where secret rooms could fail to be created and crates, etc. could show up in walls - fixed bug where L-shaped rooms could cause enemies/traps/shrines to spawn incorrectly in secret rooms - fixed bug that caused you to respawn as Cadence after daily challenge - made it so the game respects command line params over profile for fullscreen/resolution - fixed bug where window would resize when using custom music filebrowser - fixed boss generation in level editor (Coral riff was producing Deep blues when played) - added grey shove monster to beastmaster, level editor - fixed monkeys/tar monsters on always show hearts mode - Hm! Looks like we've hit the max length of an announcement post! See this thread for the full list: braceyourselfgames.com/forums/viewtopic.php?f=13&t=2177&p=13900 Edit! Updated to 0.403. Since we've hit the max length of an announcement post, see this thread for the full list of changes: http://braceyourselfgames.com/forums/viewtopic.php?f=13&t=2177 ːredbatː
Crypt of the NecroDancer
Brace Yourself Games
Brace Yourself Games
2015-04-23
Action Indie RPG Singleplayer
Game News Posts 76
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(21690 reviews)
http://necrodancer.com
https://store.steampowered.com/app/247080 
The Game includes VR Support
NecroDancer linux content [1.6 G]NecroDancer -- Launch Build Access for Press -- LINUX [0 B]Crypt of the NecroDancer: AMPLIFIED -- LINUX [1.5 G]Crypt of the NecroDancer Experimental Client Linux [40.1 M]DLC TEST DEPOT LINUX [68.37 M]
Crypt of the NecroDancer Extras
Crypt of the NecroDancer: AMPLIFIED
Crypt of the NecroDancer: Synchrony
Crypt of the NecroDancer: Hatsune Miku Character DLC
- OS: Steam OS and Ubuntu 12.04 are the only supported Linux OSes
- Processor: 2GHzMemory: 1000 MB RAM
- Memory: 1000 MB RAM
- Graphics: 512MB VRAM
- Storage: 1600 MB available space
- Memory: 1500 MB RAM
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