Update v4.1.1
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 [/list] 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 [/list]
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
[list] - 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
Balance changes
- Changed Miku to no longer take damage when pressing too many buttons in a single beat
[list] - Standing still by not pressing any buttons for a beat will still inflict damage as before
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)
[list] - 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
[ 2024-08-19 18:13:44 CET ] [Original Post]
Minimum Setup
- 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
Recommended Setup
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