SYNCHRONY Hotfix v3.7.3

Crypt of the NecroDancer

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!

[b]Crypt of the NecroDancer v3.7.3 is now available![/b] [h2]New features[/h2] [list] [*] [b]Added[/b] an option to swap the A/B and X/Y controller button icons in the HUD [/list] [h2]Modding features[/h2] [list] [*] [b]Added[/b] parameter [i][noparse]ev.knockbackSuppressed[/noparse][/i] to [i][noparse]event.objectDealDamage[/noparse][/i]/[i][noparse]objectTakeDamage[/noparse][/i] [list] [*] If set to [i][noparse]true[/noparse][/i], knockback is disabled for this attack, separately from the distance specified in [i][noparse]ev.knockback[/noparse][/i] [*] If set to [i][noparse]false[/noparse][/i], knockback is always applied for this attack, even for otherwise suppressed hits [*] If [i][noparse]nil[/noparse][/i] (default), knockback is applied if the attack was not suppressed [/list] [*] [b]Added[/b] functions [i][noparse]fear.setRemainingTurns()[/noparse][/i]/[i][noparse]fear.getRemainingTurns()[/noparse][/i] [*] [b]Added[/b] function [i][noparse]statusEffect.isActive()[/noparse][/i] [*] [b]Added[/b] data field [i][noparse]training[/noparse][/i] to enum [i][noparse]boss.Type[/noparse][/i], which can be set to [i][noparse]false[/noparse][/i] to avoid generating training stairs in the lobby [/list] [h2]Bugfixes[/h2] [h3]Gameplay bugfixes[/h3] [list] [*] [b]Fixed[/b] Blademasters resisting knockback on parried hits [*] [b]Fixed[/b] Transaction Panels in secret shops being destroyed if the tile beneath them is changed [/list] [h3]Interface bugfixes[/h3] [list] [*] [b]Fixed[/b] long key names being split up across lines in some languages [/list] [h3]Modding bugfixes[/h3] [list] [*] [b]Fixed[/b] enum [i][noparse]boss.Type[/noparse][/i] data field [i][noparse]splashTitle[/noparse][/i] not affecting the name displayed on the boss intro screen [*] [b]Fixed[/b] custom equipment sprites not rendering if they use filtered textures [*] [b]Fixed[/b] modded enemies inheriting from the Skeleton template appearing as Fortissimole audience members [*] [b]Fixed[/b] error in [i][noparse]event.objectDig[/noparse][/i] if [i][noparse]ev.flags.checkAllTiles[/noparse][/i] is set without [i][noparse]ev.radius[/noparse][/i] [/list]