SYNCHRONY Update v3.5.0

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 v3.5.0 is now available![/b] 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! [h2]New enemies[/h2] [img]{STEAM_CLAN_IMAGE}/6005263/09445ef6b87c3ca440e01cdcbc71d2a70b168ab4.png[/img] [list] [*] [b]Added[/b] 6 new enemies to co-op mode in the SYNCHRONY DLC! [list] [*] [i]Jockey[/i]: [list] [*] 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! [/list] [*] [i]Phantom[/i]: [list] [*] 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. [/list] [*] [i]Granite Golem[/i]: [list] [*] An extremely thick-skinned Golem, invincible against most normal attacks. [*] Only takes damage when hit by two players simultaneously. Work together to defeat it! [/list] [*] [i]Wisp[/i]: [list] [*] A spirit that appears near groups of players travelling together. [*] Dodges the first hit by teleporting behind the back of another nearby player! [/list] [*] [i]Skittish Blademaster[/i]: [list] [*] Parries incoming hits, but lunges away instead of counter-attacking. [/list] [*] [i]Protectorc[/i] (AMPLIFIED DLC only): [list] [*] 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. [/list] [/list] [/list] [h2]New features[/h2] [list] [*] [b]Added[/b] mouse input support for all in-game menus [*] [b]Added[/b] new translations for Simplified Chinese and Korean [*] [b]Added[/b] translated texts for new menus, items and mechanics introduced since v3.0.0 across all supported languages [*] [b]Added[/b] colored HUD beat bars for when Chaunter's possession timer runs out [*] [b]Added[/b] advanced option to show speedrun time splits in All Characters Mode [*] [b]Added[/b] advanced options for adjusting the Shopkeeper's singing volume and falloff distance [*] [b]Added[/b] advanced volume options menu for fine-tuning the volumes of specific sound sources [*] [b]Added[/b] advanced option to increase the number of keys that can be assigned to each action [*] [b]Added[/b] support for changing the appearance of Klarinetta's Zweihänder via the "Change Skin" menu [*] [b]Added[/b] support for changing the appearance of Suzu's and Klarinetta's attack swipes via the "Change Skin" menu [/list] [h2]Balance changes[/h2] [list] [*] 🔹 [b]Shield Items[/b]: All stackable shields now regenerate 1 hit upon completing a level, up to their default stack size [*] 🔹 [b]Reflective Shield[/b]: Increased durability from 1 to 2 hits [*] 🔻 [b]Reflective Shield[/b]: Now reflects the exact damage blocked, instead of at least 5 hearts [*] 🔹 [b]Shield of Shove[/b]: No longer prevents weapon attacks, allowing enemies to be simultaneously shoved and attacked [*] 🔹 [b]Shield of Shove[/b]: Now works when moving around corners, pushing enemies regardless of the shield's prior facing direction [*] ▫️ [b]Shield of Shove[/b]: Now simultaneously pushes multiple horizontally or vertically aligned enemies in a row [*] ▫️ [b]Shield of Shove[/b]: Crush attack now targets the most distant enemy when multiple enemies are aligned, instead of the closest [*] 🔻 [b]Shield of Shove[/b]: Crush attack now deals 3 piercing damage instead of infinite phasing damage [*] 🔹 [b]Thief[/b]: Now drops more items in co-op mode (one item per player) [*] 🔹 [b]Thief[/b]: Increased the rarity of the first item drop from +1 to +2 [*] 🔹 [b]Thief[/b]: No longer steals items from non-targeted players [*] 🔹 [b]Thief[/b]: No longer steals items when knocked into another player [*] 🔻 [b]Thief[/b]: Now evades attacks by players other than its current target in multiplayer [*] 🔹 [b]Shrine of Sacrifice[/b]: Now accepts players as sacrifices [/list] [h2]Other changes[/h2] [list] [*] [b]Changed[/b] Thief to use an updated spritesheet [*] [b]Changed[/b] vision modifiers (such as Sunglasses and Ring of Shadows) to no longer silhouette enemies in spectator mode while observing multiple players [*] [b]Changed[/b] "Reassign Controls" menu to automatically update multi-key combos when changing directional movement keys [*] [b]Changed[/b] HUD controller prompts to support additional buttons, axes and controller models [*] [b]Changed[/b] startup Changelog menu to combine patch notes from multiple updates [*] [b]Changed[/b] numeric settings to be represented by sliders in the options menu [*] [b]Changed[/b] categorical settings to show a dropdown menu with all available options [*] [b]Changed[/b] 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 [*] [b]Changed[/b] all shields capable of blocking multiple hits to appear cracked if the next hit will break them [*] [b]Changed[/b] color for gold warning outlines on Monk/Coda to increase contrast [/list] [h2]Modding features[/h2] [list] [*] [b]Added[/b] documentation comments for 850+ components and fields [*] [b]Added[/b] event [i][noparse]objectGetHUDBeatBars[/noparse][/i] to allow mods to customize the appearance of beat indicators in the player HUD [*] [b]Added[/b] event [i][noparse]spellTransmute[/noparse][/i] to allow mods to intercept transmutations [*] [b]Added[/b] function [i][noparse]itemGeneration.getSeenCounts()[/noparse][/i] to directly manipulate the tables tracking which items have spawned in a run [*] [b]Added[/b] function [i][noparse]shrineGeneration.getSeenCounts()[/noparse][/i] to directly manipulate the tables tracking which shrines have spawned in a run [*] [b]Added[/b] function [i][noparse]soulFollower.spawn()[/noparse][/i] to create a Soul Familiar [*] [b]Added[/b] helper functions [i][noparse]action.dx()[/noparse][/i] and [i][noparse]action.dy()[/noparse][/i] to decompose [i][noparse]action.Direction[/noparse][/i] values into their X and Y offsets [*] [b]Added[/b] support for binding delay functions ([i][noparse]delay.new()[/noparse][/i]) to named global variables [*] [b]Added[/b] support for passing more specific parameters to [i][noparse]shrineGeneration.choice()[/noparse][/i] [*] [b]Added[/b] components [i][noparse]sacrificable[/noparse][/i] and [i][noparse]sacrificableInstantReward[/noparse][/i] to control eligibility for the Shrine of Sacrifice [*] [b]Added[/b] component [i][noparse]spellCheckSafeLevel[/noparse][/i] to limit whether a spell can be cast in the lobby [*] [b]Added[/b] components [i][noparse]generateSecretRoom[/noparse][/i], [i][noparse]generateSecretRoomInRun[/noparse][/i], [i][noparse]generateSecretRoomExcludeFromSingleZone[/noparse][/i] and [i][noparse]generateSecretRoomRestrictLevel[/noparse][/i] [*] [b]Added[/b] component [i][noparse]traitBannedSecretRooms[/noparse][/i] to control which travel runes are allowed to spawn for a playable character [*] [b]Added[/b] component [i][noparse]traitZone5Bleed[/noparse][/i] to add patches of Zone 5 to the level across all zones [*] [b]Added[/b] component [i][noparse]traitExtraMiniboss[/noparse][/i] to add an additional miniboss on each level [*] [b]Added[/b] component [i][noparse]traitAddSpiders[/noparse][/i] to generate Spiders outside of Zone 4 [*] [b]Added[/b] components [i][noparse]traitExtraEnemies[/noparse][/i] and [i][noparse]traitExtraEnemiesZ1Z2Z5[/noparse][/i] to increase the number of enemies encountered throughout a run [*] [b]Added[/b] components [i][noparse]traitAddSarcophagus[/noparse][/i], [i][noparse]traitNoSarcophagus[/noparse][/i] to control Sarcophagus generation [*] [b]Added[/b] components [i][noparse]traitNoBlademasters[/noparse][/i], [i][noparse]traitZone4NoMonkeys[/noparse][/i] and [i][noparse]traitZone4NoSpiders[/noparse][/i] to prevent specific enemies from spawning [*] [b]Added[/b] component [i][noparse]innateAttackInhibitTemporarily[/noparse][/i], preventing enemies from attacking for a number of beats [*] [b]Added[/b] component [i][noparse]innateAttackInhibitOnHit[/noparse][/i], preventing enemies from attacking when damaged on the same beat [*] [b]Added[/b] component [i][noparse]innateAttackInhibitAgainstNonTarget[/noparse][/i], preventing enemies from attacking players they are not currently targeting in co-op mode [*] [b]Added[/b] component [i][noparse]knockbackableDeferred[/noparse][/i], delaying knockback until all players have acted for the current beat in co-op mode [*] [b]Added[/b] component [i][noparse]shieldPreventActionOnHit[/noparse][/i], preventing enemies from acting when their shield is hit, without increasing their beat delay in co-op mode [*] [b]Added[/b] field [i][noparse]weaponThrowHolder.distance[/noparse][/i] to control the maximum distance of the charge attack of Cadence's penultimate boss [*] [b]Added[/b] field [i][noparse]fortissimoleSpawn.spawnTypes[/noparse][/i] to control which types of enemies Fortissimole spawns [*] [b]Added[/b] field [i][noparse]necrodancer.shieldBypassFlags[/noparse][/i]/[i][noparse]necrodancer.shieldTeleportFlags[/noparse][/i] to control which damage types Cadence's final boss responds to [*] [b]Changed[/b] item-destroying spells to trigger the [i][noparse]objectDeath[/noparse][/i] event, referencing the caster as the killer [*] [b]Changed[/b] healing caused by the Shopkeeper Familiar to reference the familiar as the healer in [i][noparse]objectHeal[/noparse][/i] [*] [b]Changed[/b] [i][noparse]dbg[/noparse][/i] or [i][noparse]print[/noparse][/i] to no longer have an effect in packaged mods, reducing the size of log files and improving performance [list] [*] To write messages to the log file in packaged mods, use [i][noparse]log.info("Test: %s", 123)[/noparse][/i] [/list] [/list] [h2]Bugfixes[/h2] [h3]Input bugfixes[/h3] [list] [*] [b]Fixed[/b] the vertical D-Pad axis of some controller models not working when Steam Input is disabled [*] [b]Fixed[/b] controller button icons appearing much bigger than intended in language-specific fonts [*] [b]Fixed[/b] the [i][noparse]B[/noparse][/i] button on controllers sometimes being handled as 'Confirm' instead of 'Back' [*] [b]Fixed[/b] Pause and Quick Restart keys not working when bound via Player 2's controls menu [*] [b]Fixed[/b] inaccurate controller button prompts for Xbox 360 and PlayStation 4 controllers when Steam Input is disabled [/list] [h3]Gameplay bugfixes[/h3] [list] [*] [b]Fixed[/b] Beetles, Tarmonsters and Mimics not being provoked by Reaper's souls [*] [b]Fixed[/b] Ring of Courage not protecting from Spike Traps if a Spider or Pixie jumps on the player on the same beat [*] [b]Fixed[/b] secret room Shopkeepers instantly killing the player when attacked by a Rapier, Axe or Cat o' Nine Tails [*] [b]Fixed[/b] Pixies dealing damage to distant players holding a Rapier [*] [b]Fixed[/b] Shrine of Sacrifice ignoring item restrictions on environmental kills, such as Spike Traps [*] [b]Fixed[/b] Shrine of Space occasionally generating levels without any enemies or exit stairs [*] [b]Fixed[/b] Reaper phasing into newly-spawned Skeletons when a Soul Familiar causes a Skull to split [*] [b]Fixed[/b] Shield of Shove's crush attack not inflicting directional damage, causing Skulls to split the wrong way [*] [b]Fixed[/b] some enemies acting a beat too late after entering the field of view [*] [b]Fixed[/b] Familiars being able to hit burrowed moles [*] [b]Fixed[/b] Randomizer Mode sometimes giving more than 1 heart to fast-moving Yetis [*] [b]Fixed[/b] Reflective Shield not inflicting directional damage [*] [b]Fixed[/b] Cat o' Nine Tails and Axe causing players to dash when attacking the Ghost Shopkeeper at close range [*] [b]Fixed[/b] Ring of Courage not granting immunity to the No Return Square [*] [b]Fixed[/b] Potion Rooms sometimes being only partially encased in Spiked Walls [*] [b]Fixed[/b] Pixies not granting health when pushed into a player by an Earth Spell or a charmed Wind Mage [*] [b]Fixed[/b] Coral Riff dealing splash damage when moving during phase 1 of the fight [*] [b]Fixed[/b] Cadence's penultimate boss delaying his next action upon entering phase 2 of the fight [*] [b]Fixed[/b] Cadence's penultimate boss inconsistently delaying his next action after charging [*] [b]Fixed[/b] Cadence's penultimate boss sometimes starting a charge immediately after being knocked back [*] [b]Fixed[/b] Cadence's penultimate boss fight not being limited to one live miniboss per bell [*] [b]Fixed[/b] Minotaurs not ringing bells by charging into them in Cadence's penultimate boss fight [*] [b]Fixed[/b] gold collected by Dorian during Cadence's final boss not being doubled while Cadence is wearing a Crown of Greed [*] [b]Fixed[/b] Nocturna's final boss not spawning a miniboss when entering phase 2 of the fight [*] [b]Fixed[/b] shrines sometimes placing items on top of gold coins [*] [b]Fixed[/b] coins appearing on the next level after falling through a trapdoor [*] [b]Fixed[/b] charmed enemies possessed by Chaunter not being able to attack after their charm status runs out [*] [b]Fixed[/b] thrown weapons getting stuck under NPC cages in Single-Zone Mode [*] [b]Fixed[/b] Thief getting stuck targeting players in the secret shop [*] [b]Fixed[/b] Thief being stunlocked and visually teleporting when attacked repeatedly by a player other than its target [*] [b]Fixed[/b] Leprechaun failing to steal gold from players under the effects of Shrine of Binding [*] [b]Fixed[/b] Ghast and Ghoul sometimes waiting an extra beat after dodging the first hit [*] [b]Fixed[/b] Wraiths and other spirits rapidly disappearing/reappearing in co-op if multiple players are nearby [/list] [h3]Engine bugfixes[/h3] [list] [*] [b]Fixed[/b] Changelog menu switching pages while the chat prompt is open [*] [b]Fixed[/b] settings and saves being cloud-synchronized when Steam Cloud is disabled [*] [b]Fixed[/b] errors when viewing a post-death replay from an Exploding Mushroom's perspective [*] [b]Fixed[/b] Discord Rich Presence sometimes failing to update the lobby status in multiplayer when restarting a run [*] [b]Fixed[/b] the character selection room in All Character Mode not displaying its name in the game browser [*] [b]Fixed[/b] multi-instance window title being cut off on Windows [/list] [h3]Leaderboard & Achievement bugfixes[/h3] [list] [*] [b]Fixed[/b] [i]In The Zone[/i] achievements for zones 1 through 4 unlocking when playing characters other than Cadence [*] [b]Fixed[/b] Daily Challenge leaderboards not showing up if [SYNCHRONY] is active while [AMPLIFIED] is disabled [*] [b]Fixed[/b] Daily Challenge leaderboards showing "No entries for this leaderboard" when a character other than Cadence is selected in the lobby [/list] [h3]Level editor bugfixes[/h3] [list] [*] [b]Fixed[/b] entities dying instantly when moved onto lava via the editor's move tool [*] [b]Fixed[/b] Moles destroying gold coins and traps when moved via the editor's move tool [*] [b]Fixed[/b] Coral Riff and Tentacles spawning water when moved via the editor's move tool [*] [b]Fixed[/b] story bosses dealing damage when moved via the editor's move tool [*] [b]Fixed[/b] level editor ceasing to respond when generating reduced-size Zone 5 levels [*] [b]Fixed[/b] players other than the host being able to close online level editor sessions [/list] [h3]Audio bugfixes[/h3] [list] [*] [b]Fixed[/b] the Shopkeeper's voice playing at a lower volume than intended [*] [b]Fixed[/b] Ring of Gold repeatedly playing the gold collection noise if a coin falls down a trapdoor [*] [b]Fixed[/b] enemies possessed by Chaunter not playing a sound effect when healing [/list] [h3]Visual bugfixes[/h3] [list] [*] [b]Fixed[/b] Soul Familiars not silhouetting when moving past the level border [*] [b]Fixed[/b] player names showing up even when "Player name render distance" is set to "Off" in the options [*] [b]Fixed[/b] Deep Blues' Knights displaying a misleading attack animation when forced to attack via knockback [*] [b]Fixed[/b] "coin" item pickup flyaway not being capitalized correctly when playing with All-Caps Text disabled [*] [b]Fixed[/b] incorrect animation when toggling off Winged Boots above a Bounce Trap [*] [b]Fixed[/b] the sprite of Cadence's penultimate boss being visually offset in the level editor's placement preview [*] [b]Fixed[/b] Red/Blue Dragons' Fireball and Ice Breath spells not displaying correctly in the HUD when spectating multiple players [*] [b]Fixed[/b] gold outlines being visible when spectating multiple players if any of them is playing Monk/Coda [*] [b]Fixed[/b] enemies possessed by Chaunter not displaying a particle effect when healing [/list] [h3]Modding bugfixes[/h3] [list] [*] [b]Fixed[/b] settings values being set to [i][noparse]nil[/noparse][/i] after their containing script file is renamed [*] [b]Fixed[/b] graphics drawn using the [i][noparse]debugVisuals[/noparse][/i] module not showing up in the debug overlay [*] [b]Fixed[/b] mod menu not showing the latest versions after focusing the game window [*] [b]Fixed[/b] mod updates not showing up when more than 100 mods are installed [*] [b]Fixed[/b] "Popular on mod.io" section loading forever if the top 100 popular mods have all been installed [*] [b]Fixed[/b] Ctrl+F hotkey not working in the debug settings menu [*] [b]Fixed[/b] menu cursor not always being placed in the correct location when searching in the mod menu [*] [b]Fixed[/b] persistent errors after loading a level with an invalid custom song [/list]