SYNCHRONY Update v3.6.1

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 v3.6.1 is now available![/b] [h2]Changes[/h2] [list] [*] [b]Changed[/b] possessed Headless Skeletons and Minotaurs to accept inputs while charging [*] [b]Changed[/b] menu sliders to audibly indicate when their upper or lower value was hit [*] [b]Changed[/b] controller button prompts to show D-Pad instead of Analog Stick when both are bound to the same action [*] [b]Changed[/b] Xbox D-Pad icons to have a higher visual contrast [*] [b]Changed[/b] latency calibration assistant to show up when launching the game for the first time on a new device [*] [b]Changed[/b] latency and display settings to no longer cloud-sync across devices on subsequent launches [*] [b]Changed[/b] unlock progression state to be tied to user accounts, instead of being shared across all accounts on the same device [*] [b]Changed[/b] Custom Music 'Manual Beats' mode to cover the full song when only inputting a short sequence of beats [/list] [h2]Modding[/h2] [list] [*] [b]Added[/b] support for tagging settings to be explicitly excluded from cloud synchronization [*] [b]Added[/b] [i][noparse]rhythmLeniency[/noparse][/i] status effect [*] [b]Added[/b] component [i][noparse]rhythmLeniencyOnLevelStart[/noparse][/i] [*] [b]Added[/b] component [i][noparse]rhythmLeniencyOnUnspectate[/noparse][/i] [*] [b]Added[/b] component [i][noparse]itemDeathProtection[/noparse][/i] [*] [b]Added[/b] component [i][noparse]spawnableFollowOwnershipChanges[/noparse][/i] [*] [b]Added[/b] field [i][noparse]itemConsumeOnLethalHit.bypassFlags[/noparse][/i] [*] [b]Changed[/b] [i][noparse]autoCastCheckLineOfSight[/noparse][/i] to default to [i][noparse]WALL[/noparse][/i] collisions [*] [b]Changed[/b] [i][noparse]autoCastCheckLineOfSight[/noparse][/i] to ignore collisions on the target tile [*] [b]Changed[/b] [i][noparse]event.objectKill[/noparse][/i] to always pass [i][noparse]ev.damageType[/noparse][/i] [/list] [h2]Bugfixes[/h2] [h3]Gameplay bugfixes[/h3] [list] [*] [b]Fixed[/b] Ring of Protection converting cursed health into regular health [*] [b]Fixed[/b] Ring of Protection not working if the wearer only has cursed hearts [*] [b]Fixed[/b] Ring of Protection being outprioritized by the Potion if picked up later [*] [b]Fixed[/b] Ring of Peace sometimes causing an extra heart container to be granted after dying [*] [b]Fixed[/b] Ogres sometimes attacking without raising their club [*] [b]Fixed[/b] some Onyx weapons being much rarer in locked shops than intended [*] [b]Fixed[/b] enemies, crates, chests, shrines and walls sometimes spawning inside the shop in Zone 3 [*] [b]Fixed[/b] player not being shrunk when unequipping protective footwear while standing on top of ooze [*] [b]Fixed[/b] Death Metal sometimes keeping his shield after taking more than 9 hearts of damage in one hit [*] [b]Fixed[/b] clockwise rotating bounce traps not appearing in Zone 3 [*] [b]Fixed[/b] all rotating bounce traps on a level sharing the same rotation direction [*] [b]Fixed[/b] Evil Eyes' and Blademasters' lunge attacks not dealing damage to multiple players standing on the same tile [*] [b]Fixed[/b] Slimes' initial directions being randomized between seeded runs of the same dungeon [*] [b]Fixed[/b] Klarinetta not getting shrunk when killing a Warlock on Ooze [/list] [h3]Chaunter bugfixes[/h3] [list] [*] [b]Fixed[/b] possessed Headless Skeletons moving to the beat in No Beat Mode [*] [b]Fixed[/b] Chaunter taking damage from its own safe bombs when possessing/unpossessing an enemy [*] [b]Fixed[/b] Chaunter not always receiving credit for kills made by the Rat Familiar [/list] [h3]Input bugfixes[/h3] [list] [*] [b]Fixed[/b] boss intro screen sometimes letting movement key presses through [*] [b]Fixed[/b] missed beats after the Berserk status effect ends [*] [b]Fixed[/b] missed beats after the Heart Transplant's effect ends [*] [b]Fixed[/b] missed beats when the entering phase 2 of Cadence's final boss [*] [b]Fixed[/b] missed beats while possessing a Headless Skeleton in No Beat mode [*] [b]Fixed[/b] "Missed!" flyaway incorrectly appearing while the Berserk status effect is active [*] [b]Fixed[/b] controller auto-detection not working correctly while a menu is open [*] [b]Fixed[/b] latency calibration button prompts not updating when plugging in a controller [*] [b]Fixed[/b] tutorial button prompts not updating when plugging in a controller [*] [b]Fixed[/b] tutorial displaying "None" for the "Skip tutorial" button prompt when using a controller [/list] [h3]Engine bugfixes[/h3] [list] [*] [b]Fixed[/b] images being pre-loaded during first-time latency calibration, leading to framerate drops [*] [b]Fixed[/b] Green Bat achievement progress counter getting stuck if a Green Bat was killed while offline [*] [b]Fixed[/b] local changes to the configuration file being overwritten by Cloud Synchronization [*] [b]Fixed[/b] configuration file sometimes being corrupted when saving multiple times in rapid succession on a slow hard drive [*] [b]Fixed[/b] potential crashes when signing into GOG GALAXY on Linux [*] [b]Fixed[/b] save data from older versions of the game being imported multiple times across user accounts [*] [b]Fixed[/b] error when King Conga's zombies are transmuted into different enemies [*] [b]Fixed[/b] lobby music playing briefly before changelog menu is visible [/list] [h3]Visual bugfixes[/h3] [list] [*] [b]Fixed[/b] tutorial level displaying the 'Low Percent' indicator in the pause menu [*] [b]Fixed[/b] Wisps displaying an invalid sprite in Mystery Mode after being attacked [*] [b]Fixed[/b] incorrect swipes when a charmed or possessed enemy attacks Nocturna's penultimate boss [/list] [h3]Level editor bugfixes[/h3] [list] [*] [b]Fixed[/b] level editor not saving the coin counts of merged gold piles correctly [*] [b]Fixed[/b] incorrect sprite offset when using the level editor's Move Tool on a Dove player [/list]