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!
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:
[b]Crypt of the NecroDancer v3.7.0 is now available![/b]
[h2]New features[/h2]
[list]
[*] [b]Added[/b] Ensemble Mode to SYNCHRONY:
[list]
[*] 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!
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[*] [b]Added[/b] new achievements to SYNCHRONY:
[list]
[*] [i]Polyphonic[/i]: Complete an "Ensemble Mode" run in single-player or co-op mode
[*] [i]Family Trip[/i]: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
[*] [i]Tachyarrhythmia[/i]: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
[*] [i]Fool's Mate[/i]: Checkmate Deep Blues without harming another piece
[*] [i]Destructive Interference[/i]: Kill Dead Ringer with his own attack
[*] [i]Fully Loaded[/i]: Equip an item in every possible slot
[*] [i]Ghost in the Pot[/i]: Take control of Teh Urn
[*] [i]Sunk Cost[/i]: Sell everything you have to the Pawnbroker
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[*] [b]Added[/b] character previews to Character Select room
[*] [b]Added[/b] Reflective and Prismatic Mirrors to the level editor
[*] [b]Added[/b] accented characters to the game's primary font
[*] [b]Added[/b] an option to import all unlocked characters, items, NPCs and modes from previous versions of the game
[list]
[*] This option can be found in the [i]Gameplay options[/i] menu, under [i]Manage save data[/i]
[*] 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
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[*] [b]Added[/b] support for pressing 'Ctrl+C' to copy the seed in the run summary menu
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[h2]Balance changes[/h2]
[list]
[*] 🔹 [b]Reflective Shield[/b]: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
[*] 🔹 [b]Shrine of Duplication[/b]: Now drops Reflective Shield when destroyed before activation
[*] 🔹 [b]Ring of Luck[/b]: Now allows chests to appear in multiple locations, making them easier to find
[list]
[*] 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
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[*] 🔹 [b]Trident[/b]: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
[*] 🔹 [b]Throwing Charm[/b]: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
[*] 🔹 [b]Shrine of Sacrifice[/b]: Now drops copies of items held by sacrificed players
[*] 🔹 [b]Shrine of Binding[/b]: Now drops items across multiple tiles
[*] 🔻 [b]Shrine of Binding[/b]: Now averages the health of fused players (rounded up) instead of adding it
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[h3]Charm spell rework[/h3]
[list]
[*] 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
[/list]
[h3]Item pool changes[/h3]
[list]
[*] 🔹 [b]Ice Spirit Familiar[/b]: Added to Melody's item pool
[*] 🔹 [b]Shopkeeper Familiar[/b]: Added to Melody's item pool
[*] 🔹 [b]Grenades[/b]: Added to Diamond's item pool
[*] 🔹 [b]Throwing Stars[/b]: Added to Diamond's item pool
[*] 🔹 [b]Reflective Shield[/b]: Added to Flawless Victory boss reward chests
[*] 🔻 [b]Heavy Shield[/b]: Removed from Flawless Victory boss reward chests
[*] 🔻 [b]Courage Shovel[/b]: Removed from Coda's item pool
[/list]
[h3]Item price changes[/h3]
[list]
[*] 🔹 [b]Shovel of Courage[/b]: Reduced price from 300 to 200 gold
[*] 🔹 [b]Dash Spell[/b]: Reduced price from 313 to 188 gold
[*] 🔹 [b]Berserk Spell[/b]: Reduced price from 250 to 188 gold
[*] 🔹 [b]Onyx Broadsword[/b]: Reduced price from 188 to 125 gold
[*] 🔹 [b]Onyx Spear[/b]: Reduced price from 250 to 125 gold
[*] 🔹 [b]Onyx Cutlass[/b]: Reduced price from 375 to 250 gold
[*] 🔹 [b]Onyx Weapons[/b]: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
[*] 🔺 [b]Reflective Shield[/b]: Increased price from 75 to 150 gold
[*] 🔺 [b]Torch of Foresight[/b]: Increased price from 50 to 75 gold
[/list]
All balance changes are applied while the SYNCHRONY DLC is active.
[h2]Other changes[/h2]
[list]
[*] [b]Changed[/b] "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly
[list]
[*] The 5x5 region around the spawn room is a safe zone in which players cannot attack each other
[/list]
[*] [b]Changed[/b] Chaunter to collect heart containers as "shattered hearts", which are retained across possession
[*] [b]Changed[/b] equipment sprites for Rapier, Warhammer and Whip
[*] [b]Changed[/b] sprite for Shrine of Duplication
[*] [b]Changed[/b] Dove to be able to "defeat" bosses by tickling them with her Flower
[*] [b]Changed[/b] Throwing Charm to visually indicate when its returning throw recharges
[/list]
[h2]Modding features[/h2]
[list]
[*] [b]Added[/b] "Did you mean?" suggestions for fixing various errors
[*] [b]Added[/b] function [i][noparse]characterSwitch.perform()[/noparse][/i] and for changing player characters mid-game
[*] [b]Added[/b] events [i][noparse]event.objectCharacterSwitchInit[/noparse][/i]/[i][noparse]SwitchFrom[/noparse][/i]/[i][noparse]SwitchTo[/noparse][/i] for handling player character changes
[*] [b]Added[/b] function [i][noparse]objectPreview.draw()[/noparse][/i] and rendering entity previews, such as in the character selection room
[*] [b]Added[/b] function [i][noparse]object.die()[/noparse][/i] for passing additional parameters to [i][noparse]event.objectDeath[/noparse][/i]
[*] [b]Added[/b] event [i][noparse]event.objectPreview[/noparse][/i] for customizing how an entity should be drawn in its preview
[*] [b]Added[/b] event [i][noparse]event.spellRedirect[/noparse][/i] for handling spell redirections
[*] [b]Added[/b] event [i][noparse]event.objectUpdateTargetability[/noparse][/i]
[*] [b]Added[/b] event [i][noparse]event.itemBanCheckType[/noparse][/i] for cross-character item ban checks
[*] [b]Added[/b] component [i][noparse]spellcastRedirectable[/noparse][/i], [i][noparse]spellRedirector[/noparse][/i] and others for spell reflection
[*] [b]Added[/b] component [i][noparse]projectileReflectable[/noparse][/i], [i][noparse]itemReflectProjectileOnKill[/noparse][/i] and others for projectile reflection
[*] [b]Added[/b] component [i][noparse]itemInitial[/noparse][/i] for tracking items given as part of the starting loadout
[*] [b]Added[/b] component [i][noparse]inventoryBannedItemSlots[/noparse][/i] for specifying individual item ban flags per item slot
[*] [b]Added[/b] component [i][noparse]soundInteractFocus[/noparse][/i] for sounds only audible to the interactor
[*] [b]Added[/b] component [i][noparse]worldLabelCharacterStats[/noparse][/i] for displaying stats as in-world text
[*] [b]Added[/b] component [i][noparse]wiredDamageTypeModifier[/noparse][/i] for adding damage flags to attacks performed while standing on a wire
[*] [b]Added[/b] component [i][noparse]Sync_charmablePriority[/noparse][/i] for increasing the move order of charmed pets
[*] [b]Added[/b] component [i][noparse]targetableOffByDefault[/noparse][/i] for marking entities as conditionally targetable
[*] [b]Added[/b] component [i][noparse]dropTombstoneOnDeath[/noparse][/i] to control lingering enemy hitboxes
[*] [b]Added[/b] field [i][noparse]initialInventory.pending[/noparse][/i] for controlling whether starting items are given out
[*] [b]Added[/b] field [i][noparse]initialInventoryUnlockReceiver.pending[/noparse][/i] for controlling whether Single Zone items are given out
[*] [b]Added[/b] field [i][noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse][/i] for controlling whether training weapons are given out
[*] [b]Added[/b] field [i][noparse]castOnCollision.attackFlags[/noparse][/i] for controlling the targeting flags for deployed Familiars
[*] [b]Added[/b] field [i][noparse]grabRowOrder.offsetZ[/noparse][/i] for controlling the render order adjustment when a Monkey grabs another entity
[*] [b]Added[/b] field [i][noparse]cameraMode[/noparse][/i] to level table for overriding which camera mode is used in a level
[*] [b]Added[/b] fields [i][noparse]cameraLockToHomeArea.offsetW[/noparse][/i] and [i][noparse].offsetH[/noparse][/i] for adjusting the view range in some boss fights
[*] [b]Added[/b] module [i][noparse]PersonalStats[/noparse][/i] for tracking character progress
[*] [b]Added[/b] module [i][noparse]SequenceUtilities[/noparse][/i] for generating lazy-initialized lists of tile coordinate pairs
[*] [b]Added[/b] function [i][noparse]fileIO.isSubstituted()[/noparse][/i] for checking if a resource pack replaces a specific file
[*] [b]Added[/b] function [i][noparse]settingsPresets.loadFromTable()[/noparse][/i] for loading settings presets in-memory
[*] [b]Added[/b] function [i][noparse]menu.suppressKeyControlForTick()[/noparse][/i] for preventing misinputs from in-game-triggered menus
[*] [b]Added[/b] function [i][noparse]commonEnemy.ignoreLiquids()[/noparse][/i] for making enemies immune to liquids in entity schema events
[*] [b]Added[/b] function [i][noparse]targeting.updateTargetability()[/noparse][/i] for recomputing the targetability flags of entities
[*] [b]Added[/b] event parameter [i][noparse]ev.weapon[/noparse][/i] to [i][noparse]event.objectDealDamage[/noparse][/i]/[i][noparse]TakeDamage[/noparse][/i]/[i][noparse]Death[/noparse][/i]
[*] [b]Added[/b] event parameter [i][noparse]ev.attacker[/noparse][/i] to [i][noparse]event.objectDeath[/noparse][/i], storing the original attacker for forwarded kill credit
[*] [b]Added[/b] event parameter [i][noparse]ev.context[/noparse][/i] to [i][noparse]event.pingCheckTile[/noparse][/i] and [i][noparse]event.pingCheckEntity[/noparse][/i]
[*] [b]Added[/b] parameter [i][noparse]closeDelay[/noparse][/i] to confirmation menu
[*] [b]Added[/b] support for attribute [i][noparse]ignoreLiquids[/noparse][/i] in legacy XML mods
[*] [b]Changed[/b] stack traces to include a larger number of stack frames
[/list]
[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
[list]
[*] [b]Fixed[/b] Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
[*] [b]Fixed[/b] Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
[*] [b]Fixed[/b] Throwing Charm not auto-returning thrown weapons when the holder dies
[*] [b]Fixed[/b] Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
[*] [b]Fixed[/b] Throwing Charm allowing weapons to be thrown from inside walls
[*] [b]Fixed[/b] Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
[*] [b]Fixed[/b] some maps being impassable for Coda without spending a bomb or using items
[*] [b]Fixed[/b] Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
[*] [b]Fixed[/b] Training Sarcophagus being targeted by charmed monsters
[*] [b]Fixed[/b] friendly Electric Orbs being targeted by enemies
[*] [b]Fixed[/b] shields not consistently blocking Electric Orbs
[*] [b]Fixed[/b] Electric Zombies not inflicting electric damage while standing on a wire
[*] [b]Fixed[/b] Coral Riff's Tentacles sometimes attacking while submerged
[*] [b]Fixed[/b] Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
[*] [b]Fixed[/b] Red Dragon sometimes breathing fire immediately after unfreezing
[*] [b]Fixed[/b] secret shop entrance walls sometimes spawning in unreachable locations
[*] [b]Fixed[/b] barrels getting stuck in place when rolling through a Rat Familiar
[*] [b]Fixed[/b] Aria's final boss not taking damage when attacked via the Golden Lute
[*] [b]Fixed[/b] Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
[*] [b]Fixed[/b] Shrine of War not applying to all enemies on Aria and Tempo
[*] [b]Fixed[/b] minibosses being downgraded by Ring of Peace in Training Mode
[*] [b]Fixed[/b] Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
[*] [b]Fixed[/b] invincibility frames not preventing the Leprechaun from stealing gold
[*] [b]Fixed[/b] Armadillos not rolling when the player jumps past them via a bounce trap
[*] [b]Fixed[/b] Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
[*] [b]Fixed[/b] Dove being able to encounter Shock Monkeys
[*] [b]Fixed[/b] Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
[*] [b]Fixed[/b] confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
[*] [b]Fixed[/b] confused Bats sometimes standing still
[*] [b]Fixed[/b] Chaunter being ejected from Gorgons when turning into a statue
[*] [b]Fixed[/b] Shrine of Binding creating three-way or four-way links if local co-op players are involved
[*] [b]Fixed[/b] charmed Shopkeepers running away from enemies
[*] [b]Fixed[/b] charmed Nightmares casting a shadow
[*] [b]Fixed[/b] Shrine of War not applying to arena secret rooms
[*] [b]Fixed[/b] Heart Transplant and Shrine of Rhythm appearing in No Beat mode
[*] [b]Fixed[/b] Zone 4 floors sometimes lacking a treasure wall
[*] [b]Fixed[/b] Tempo's clock not resetting when activating Shrine of Fire
[*] [b]Fixed[/b] Chaunter half-dying when killed by retaliation damage
[*] [b]Fixed[/b] Monkeys being able to grab Chaunter immediately after unpossessing
[/list]
[h3]Modding bugfixes[/h3]
[list]
[*] [b]Fixed[/b] error when a modded entity has [i][noparse]wiredAnimation[/noparse][/i] component without also having [i][noparse]wired[/noparse][/i]
[*] [b]Fixed[/b] errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
[*] [b]Fixed[/b] [i][noparse]object.clone()[/noparse][/i] not resetting the state of equipped items cloned without their holder
[*] [b]Fixed[/b] uncommon errors when using [i][noparse]objectEvent.fire()[/noparse][/i] with prototype entities
[*] [b]Fixed[/b] rollback deferral settings being marked as cheats
[*] [b]Fixed[/b] Rat Familiars being able to deal damage to their owner after switching teams
[*] [b]Fixed[/b] "Song ended!" trapdoor appearing in lobby if the song is removed
[*] [b]Fixed[/b] [i][noparse]deleteOnBossFightStart[/noparse][/i]/[i][noparse]deleteOnBossFightEnd[/noparse][/i] despawning persistent entities
[*] [b]Fixed[/b] [i][noparse]targeting.getAlignedHostileEntity()[/noparse][/i] sometimes returning a friendly entity
[*] [b]Fixed[/b] duplicate images being uploaded when publishing mod updates
[*] [b]Fixed[/b] mod publishing indicator not displaying upload progress percentage
[*] [b]Fixed[/b] color-specific item pool components being aliased to [i][noparse]itemPoolChest[/noparse][/i]
[*] [b]Fixed[/b] custom tiles turning into the void after the mod adding the tile is unloaded
[*] [b]Fixed[/b] custom characters inheriting their template character's unlock condition
[*] [b]Fixed[/b] custom characters not inheriting Synchrony balance changes
[/list]
[h3]Level editor bugfixes[/h3]
[list]
[*] [b]Fixed[/b] Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
[*] [b]Fixed[/b] Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
[*] [b]Fixed[/b] level editor being able to delete local co-op link entity
[*] [b]Fixed[/b] dungeon upload menu not handling screenshot preview mouse input correctly
[*] [b]Fixed[/b] Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon
[/list]
[h3]Input bugfixes[/h3]
[list]
[*] [b]Fixed[/b] Pause and Run Summary menus sometimes opening without a selection cursor
[*] [b]Fixed[/b] Ping Tool being activated when clicking during a cutscene
[/list]
[h3]Multiplayer bugfixes[/h3]
[list]
[*] [b]Fixed[/b] desync when multiple players reveal a co-op enemy simultaneously
[*] [b]Fixed[/b] Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
[*] [b]Fixed[/b] Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
[*] [b]Fixed[/b] some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
[*] [b]Fixed[/b] own shrine activation sounds being attenuated in multiplayer
[*] [b]Fixed[/b] possible desync when a backpack is equipped/unequipped during a level transition
[*] [b]Fixed[/b] multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
[*] [b]Fixed[/b] player kills not increasing the coin multiplier or reducing spell cooldowns
[*] [b]Fixed[/b] Chaunter being able to take weapons from the Blood Shop in co-op low%
[*] [b]Fixed[/b] visual stutters when two players open a chest simultaneously
[/list]
[h3]Engine bugfixes[/h3]
[list]
[*] [b]Fixed[/b] performance issues when generating large numbers of items at once
[*] [b]Fixed[/b] item generation rarely leading to different results across processor architectures
[*] [b]Fixed[/b] non-existent Daily Challenge leaderboards appearing in the lobby
[/list]
[h3]Visual bugfixes[/h3]
[list]
[*] [b]Fixed[/b] long subtitles being cut off in some languages
[*] [b]Fixed[/b] alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
[*] [b]Fixed[/b] incorrect texture offsets when applying skins designed for Mary to Klarinetta
[*] [b]Fixed[/b] dig particle colors not matching their corresponding tiles
[*] [b]Fixed[/b] Clones appearing unobscured in Mystery Mode
[*] [b]Fixed[/b] ability icons sometimes not appearing in the HUD
[*] [b]Fixed[/b] Tar Monster creating tar particles while submerged
[*] [b]Fixed[/b] Tar Monster sometimes appearing above the entity being grabbed
[*] [b]Fixed[/b] pixel scaling artifacts on Aria's final boss
[*] [b]Fixed[/b] overlapping elements in the mod menu when using a high view multiplier
[*] [b]Fixed[/b] menus with extremely long captions extending past the screen borders
[/list]