Update v3.7.2

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 v3.7.2 is now available![/b] [h2]Balance changes[/h2] These changes are applied while the SYNCHRONY DLC is active. [list] [*] 🔹 [b]Holster[/b]: Now automatically switches weapons after shattering glass or throwing a weapon [*] 🔹 [b]Throwing Charm[/b]: Can now be obtained and activated by Chaunter [*] 🔹 [b]Berserk Scroll[/b]: Increased range when cast diagonally, to avoid bumping into enemies [*] 🔹 [b]Heart Containers[/b]: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode [*] 🔹 [b]Magic Food[/b]: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode [*] 🔹 [b]Cursed Hearts[/b]: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health [*] 🔹 [b]Shrine of Fire[/b]: Can now be activated by charmed or possessed Fire Elementals bumping into it [*] 🔹 [b]Shrine of Peace[/b]: Now grants shattered heart containers when activated by Chaunter, Aria or Coda [*] 🔹 [b]Dash Spell[/b]: Range preview now follows Bounce Traps [*] ▫️ [b]Thief[/b]: Now spawns at most once per run in single-player mode [*] 🔻 [b]Thief[/b]: Stolen items now negate Low% if picked up by a player other than the original owner [/list] [h2]Other changes[/h2] These changes apply to all versions of the game. [list] [*] [b]Changed[/b] Nightmare shadows to allow tiles within their radius to be revealed [*] [b]Changed[/b] Nightmares to no longer remove the outline silhouette from enemies within their radius [*] [b]Changed[/b] Potion to grant one beat of invincibility when quaffed [*] [b]Changed[/b] items dropped by Crate/Barrel/Shrine Mimics, Teh Urn and Shopkeepers to no longer be collectible instantly, matching other containers [*] [b]Changed[/b] items dropped by a Scatter Trap to be recollectible by their original owner without negating Low% [/list] [h2]Modding Features[/h2] [list] [*] [b]Added[/b] support for specifying additional properties for custom player skins via a metadata file [list] [*] Skin metadata files must be placed next to the image file, sharing the same name with a [i][noparse].json[/noparse][/i] extension. [list] [*] For example, use [i][noparse]mods/My custom character/entities/player1_armor_body.json[/noparse][/i] to modify Cadence's body attributes, or [i][noparse]player1_heads.json[/noparse][/i] to modify sprite sizes and offsets for her head. [/list] [*] Supported JSON properties: [list] [*] [i][noparse]width[/noparse][/i], [i][noparse]height[/noparse][/i]: Spritesheet grid size in pixels (max. 64x64) [*] [i][noparse]offsetX[/noparse][/i], [i][noparse]offsetY[/noparse][/i]: Horizontal and vertical offset of the sprite from the tile's center in pixels [*] [i][noparse]offsetZ[/noparse][/i]: Depth sorting adjustment to make the sprite appear above or below others [*] [i][noparse]name[/noparse][/i]: Name to display in the skin selection menu (must be associated with the body spritesheet) [*] [i][noparse]equipment[/noparse][/i]: Object to control equipment sprites (must be associated with the body spritesheet) [list] [*] [i][noparse]slotOffsets[/noparse][/i]: Per-slot/per-frame X/Y offsets, e.g. [i][noparse]{"weapon": [0,1, 0,2, -1,1, 0,-1]}[/noparse][/i] [*] [i][noparse]slotMirrors[/noparse][/i]: Per-slot horizontal scale factors to mirror items, e.g. [i][noparse]{"torch": -1}[/noparse][/i] [*] [i][noparse]excludedItems[/noparse][/i]: Item entity names to hide, e.g. [i][noparse]{"HeadBlastHelm": true}[/noparse][/i] [*] If [i][noparse]equipment[/noparse][/i] is set to [i][noparse]false[/noparse][/i] instead of an object, equipment sprites are fully disabled while this skin is active. [/list] [*] [i][noparse]hideIfTransformed[/noparse][/i]: If [i][noparse]true[/noparse][/i], hides this sprite while in an alternate form (such as Nocturna's Bat Form) [/list] [*] Any omitted attributes will retain their default values for the character being modified [/list] [*] [b]Added[/b] support for registering custom zones in mods [list] [*] [b]Added[/b] parameter [i][noparse]ev.zones[/noparse][/i] to [i][noparse]event.levelSequenceUpdate[/noparse][/i] [*] [b]Added[/b] extensible enum [i][noparse]LevelSequence.Zone[/noparse][/i] with data fields [i][noparse]order[/noparse][/i], [i][noparse]tilesets[/noparse][/i], [i][noparse]generatorType[/noparse][/i], [i][noparse]enemyComponent[/noparse][/i] [*] [b]Changed[/b] level sequence to automatically include modded zones and bosses [*] [b]Changed[/b] Boss Training room in the lobby to automatically include modded bosses and zones [*] [b]Changed[/b] level editor to allow selecting custom zones in the "Generate level" menu [*] [b]Changed[/b] level editor to group modded enemies together if they're registered to a custom zone [*] [b]Changed[/b] Aria's zone order reversal logic to support custom zones [/list] [*] [b]Added[/b] components [i][noparse]enemyPoolBossMinionKingConga[/noparse][/i], [i][noparse]enemyPoolBossMinionDeathMetal[/noparse][/i], [i][noparse]enemyPoolBossMinionFortissimole[/noparse][/i] and [i][noparse]enemyPoolBossMinionFortissimoleAudience[/noparse][/i] to customize boss minions [*] [b]Added[/b] component [i][noparse]trapApparitionExclusionZone[/noparse][/i] [*] [b]Added[/b] component [i][noparse]facingRotateSprite[/noparse][/i] [*] [b]Added[/b] component [i][noparse]Sync_digCheckRetaliationOnFail[/noparse][/i] [*] [b]Added[/b] function [i][noparse]inventory.isInitial()[/noparse][/i] to check if an item is a pristine part of its holder's starting equipment [*] [b]Added[/b] function [i][noparse]PlayableCharacter.floating()[/noparse][/i] to give a playable character entity type innate flight [*] [b]Added[/b] function [i][noparse]spectator.getPlayerSpectatorState()[/noparse][/i] to check user-initiated spectator state [*] [b]Added[/b] function [i][noparse]Array.toString()[/noparse][/i] to return the raw string representation of an array's contents [*] [b]Added[/b] parameter [i][noparse]ev.spawned[/noparse][/i] to [i][noparse]event.spellcast[/noparse][/i], storing the entity created by summoning or item-granting spells [*] [b]Added[/b] parameter [i][noparse]ev.priceTagType[/noparse][/i] to [i][noparse]event.generateShopItems[/noparse][/i] to allow using custom price tags [*] [b]Changed[/b] [i][noparse]spellcastCreateWalls[/noparse][/i] to not override exit stairs by default [/list] [h2]Bugfixes[/h2] [h3]Gameplay bugfixes[/h3] [list] [*] [b]Fixed[/b] Ring of Peace providing no health after switching from Chaunter/Aria to another character in Ensemble Mode [*] [b]Fixed[/b] single-choice items not being independently linked together when duplicated by Scroll of Duplication [*] [b]Fixed[/b] Nocturna's Zone 5 area sometimes intersecting with potion rooms and vaults [*] [b]Fixed[/b] Green Bats sometimes being replaced by Blue Bats when playing Aria [*] [b]Fixed[/b] Coral Riff's Tentacles being immune to Freeze Spell while submerged [*] [b]Fixed[/b] error when starting a new run while an entity is about to convert into a different type [*] [b]Fixed[/b] some Hard Mode Sarcophagi spawning multiple different enemy types when playing Mary [*] [b]Fixed[/b] Reflective Shield reflecting a Gorgon's gaze even if the shield is facing away from the Gorgon [*] [b]Fixed[/b] Scroll of Riches ignoring coin multiplier upgrades [*] [b]Fixed[/b] song-ending Trapdoor being destructible and not always outprioritizing other traps [*] [b]Fixed[/b] Frost Dagger not melting to Fire Elemental attacks if AMPLIFIED DLC is not active [*] [b]Fixed[/b] Golden Lute not negating Low% when picked up outside of Cadence's final boss [*] [b]Fixed[/b] errors when killing a Pixie by teleporting onto it using Crown of Teleportation [*] [b]Fixed[/b] Reaper's Souls not dealing damage while dashing with Ring of Courage [*] [b]Fixed[/b] spirits ignoring distance limits when exiting a secret shop after purchasing a telepathy item [*] [b]Fixed[/b] adjacent traps sometimes being triggered when sliding into a Travel Rune on ice [*] [b]Fixed[/b] Monkeys in barrels not being knocked back by Ring of Pain [*] [b]Fixed[/b] Boots of Leaping/Lunging preventing charmed pets from being pushed [*] [b]Fixed[/b] Shock Monkeys being able to spawn on top of traps [/list] [h3]Chaunter bugfixes[/h3] [list] [*] [b]Fixed[/b] Enchant Scroll not enchanting Chaunter's stashed weapon [*] [b]Fixed[/b] Shield of Shove not allowing possessed enemies to attack while shoving [*] [b]Fixed[/b] Shrine of Fire dropping forbidden items when activated by a possessed enemy [*] [b]Fixed[/b] Shrine of Pace not working correctly for Chaunter while possessing an enemy [*] [b]Fixed[/b] Shrine of Peace granting only 1 heart to possessed enemies while the AMPLIFIED DLC is disabled [*] [b]Fixed[/b] possessed Harpies being able to attack the Shopkeeper Ghost by moving into it diagonally [*] [b]Fixed[/b] possessed electric mages being able to effortlessly kill bosses by firing Electric Orbs from the topmost tile in the starting corridor [*] [b]Fixed[/b] possessed enemies being unable to move into Electric Orbs or Klarinetta's sword [*] [b]Fixed[/b] possessed enemies hopping instead of sliding with Ring of Courage [*] [b]Fixed[/b] possessed Bats, Banshees, Mommies and Leprechauns being immune to Wall Spikes [*] [b]Fixed[/b] possessed enemies being unable to dig Wall Spikes at half a heart [*] [b]Fixed[/b] possessed electric mages being unable to conjure weapons [*] [b]Fixed[/b] possessed Harpies not being able to dig correctly while confused [*] [b]Fixed[/b] possessed enemies not resisting knockback while dashing forward using Ring of Courage [*] [b]Fixed[/b] possessed enemies resisting Wind Spells and Shovemonsters while invincible [*] [b]Fixed[/b] Lord enemies not keeping their extra health when possessed [*] [b]Fixed[/b] error when when a possessed Harpy attempts to push a charmed pet diagonally [*] [b]Fixed[/b] Ring of War carrying over into the first level of the next run if held while possessing an enemy in All Characters Mode [*] [b]Fixed[/b] beat bars not turning red near the end of the song while possessing an enemy [*] [b]Fixed[/b] enemies killed by Ring of Pain or Boots of Pain being possessed if a Lantern is obtained via the Pawnbroker [*] [b]Fixed[/b] Chaunter ending up inside a wall when ejecting from a phasing enemy with no nearby floors [*] [b]Fixed[/b] player sprite being cut off when switching to Chaunter in Ensemble Mode while standing in a liquid [*] [b]Fixed[/b] Boots of Leaping/Lunging preventing possessed Deep Blues Knights from moving partially [/list] [h3]Multiplayer bugfixes[/h3] [list] [*] [b]Fixed[/b] Shopkeeper getting angry at Bomb Traps in multiplayer [*] [b]Fixed[/b] Coral Riff's Tentacles sometimes getting stuck underwater in multiplayer [*] [b]Fixed[/b] Blood Shop generating in Zone 1 when playing Aria in co-op, causing it to appear near the end of the run [*] [b]Fixed[/b] co-op enemies targeting players in secret shops [*] [b]Fixed[/b] verbose log output when hosting a GOG cross-play lobby [*] [b]Fixed[/b] error when entering a new level while a player with charmed pets is dead or spectating [*] [b]Fixed[/b] Practice Sarcophagus in the Versus Mode lobby not spawning enemies [/list] [h3]Interface bugfixes[/h3] [list] [*] [b]Fixed[/b] speedrun timer unpausing after using Save & Quit in the All Characters selection room [*] [b]Fixed[/b] 'Tachyarrhythmia' achievement being obtainable in Ensemble Mode [*] [b]Fixed[/b] description of Friendly Fire Mode implying that only explosion damage is affected [*] [b]Fixed[/b] missing item hint for single Grenade [*] [b]Fixed[/b] BPM counter fluctuating between integers when using custom music with Manual Beats [*] [b]Fixed[/b] performance issues when an entity repeatedly tries to convert to its own type [*] [b]Fixed[/b] [i][noparse]Ctrl + Backspace[/noparse][/i] not deleting the full selection in text prompts [/list] [h3]Level editor bugfixes[/h3] [list] [*] [b]Fixed[/b] "Extra Room Count" option in level editor generating sparsely populated levels if Aria is selected [*] [b]Fixed[/b] missing sprites in level editor if AMPLIFIED DLC is not installed [*] [b]Fixed[/b] level editor always adding Goblin Sentries to the starting room when generating Zone 4 floors if AMPLIFIED DLC is disabled [*] [b]Fixed[/b] Lantern not defining an appropriate blood cost when placed in the level editor [*] [b]Fixed[/b] boss levels not using zone-specific health scaling or summons in Level Editor [*] [b]Fixed[/b] some level editor menus closing instantly when opened via a mouse click [/list] [h3]Modding bugfixes[/h3] [list] [*] [b]Fixed[/b] custom player skins not reloading when the images files are modified while the skin is selected [*] [b]Fixed[/b] mod portal search not working if the search text contains spaces or special characters [*] [b]Fixed[/b] [i][noparse]Possession.detach()[/noparse][/i] causing errors if [i][noparse]entity[/noparse][/i] is not specified [*] [b]Fixed[/b] Shield of Shove setting [i][noparse]ev.weapon[/noparse][/i] incorrectly in [i][noparse]event.objectTakeDamage[/noparse][/i]/[i][noparse]event.objectDealDamage[/noparse][/i] [*] [b]Fixed[/b] [i][noparse]stasisAI[/noparse][/i] overriding other enemy AI changes [*] [b]Fixed[/b] modded characters based on Aria and Coda preventing Ooze Golems from spawning if AMPLIFIED is enabled [*] [b]Fixed[/b] wire graphics being cut off when modified to cover a larger area by a resource pack [*] [b]Fixed[/b] Shopkeeper Ghost spawning prematurely when playing with modded zones [*] [b]Fixed[/b] error when a player somehow gets their hands on a summoning spell intended for use by bosses [*] [b]Fixed[/b] error when an entity is given [i][noparse]Sync_itemCombo[/noparse][/i] without [i][noparse]Sync_itemComboAddOnHit[/noparse][/i] [*] [b]Fixed[/b] items without the [i][noparse]itemTransmutable[/noparse][/i] component still being transmuted by the Transmogrifier [*] [b]Fixed[/b] crash when attempting to load an image with an extremely long file name [/list] [h3]Audio bugfixes[/h3] [list] [*] [b]Fixed[/b] beatmap/audio being out of sync on Zone 5 and Death Metal when using FamilyJules' soundtrack [*] [b]Fixed[/b] massive enemies repeatedly making splashy noises while in liquid [*] [b]Fixed[/b] the Shopkeeper's voice increasing in volume near the thermal boundary of Zone 3 [*] [b]Fixed[/b] Mary's sheep yelling at crates [/list] [h3]Visual bugfixes[/h3] [list] [*] [b]Fixed[/b] cables graphics in Nocturna's final boss fight being offset by one pixel [*] [b]Fixed[/b] Bolt's head sprite being offset incorrectly when the AMPLIFIED DLC is not installed [*] [b]Fixed[/b] players appearing behind walls in Phasing Mode if a custom character skin is active [*] [b]Fixed[/b] Mystery Mode trying to change the sprites of normally invisible internal item types [*] [b]Fixed[/b] Klarinetta's portrait in the late-join character selection menu not being aligned correctly [*] [b]Fixed[/b] duplicated items missing their hover animation [/list]