Added function [noparse]statusEffect.isActive()[/noparse]
Added data field [noparse]training[/noparse] to enum [noparse]boss.Type[/noparse], which can be set to [noparse]false[/noparse] to avoid generating training stairs in the lobby
Bugfixes
Gameplay bugfixes
Fixed Blademasters resisting knockback on parried hits
Fixed Transaction Panels in secret shops being destroyed if the tile beneath them is changed
Interface bugfixes
Fixed long key names being split up across lines in some languages
Modding bugfixes
Fixed enum [noparse]boss.Type[/noparse] data field [noparse]splashTitle[/noparse] not affecting the name displayed on the boss intro screen
Fixed custom equipment sprites not rendering if they use filtered textures
Fixed modded enemies inheriting from the Skeleton template appearing as Fortissimole audience members
Fixed error in [noparse]event.objectDig[/noparse] if [noparse]ev.flags.checkAllTiles[/noparse] is set without [noparse]ev.radius[/noparse]
Update v3.7.2
Crypt of the NecroDancer v3.7.2 is now available!
Balance changes
These changes are applied while the SYNCHRONY DLC is active.
🔹 Holster: Now automatically switches weapons after shattering glass or throwing a weapon
🔹 Throwing Charm: Can now be obtained and activated by Chaunter
🔹 Berserk Scroll: Increased range when cast diagonally, to avoid bumping into enemies
🔹 Heart Containers: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode
🔹 Magic Food: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode
🔹 Cursed Hearts: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health
🔹 Shrine of Fire: Can now be activated by charmed or possessed Fire Elementals bumping into it
🔹 Shrine of Peace: Now grants shattered heart containers when activated by Chaunter, Aria or Coda
🔹 Dash Spell: Range preview now follows Bounce Traps
▫️ Thief: Now spawns at most once per run in single-player mode
🔻 Thief: Stolen items now negate Low% if picked up by a player other than the original owner
Other changes
These changes apply to all versions of the game.
Changed Nightmare shadows to allow tiles within their radius to be revealed
Changed Nightmares to no longer remove the outline silhouette from enemies within their radius
Changed Potion to grant one beat of invincibility when quaffed
Changed items dropped by Crate/Barrel/Shrine Mimics, Teh Urn and Shopkeepers to no longer be collectible instantly, matching other containers
Changed items dropped by a Scatter Trap to be recollectible by their original owner without negating Low%
Modding Features
Added support for specifying additional properties for custom player skins via a metadata file
Skin metadata files must be placed next to the image file, sharing the same name with a [noparse].json[/noparse] extension.
For example, use [noparse]mods/My custom character/entities/player1_armor_body.json[/noparse] to modify Cadence's body attributes, or [noparse]player1_heads.json[/noparse] to modify sprite sizes and offsets for her head.
Supported JSON properties:
[noparse]width[/noparse], [noparse]height[/noparse]: Spritesheet grid size in pixels (max. 64x64)
[noparse]offsetX[/noparse], [noparse]offsetY[/noparse]: Horizontal and vertical offset of the sprite from the tile's center in pixels
[noparse]offsetZ[/noparse]: Depth sorting adjustment to make the sprite appear above or below others
[noparse]name[/noparse]: Name to display in the skin selection menu (must be associated with the body spritesheet)
[noparse]equipment[/noparse]: Object to control equipment sprites (must be associated with the body spritesheet)
[noparse]slotOffsets[/noparse]: Per-slot/per-frame X/Y offsets, e.g. [noparse]{"weapon": [0,1, 0,2, -1,1, 0,-1]}[/noparse]
[noparse]slotMirrors[/noparse]: Per-slot horizontal scale factors to mirror items, e.g. [noparse]{"torch": -1}[/noparse]
[noparse]excludedItems[/noparse]: Item entity names to hide, e.g. [noparse]{"HeadBlastHelm": true}[/noparse]
If [noparse]equipment[/noparse] is set to [noparse]false[/noparse] instead of an object, equipment sprites are fully disabled while this skin is active.
[noparse]hideIfTransformed[/noparse]: If [noparse]true[/noparse], hides this sprite while in an alternate form (such as Nocturna's Bat Form)
Any omitted attributes will retain their default values for the character being modified
Added support for registering custom zones in mods
Added parameter [noparse]ev.zones[/noparse] to [noparse]event.levelSequenceUpdate[/noparse]
Added extensible enum [noparse]LevelSequence.Zone[/noparse] with data fields [noparse]order[/noparse], [noparse]tilesets[/noparse], [noparse]generatorType[/noparse], [noparse]enemyComponent[/noparse]
Changed level sequence to automatically include modded zones and bosses
Changed Boss Training room in the lobby to automatically include modded bosses and zones
Changed level editor to allow selecting custom zones in the "Generate level" menu
Changed level editor to group modded enemies together if they're registered to a custom zone
Changed Aria's zone order reversal logic to support custom zones
Added components [noparse]enemyPoolBossMinionKingConga[/noparse], [noparse]enemyPoolBossMinionDeathMetal[/noparse], [noparse]enemyPoolBossMinionFortissimole[/noparse] and [noparse]enemyPoolBossMinionFortissimoleAudience[/noparse] to customize boss minions
Added function [noparse]inventory.isInitial()[/noparse] to check if an item is a pristine part of its holder's starting equipment
Added function [noparse]PlayableCharacter.floating()[/noparse] to give a playable character entity type innate flight
Added function [noparse]spectator.getPlayerSpectatorState()[/noparse] to check user-initiated spectator state
Added function [noparse]Array.toString()[/noparse] to return the raw string representation of an array's contents
Added parameter [noparse]ev.spawned[/noparse] to [noparse]event.spellcast[/noparse], storing the entity created by summoning or item-granting spells
Added parameter [noparse]ev.priceTagType[/noparse] to [noparse]event.generateShopItems[/noparse] to allow using custom price tags
Changed[noparse]spellcastCreateWalls[/noparse] to not override exit stairs by default
Bugfixes
Gameplay bugfixes
Fixed Ring of Peace providing no health after switching from Chaunter/Aria to another character in Ensemble Mode
Fixed single-choice items not being independently linked together when duplicated by Scroll of Duplication
Fixed Nocturna's Zone 5 area sometimes intersecting with potion rooms and vaults
Fixed Green Bats sometimes being replaced by Blue Bats when playing Aria
Fixed Coral Riff's Tentacles being immune to Freeze Spell while submerged
Fixed error when starting a new run while an entity is about to convert into a different type
Fixed some Hard Mode Sarcophagi spawning multiple different enemy types when playing Mary
Fixed Reflective Shield reflecting a Gorgon's gaze even if the shield is facing away from the Gorgon
Fixed Scroll of Riches ignoring coin multiplier upgrades
Fixed song-ending Trapdoor being destructible and not always outprioritizing other traps
Fixed Frost Dagger not melting to Fire Elemental attacks if AMPLIFIED DLC is not active
Fixed Golden Lute not negating Low% when picked up outside of Cadence's final boss
Fixed errors when killing a Pixie by teleporting onto it using Crown of Teleportation
Fixed Reaper's Souls not dealing damage while dashing with Ring of Courage
Fixed spirits ignoring distance limits when exiting a secret shop after purchasing a telepathy item
Fixed adjacent traps sometimes being triggered when sliding into a Travel Rune on ice
Fixed Monkeys in barrels not being knocked back by Ring of Pain
Fixed Boots of Leaping/Lunging preventing charmed pets from being pushed
Fixed Shock Monkeys being able to spawn on top of traps
Chaunter bugfixes
Fixed Enchant Scroll not enchanting Chaunter's stashed weapon
Fixed Shield of Shove not allowing possessed enemies to attack while shoving
Fixed Shrine of Fire dropping forbidden items when activated by a possessed enemy
Fixed Shrine of Pace not working correctly for Chaunter while possessing an enemy
Fixed Shrine of Peace granting only 1 heart to possessed enemies while the AMPLIFIED DLC is disabled
Fixed possessed Harpies being able to attack the Shopkeeper Ghost by moving into it diagonally
Fixed possessed electric mages being able to effortlessly kill bosses by firing Electric Orbs from the topmost tile in the starting corridor
Fixed possessed enemies being unable to move into Electric Orbs or Klarinetta's sword
Fixed possessed enemies hopping instead of sliding with Ring of Courage
Fixed possessed Bats, Banshees, Mommies and Leprechauns being immune to Wall Spikes
Fixed possessed enemies being unable to dig Wall Spikes at half a heart
Fixed possessed electric mages being unable to conjure weapons
Fixed possessed Harpies not being able to dig correctly while confused
Fixed possessed enemies not resisting knockback while dashing forward using Ring of Courage
Fixed possessed enemies resisting Wind Spells and Shovemonsters while invincible
Fixed Lord enemies not keeping their extra health when possessed
Fixed error when when a possessed Harpy attempts to push a charmed pet diagonally
Fixed Ring of War carrying over into the first level of the next run if held while possessing an enemy in All Characters Mode
Fixed beat bars not turning red near the end of the song while possessing an enemy
Fixed enemies killed by Ring of Pain or Boots of Pain being possessed if a Lantern is obtained via the Pawnbroker
Fixed Chaunter ending up inside a wall when ejecting from a phasing enemy with no nearby floors
Fixed player sprite being cut off when switching to Chaunter in Ensemble Mode while standing in a liquid
Fixed Boots of Leaping/Lunging preventing possessed Deep Blues Knights from moving partially
Multiplayer bugfixes
Fixed Shopkeeper getting angry at Bomb Traps in multiplayer
Fixed Coral Riff's Tentacles sometimes getting stuck underwater in multiplayer
Fixed Blood Shop generating in Zone 1 when playing Aria in co-op, causing it to appear near the end of the run
Fixed co-op enemies targeting players in secret shops
Fixed verbose log output when hosting a GOG cross-play lobby
Fixed error when entering a new level while a player with charmed pets is dead or spectating
Fixed Practice Sarcophagus in the Versus Mode lobby not spawning enemies
Interface bugfixes
Fixed speedrun timer unpausing after using Save & Quit in the All Characters selection room
Fixed 'Tachyarrhythmia' achievement being obtainable in Ensemble Mode
Fixed description of Friendly Fire Mode implying that only explosion damage is affected
Fixed missing item hint for single Grenade
Fixed BPM counter fluctuating between integers when using custom music with Manual Beats
Fixed performance issues when an entity repeatedly tries to convert to its own type
Fixed[noparse]Ctrl + Backspace[/noparse] not deleting the full selection in text prompts
Level editor bugfixes
Fixed "Extra Room Count" option in level editor generating sparsely populated levels if Aria is selected
Fixed missing sprites in level editor if AMPLIFIED DLC is not installed
Fixed level editor always adding Goblin Sentries to the starting room when generating Zone 4 floors if AMPLIFIED DLC is disabled
Fixed Lantern not defining an appropriate blood cost when placed in the level editor
Fixed boss levels not using zone-specific health scaling or summons in Level Editor
Fixed some level editor menus closing instantly when opened via a mouse click
Modding bugfixes
Fixed custom player skins not reloading when the images files are modified while the skin is selected
Fixed mod portal search not working if the search text contains spaces or special characters
Fixed[noparse]Possession.detach()[/noparse] causing errors if [noparse]entity[/noparse] is not specified
Fixed Shield of Shove setting [noparse]ev.weapon[/noparse] incorrectly in [noparse]event.objectTakeDamage[/noparse]/[noparse]event.objectDealDamage[/noparse]
Fixed[noparse]stasisAI[/noparse] overriding other enemy AI changes
Fixed modded characters based on Aria and Coda preventing Ooze Golems from spawning if AMPLIFIED is enabled
Fixed wire graphics being cut off when modified to cover a larger area by a resource pack
Fixed Shopkeeper Ghost spawning prematurely when playing with modded zones
Fixed error when a player somehow gets their hands on a summoning spell intended for use by bosses
Fixed error when an entity is given [noparse]Sync_itemCombo[/noparse] without [noparse]Sync_itemComboAddOnHit[/noparse]
Fixed items without the [noparse]itemTransmutable[/noparse] component still being transmuted by the Transmogrifier
Fixed crash when attempting to load an image with an extremely long file name
Audio bugfixes
Fixed beatmap/audio being out of sync on Zone 5 and Death Metal when using FamilyJules' soundtrack
Fixed massive enemies repeatedly making splashy noises while in liquid
Fixed the Shopkeeper's voice increasing in volume near the thermal boundary of Zone 3
Fixed Mary's sheep yelling at crates
Visual bugfixes
Fixed cables graphics in Nocturna's final boss fight being offset by one pixel
Fixed Bolt's head sprite being offset incorrectly when the AMPLIFIED DLC is not installed
Fixed players appearing behind walls in Phasing Mode if a custom character skin is active
Fixed Mystery Mode trying to change the sprites of normally invisible internal item types
Fixed Klarinetta's portrait in the late-join character selection menu not being aligned correctly
Fixed duplicated items missing their hover animation
Rift of the NecroDancer welcomes Klei as its new publisher for a 2024 release
Hey folks! We wanted to keep you in the loop about what's going on with Rift of the NecroDancer! We have 2 pieces of big news to share about today:
Rift is now being published by our good friends at Klei
Rift of the Necrodancer is now targeting a 2024 release
Below are some answers to a couple questions!
Q: Why 2024?
A: The game is actually in really good shape right now, but we realized that we want to take some extra time to make it really SING.
We’ll also be able to double down on what makes the game great by adding more Rhythm Rifts for launch!
Q: Why Klei?
A: Klei originally published Crypt of the NecroDancer, and we trust them with our lives. For real. Like 10/10 ❤️ Their support is giving us that extra time we need to get Rift to the finish line.
Q: So when is your new release date?
A: We don’t have an exact date yet, but we’re looking at the first half of 2024. We’re hoping to have a release date for y’all after the holidays. 🙂
We know you’re highly anticipating this game. We’ll be sharing more Rift content leading up to launch, including more news about the INSANELY talented musicians involved! You can also expect a free demo in a future Steam Next Fest, and a new demo at PAX West 2023.
All in all, thank you for all your support and your continued hype for Rift of the NecroDancer, and another big thank you to Klei for allowing us to take the time we need to make this game a real stunner. We appreciate you all endlessly.
Don't forget to wishlist and/or follow Rift of the NecroDancer if you haven't already to keep up with the latest updates!
You can also join us in our Discord or follow us on Twitter!
SYNCHRONY Update v3.7.1
Crypt of the NecroDancer v3.7.1 is now available!
Changes
Changed Double Tempo mode to allow holding down directional buttons to move when playing as Bolt or Coda
Changed Shield of Shove to appear in Teh Urn's item pool
Changed sprite for Fireball Spells cast by Infernal Torch
Modding features
Added function [noparse]inventory.findMatchingItemStack()[/noparse]
Added function [noparse]trapClientTrigger.checkClientTrigger()[/noparse]
Added components [noparse]Sync_charmableTargetOverride[/noparse] and [noparse]Sync_itemPetTargetOverride[/noparse] to control pet targeting
Bugfixes
Gameplay bugfixes
Fixed consecutive characters not regaining their starting items in Ensemble Mode
Fixed hearts sometimes not refilling upon switching characters after healing in Ensemble Mode
Fixed cursed hearts sometimes getting lost when switching characters in Ensemble Mode
Fixed Blast Helm not protecting Shields' durability from explosions
Fixed Nocturna's Zone 5 invasion not taking effect in Ensemble mode
Fixed Monk encountering gold in walls in Ensemble mode
Fixed Dove encountering Sarcophagi in Zone 4 in Ensemble mode
Fixed Dorian encountering Blademasters in Zone 4 in Ensemble mode
Fixed Tempo not creating an extra miniboss per floor in Ensemble mode
Fixed Tempo not increasing enemy spawn rates in Ensemble mode
Fixed Tempo and Aria not encountering Spiders outside of Zone 4 in Ensemble mode
Fixed Aria not encountering Sarcophagi in Ensemble mode
Fixed Aria encountering Spiders and Monkeys in Zone 4 in Ensemble mode
Fixed Klarinetta being unable to pick up Shield of Shove
Fixed Shield of Shove not being stashed when switching to Monk in Ensemble Mode
Fixed Enchant Scroll sometimes failing to produce an item in Single Zone mode
Fixed bagged items being dropped when switching characters in Ensemble Mode
Fixed Ensemble Mode granting additional Cookies when switching to Mary while already holding Cookies
Engine bugfixes
Fixed Ensemble Mode character selection room ignoring multiplayer permission checks
Fixed error when entering the lobby practice room in Versus Mode
Fixed error when toggling for multiple DLC packs at once while a DLC character is selected
Fixed error when displaying preview sprites for modded characters with multiple attachments
Visual bugfixes
Fixed Ensemble Mode character preview not always appearing when falling down a trapdoor
Fixed lingering visual artifacts after a possessed Wisp takes the stairs
Fixed character selection room previews sometimes hovering slightly above the ground
Fixed character selection room sometimes representing characters as white squares after unsubscribing from a resource pack
Fixed custom skins not immediately applying to Mary's lamb and Klarinetta's weapon
Quirks
Several bugfixes that were previously specific to the SYNCHRONY DLC now apply to all versions of the game:
Fixed Warlock teleports causing deployed Familiars to be offset when killed by Boots of Pain
Fixed healing not granting invincibility frames on Cadence's final boss battle
Fixed Skeleton Knights taking double knockback from some sources of damage
Fixed Nocturna being able to transmogrify weapons and headgear out of nowhere while in Bat Form
Fixed Blue and Orange Slimes having a high chance to get stuck against the room's boundary walls
Fixed walls interrupting ice slides in Phasing Mode or while wearing a Ring of Phasing
Fixed Boots of Leaping and Boots of Lunging sharing their On/Off state with each other
Fixed Bag of Holding not dropping its contents when switching to another backpack item
Fixed Pixie explosions not dealing damage to tiles or items
Fixed Exploding Mushrooms and Pixies not being immune to damage prior to being revealed
Fixed Aria's final boss taking damage from Boots of Lunging and Rat Familiar while confused
Fixed Aria and Coda encountering empty barrels in Zone 4
Fixed Tempo's damage countdown resetting indefinitely when bumping into an unaffordable chest
Fixed Randomizer Mode causing slow enemies to move instantly after being knocked back
Fixed Headless Skeletons getting stuck in place after walking into a Rat Familiar
Fixed enemies moving one beat sooner while inside a Nightmare's shadow
Fixed enemies moving one beat sooner if they are revealed on the same beat a bomb explodes
SYNCHRONY Update v3.7.0
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:
Crypt of the NecroDancer v3.7.0 is now available!
New features
Added Ensemble Mode to SYNCHRONY:
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!
Added new achievements to SYNCHRONY:
Polyphonic: Complete an "Ensemble Mode" run in single-player or co-op mode
Family Trip: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
Tachyarrhythmia: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
Fool's Mate: Checkmate Deep Blues without harming another piece
Destructive Interference: Kill Dead Ringer with his own attack
Fully Loaded: Equip an item in every possible slot
Ghost in the Pot: Take control of Teh Urn
Sunk Cost: Sell everything you have to the Pawnbroker
Added character previews to Character Select room
Added Reflective and Prismatic Mirrors to the level editor
Added accented characters to the game's primary font
Added an option to import all unlocked characters, items, NPCs and modes from previous versions of the game
This option can be found in the Gameplay options menu, under Manage save data
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
Added support for pressing 'Ctrl+C' to copy the seed in the run summary menu
Balance changes
🔹 Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
🔹 Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
🔹 Ring of Luck: Now allows chests to appear in multiple locations, making them easier to find
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
🔹 Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
🔹 Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
🔹 Shrine of Sacrifice: Now drops copies of items held by sacrificed players
🔹 Shrine of Binding: Now drops items across multiple tiles
🔻 Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it
Charm spell rework
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
Item pool changes
🔹 Ice Spirit Familiar: Added to Melody's item pool
🔹 Shopkeeper Familiar: Added to Melody's item pool
🔹 Grenades: Added to Diamond's item pool
🔹 Throwing Stars: Added to Diamond's item pool
🔹 Reflective Shield: Added to Flawless Victory boss reward chests
🔻 Heavy Shield: Removed from Flawless Victory boss reward chests
🔻 Courage Shovel: Removed from Coda's item pool
Item price changes
🔹 Shovel of Courage: Reduced price from 300 to 200 gold
🔹 Dash Spell: Reduced price from 313 to 188 gold
🔹 Berserk Spell: Reduced price from 250 to 188 gold
🔹 Onyx Broadsword: Reduced price from 188 to 125 gold
🔹 Onyx Spear: Reduced price from 250 to 125 gold
🔹 Onyx Cutlass: Reduced price from 375 to 250 gold
🔹 Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
🔺 Reflective Shield: Increased price from 75 to 150 gold
🔺 Torch of Foresight: Increased price from 50 to 75 gold
All balance changes are applied while the SYNCHRONY DLC is active.
Other changes
Changed "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly
The 5x5 region around the spawn room is a safe zone in which players cannot attack each other
Changed Chaunter to collect heart containers as "shattered hearts", which are retained across possession
Changed equipment sprites for Rapier, Warhammer and Whip
Changed sprite for Shrine of Duplication
Changed Dove to be able to "defeat" bosses by tickling them with her Flower
Changed Throwing Charm to visually indicate when its returning throw recharges
Modding features
Added "Did you mean?" suggestions for fixing various errors
Added function [noparse]characterSwitch.perform()[/noparse] and for changing player characters mid-game
Added events [noparse]event.objectCharacterSwitchInit[/noparse]/[noparse]SwitchFrom[/noparse]/[noparse]SwitchTo[/noparse] for handling player character changes
Added function [noparse]objectPreview.draw()[/noparse] and rendering entity previews, such as in the character selection room
Added function [noparse]object.die()[/noparse] for passing additional parameters to [noparse]event.objectDeath[/noparse]
Added event [noparse]event.objectPreview[/noparse] for customizing how an entity should be drawn in its preview
Added event [noparse]event.spellRedirect[/noparse] for handling spell redirections
Fixed[noparse]targeting.getAlignedHostileEntity()[/noparse] sometimes returning a friendly entity
Fixed duplicate images being uploaded when publishing mod updates
Fixed mod publishing indicator not displaying upload progress percentage
Fixed color-specific item pool components being aliased to [noparse]itemPoolChest[/noparse]
Fixed custom tiles turning into the void after the mod adding the tile is unloaded
Fixed custom characters inheriting their template character's unlock condition
Fixed custom characters not inheriting Synchrony balance changes
Level editor bugfixes
Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
Fixed level editor being able to delete local co-op link entity
Fixed dungeon upload menu not handling screenshot preview mouse input correctly
Fixed Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon
Input bugfixes
Fixed Pause and Run Summary menus sometimes opening without a selection cursor
Fixed Ping Tool being activated when clicking during a cutscene
Multiplayer bugfixes
Fixed desync when multiple players reveal a co-op enemy simultaneously
Fixed Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
Fixed Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
Fixed own shrine activation sounds being attenuated in multiplayer
Fixed possible desync when a backpack is equipped/unequipped during a level transition
Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
Fixed visual stutters when two players open a chest simultaneously
Engine bugfixes
Fixed performance issues when generating large numbers of items at once
Fixed item generation rarely leading to different results across processor architectures
Fixed non-existent Daily Challenge leaderboards appearing in the lobby
Visual bugfixes
Fixed long subtitles being cut off in some languages
Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
Fixed dig particle colors not matching their corresponding tiles
Fixed Clones appearing unobscured in Mystery Mode
Fixed ability icons sometimes not appearing in the HUD
Fixed Tar Monster creating tar particles while submerged
Fixed Tar Monster sometimes appearing above the entity being grabbed
Fixed pixel scaling artifacts on Aria's final boss
Fixed overlapping elements in the mod menu when using a high view multiplier
Fixed menus with extremely long captions extending past the screen borders
Dance your way up the leaderboards in Crypt of the NecroDancer Pinball!
Experience the ultimate fusion of rhythm and pinball on a new table by our friends over at Zen Studios! Stop the NecroDancer once more inside Pinball FX, as you use your flippers to battle bosses and acquire the Golden Lute.
- Zone in on the zones and boss around the bosses to advance and collect points - Battle Coral Riff, King Conga, and more legendary bosses to earn diamonds - Follow the flow of music with your combos and boost your multiplier - Freddie has what you need! Spend your diamonds on weapons and hearts - Face the NecroDancer in a multiball Wizard Mode for the Golden Lute
Added field [noparse]itemConsumeOnLethalHit.bypassFlags[/noparse]
Changed[noparse]autoCastCheckLineOfSight[/noparse] to default to [noparse]WALL[/noparse] collisions
Changed[noparse]autoCastCheckLineOfSight[/noparse] to ignore collisions on the target tile
Changed[noparse]event.objectKill[/noparse] to always pass [noparse]ev.damageType[/noparse]
Bugfixes
Gameplay bugfixes
Fixed Ring of Protection converting cursed health into regular health
Fixed Ring of Protection not working if the wearer only has cursed hearts
Fixed Ring of Protection being outprioritized by the Potion if picked up later
Fixed Ring of Peace sometimes causing an extra heart container to be granted after dying
Fixed Ogres sometimes attacking without raising their club
Fixed some Onyx weapons being much rarer in locked shops than intended
Fixed enemies, crates, chests, shrines and walls sometimes spawning inside the shop in Zone 3
Fixed player not being shrunk when unequipping protective footwear while standing on top of ooze
Fixed Death Metal sometimes keeping his shield after taking more than 9 hearts of damage in one hit
Fixed clockwise rotating bounce traps not appearing in Zone 3
Fixed all rotating bounce traps on a level sharing the same rotation direction
Fixed Evil Eyes' and Blademasters' lunge attacks not dealing damage to multiple players standing on the same tile
Fixed Slimes' initial directions being randomized between seeded runs of the same dungeon
Fixed Klarinetta not getting shrunk when killing a Warlock on Ooze
Chaunter bugfixes
Fixed possessed Headless Skeletons moving to the beat in No Beat Mode
Fixed Chaunter taking damage from its own safe bombs when possessing/unpossessing an enemy
Fixed Chaunter not always receiving credit for kills made by the Rat Familiar
Input bugfixes
Fixed boss intro screen sometimes letting movement key presses through
Fixed missed beats after the Berserk status effect ends
Fixed missed beats after the Heart Transplant's effect ends
Fixed missed beats when the entering phase 2 of Cadence's final boss
Fixed missed beats while possessing a Headless Skeleton in No Beat mode
Fixed "Missed!" flyaway incorrectly appearing while the Berserk status effect is active
Fixed controller auto-detection not working correctly while a menu is open
Fixed latency calibration button prompts not updating when plugging in a controller
Fixed tutorial button prompts not updating when plugging in a controller
Fixed tutorial displaying "None" for the "Skip tutorial" button prompt when using a controller
Engine bugfixes
Fixed images being pre-loaded during first-time latency calibration, leading to framerate drops
Fixed Green Bat achievement progress counter getting stuck if a Green Bat was killed while offline
Fixed local changes to the configuration file being overwritten by Cloud Synchronization
Fixed configuration file sometimes being corrupted when saving multiple times in rapid succession on a slow hard drive
Fixed potential crashes when signing into GOG GALAXY on Linux
Fixed save data from older versions of the game being imported multiple times across user accounts
Fixed error when King Conga's zombies are transmuted into different enemies
Fixed lobby music playing briefly before changelog menu is visible
Visual bugfixes
Fixed tutorial level displaying the 'Low Percent' indicator in the pause menu
Fixed Wisps displaying an invalid sprite in Mystery Mode after being attacked
Fixed incorrect swipes when a charmed or possessed enemy attacks Nocturna's penultimate boss
Level editor bugfixes
Fixed level editor not saving the coin counts of merged gold piles correctly
Fixed incorrect sprite offset when using the level editor's Move Tool on a Dove player
SYNCHRONY Update v3.6.0
Crypt of the NecroDancer v3.6.0 is now available!
Can you believe it's March already? Wild.
New features
Added new sound effects for the Phantom, Jockey, Granite Golem, Wisp and an uncommon enemy...
Added a Ping Tool to quickly highlight important locations and objects in-game in multiplayer
On keyboard, ping markers can be placed on nearby objects by pressing Right Shift (player 1) or F (player 2)
On controller, if Steam Input is enabled, ping markers can be placed on nearby objects by clicking the Left Stick
If these keys were already bound to other actions, the 'Ping Nearby' action is left unassigned by default
All ping bindings can be customized in the 'Reassign Controls' menu
Ping markers can also be placed manually, by clicking on a tile or object with the left mouse button
Pinging a distant object shows an arrow near the screen border for all players, pointing in the direction of the ping
Pinging a chest, crate or shrine while wearing a Monocle reveals the contents for everyone
Repeatedly using the Ping Tool in multiplayer places it on cooldown for a few seconds
Muting a player via the 'Multiplayer' > 'Player List' menu also hides and silences their pings
Added an option to hide ping markers placed by other players in online sessions
Added an option to hide ping markers placed by spectators
Added an advanced volume slider for the Ping Tool
Added an option to reduce the intensity of flashing visual effects (Explosions, Fireballs)
Added an option to change the speed of beat bars in the HUD
Added a 'Menu' button to the level editor's top toolbar
This button can be hidden using an option in the level editor's settings menu
Changes
Changed Heavy Glass Armor to swap between armor stacks instead of merging them together and wasting surplus durability
Changed unprovoked Leprechauns to be immune to Wall Spikes
Changed Travel Runes to no longer disappear when covered by hot coals, ice or ooze in Synchrony
Changed Travel Runes under Cracked Walls to be movable in the level editor
Changed menus to more visibly indicate when their entries can be scrolled up or down
Changed custom mode notification to appear in the lobby when custom music is enabled
Changed most non-challenge achievements to be obtainable while custom music is enabled
Changed the level editor's toolbar to adapt its spacing for low screen resolutions
Modding features
Added support for generating multiple travel runes and secret shops per level
Added function [noparse]objectRenderer.getContentVisual()[/noparse] to render custom monocle-like projections on top of container objects
Added function [noparse]rectangle.resizeAroundCenter()[/noparse] to change a rectangle's size while maintaining its centerpoint
Added function [noparse]render.getTileAt()[/noparse] to transform screenspace coordinates into tile coordinates
Added function [noparse]utils.removeIfArg()[/noparse] to filter a list according to a predicate, receiving both the entry and a custom data parameter
Added function [noparse]placementUtils.getRoomsOfType()[/noparse]
Added optional [noparse]allowOnScreen[/noparse] and [noparse]noDraw[/noparse] parameters to [noparse]targetPointerHUD.draw()[/noparse]
Added components [noparse]CharacterSkins_excludeFromSelector[/noparse] and [noparse]CharacterSkins_excludeFromTemplate[/noparse] to hide characters from the skin selection menu
Added field [noparse]threshold[/noparse] to component [noparse]aiCatlike[/noparse]
Added enumeration entry [noparse]proceduralLevel.RoomType.VAULT[/noparse], indicating vaults and potion rooms
Changed "Publish mod" menu to clear the changelog after a mod was uploaded successfully
Changed Ring of Regeneration to pass itself as [noparse]healer[/noparse] in [noparse]event.objectHeal[/noparse]
Changed[noparse]itemGeneration.choice()[/noparse] to accept modded component names in [noparse]chanceType[/noparse]
Changed[noparse]segment.setBounds()[/noparse] to resize the level to fit the segment's bounding box
Changed entities without [noparse]voiceRangedAttack[/noparse] to fall back to [noparse]voiceMeleeAttack[/noparse]
Bugfixes
Gameplay bugfixes
Fixed healing items or spells not granting invincibility while sliding on ice
Fixed Travel Runes sometimes failing to appear when playing Nocturna
Fixed Dove's bombs failing to teleport provoked Shopkeepers
Fixed groups of Green Slimes and Mushroom Lights causing some level layouts to be impassable for Monk/Coda
Fixed Shrine of Binding causing coin multiplier loss when bumped repeatedly by Dove/Monk/Coda
Fixed Thief being outprioritized by Barrels and Electric Orbs
Fixed Thief not prioritizing its target's previous position when diagonally adjacent
Fixed Thief sometimes stealing items from its diagonally adjacent target if it cannot move orthogonally
Fixed Warlocks duplicating their dropped gold when killed while standing on a coin pile
Fixed Dice Trap spawning enemies on top of other traps
Fixed Infernal Torch incorrectly casting Fireballs from non-dug wall torches while Miner's Cap is equipped
Fixed items that would have appeared in a shop failing to spawn elsewhere after the Shopkeeper was killed
This does not apply to the Daily Challenge
Chaunter bugfixes
Fixed Chaunter's Lantern emitting light when entering a floor while possessing an enemy
Fixed Chaunter's Lantern forcing single-tempo during possession when given to other characters
Fixed Shrine of Rhythm not fully taking effect on Chaunter
Fixed possessed enemies spawned from a Sarcophagus not receiving credit for their kills
Fixed coin multiplier being lost when a possessed Skeleton is decapitated by self-damage
Fixed Clones taking on Cadence's appearance when entering a level while possessing an enemy as Chaunter
Fixed possessed Wisps' sprite not disappearing after going down a staircase
Fixed possessed Leprechauns being unable to pick up items
Fixed possessed Pawnbrokers being immune to self-damage
Level editor bugfixes
Fixed secret shops not generating correctly in the level editor
Fixed Minotaurs roaring when placed in the level editor
Fixed Thief playing its appearance sound when generated in the level editor
Fixed "Selection panel columns" level editor option not working correctly
Fixed Melody's final boss creating lava tiles when placed in the editor
Fixed the Gong killing all bosses when destroyed in a custom level, instead of only the boss that struck the Gong
Fixed Nightmare shadows obscuring enemies and items in the level editor
Fixed cursor movement overriding player movement in the in-game editor overlay
This behavior can be configured by an advanced option in the editor settings
Modding bugfixes
Fixed stack overflow errors resulting in an empty error message instead of a stack trace
Fixed[noparse]autoCastCheckLineOfSight[/noparse] not working for vertical directions
Fixed inconsistent results between [noparse]LineOfSight.check()[/noparse] and player field of view checks
Fixed[noparse]tileRenderer.getFloorVisual()[/noparse] not correctly using a default value for the [noparse]beat[/noparse] parameter
Fixed[noparse]spellcastCone[/noparse] targeting a line of tiles on diagonals, instead of a rotated triangle
Fixed error when an [noparse]attachment[/noparse] entity's parent does not have the [noparse]position[/noparse] component
Fixed enumeration values marked as invisible still appearing in settings dropdowns
Fixed multi-client mode not disabling Discord integration
Fixed custom items inheriting from Bombs registering duplicate entity types
Fixed inconsistent spacing in controls menu when mods define both per-player hotkeys and custom gameplay actions
Input bugfixes
Fixed missed beats when holding down a directional button late in the beat if multi-key combos are enabled
Fixed inputs being treated as missed beats more often at the start of a floor
Fixed rare instances of multiple inputs in a row being treated as missed beats after unpausing
Fixed rapid key presses sometimes allowing movement during the boss intro screen
Fixed possessed diagonally-moving enemies not enabling 8-directional D-Pad movement on Steam Input
Fixed "ignore background mouse input" not applying to gameplay controls
Fixed custom per-player hotkeys triggering the 'missed' HUD flyaway and sound effect
Fixed controls menu responding to mouse input while the rebind prompt is open
Engine bugfixes
Fixed performance issues in levels containing an absurd amount of torches, such as the lobby
Fixed DLCs not loading on the first game launch after being purchased
Fixed Daily Challenge not being playable offline in DRM-free build
Fixed error when a Shock Monkey takes environmental damage
Audio bugfixes
Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
Fixed enemies not playing their hit sounds when squished
Visual bugfixes
Fixed Coral Riff's splash particles not always being visible
Fixed confusing death message when Monk dies due to Ring of Gold in multiplayer
Fixed the Leprechaun's visual effects rendering behind walls
Fixed visual seams in the left-facing animation for the Fireball Spell
Fixed coins being hidden by walls after being teleported by a Warlock
SYNCRHONY v3.5.1
Crypt of the NecroDancer v3.5.1 is now available!
Hey NecroDancers!
There have been a few requests for an option to reduce/disable co-op enemies, so we've added a "co-op enemy spawn rate" slider to the Custom Rules menu that allows lobby hosts to increase or decrease the number of co-op enemies.
It also turned out that Skittish Blademasters were a bit trickier to hit in online multiplayer than intended, since network latency can cause some lunges to be delayed by enough time that the player "catching" the Blademaster has a much shorter time window to react during the cooldown, often getting hit instead. We added an extra beat of vulnerability after the counterattack to fix that, so go get 'em!
Additionally, we've fixed a bunch of smaller UI/engine issues that have been reported to us since v3.5.0's launch.
Enjoy, and good luck out there!
New features
Added a custom rule to control the spawn rate multiplier for co-op enemies
Added advanced option to disable automatic remapping of gameplay buttons to menu controls
Added advanced option to disable mouse input in menus
Changes
Changed Skittish Blademaster to wait an extra beat after lunging
Changed 'Misc options' menu to group settings by category
Bugfixes
Fixed menu options being activated when clicking to focus the game window (this can be controlled by an advanced setting)
Fixed control scheme sometimes alternating between controller and keyboard if "Controller hot-swap" is enabled
Fixed credits not rendering correctly in some languages
Fixed modded sound effects not working when played via file path, without a sound group
Fixed mouse controls not working correctly in resource pack file extraction menu
Fixed co-op enemies not being categorized correctly in the level editor
SYNCHRONY Update v3.5.0
Crypt of the NecroDancer v3.5.0 is now available!
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!
New enemies
Added 6 new enemies to co-op mode in the SYNCHRONY DLC!
Jockey:
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!
Phantom:
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.
Granite Golem:
An extremely thick-skinned Golem, invincible against most normal attacks.
Only takes damage when hit by two players simultaneously. Work together to defeat it!
Wisp:
A spirit that appears near groups of players travelling together.
Dodges the first hit by teleporting behind the back of another nearby player!
Skittish Blademaster:
Parries incoming hits, but lunges away instead of counter-attacking.
Protectorc (AMPLIFIED DLC only):
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.
New features
Added mouse input support for all in-game menus
Added new translations for Simplified Chinese and Korean
Added translated texts for new menus, items and mechanics introduced since v3.0.0 across all supported languages
Added colored HUD beat bars for when Chaunter's possession timer runs out
Added advanced option to show speedrun time splits in All Characters Mode
Added advanced options for adjusting the Shopkeeper's singing volume and falloff distance
Added advanced volume options menu for fine-tuning the volumes of specific sound sources
Added advanced option to increase the number of keys that can be assigned to each action
Added support for changing the appearance of Klarinetta's Zweihänder via the "Change Skin" menu
Added support for changing the appearance of Suzu's and Klarinetta's attack swipes via the "Change Skin" menu
Balance changes
🔹 Shield Items: All stackable shields now regenerate 1 hit upon completing a level, up to their default stack size
🔹 Reflective Shield: Increased durability from 1 to 2 hits
🔻 Reflective Shield: Now reflects the exact damage blocked, instead of at least 5 hearts
🔹 Shield of Shove: No longer prevents weapon attacks, allowing enemies to be simultaneously shoved and attacked
🔹 Shield of Shove: Now works when moving around corners, pushing enemies regardless of the shield's prior facing direction
▫️ Shield of Shove: Now simultaneously pushes multiple horizontally or vertically aligned enemies in a row
▫️ Shield of Shove: Crush attack now targets the most distant enemy when multiple enemies are aligned, instead of the closest
🔻 Shield of Shove: Crush attack now deals 3 piercing damage instead of infinite phasing damage
🔹 Thief: Now drops more items in co-op mode (one item per player)
🔹 Thief: Increased the rarity of the first item drop from +1 to +2
🔹 Thief: No longer steals items from non-targeted players
🔹 Thief: No longer steals items when knocked into another player
🔻 Thief: Now evades attacks by players other than its current target in multiplayer
🔹 Shrine of Sacrifice: Now accepts players as sacrifices
Other changes
Changed Thief to use an updated spritesheet
Changed vision modifiers (such as Sunglasses and Ring of Shadows) to no longer silhouette enemies in spectator mode while observing multiple players
Changed "Reassign Controls" menu to automatically update multi-key combos when changing directional movement keys
Changed HUD controller prompts to support additional buttons, axes and controller models
Changed startup Changelog menu to combine patch notes from multiple updates
Changed numeric settings to be represented by sliders in the options menu
Changed categorical settings to show a dropdown menu with all available options
Changed 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
Changed all shields capable of blocking multiple hits to appear cracked if the next hit will break them
Changed color for gold warning outlines on Monk/Coda to increase contrast
Modding features
Added documentation comments for 850+ components and fields
Added event [noparse]objectGetHUDBeatBars[/noparse] to allow mods to customize the appearance of beat indicators in the player HUD
Added event [noparse]spellTransmute[/noparse] to allow mods to intercept transmutations
Added function [noparse]itemGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which items have spawned in a run
Added function [noparse]shrineGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which shrines have spawned in a run
Added function [noparse]soulFollower.spawn()[/noparse] to create a Soul Familiar
Added helper functions [noparse]action.dx()[/noparse] and [noparse]action.dy()[/noparse] to decompose [noparse]action.Direction[/noparse] values into their X and Y offsets
Added support for binding delay functions ([noparse]delay.new()[/noparse]) to named global variables
Added support for passing more specific parameters to [noparse]shrineGeneration.choice()[/noparse]
Added components [noparse]sacrificable[/noparse] and [noparse]sacrificableInstantReward[/noparse] to control eligibility for the Shrine of Sacrifice
Added component [noparse]spellCheckSafeLevel[/noparse] to limit whether a spell can be cast in the lobby
Added components [noparse]generateSecretRoom[/noparse], [noparse]generateSecretRoomInRun[/noparse], [noparse]generateSecretRoomExcludeFromSingleZone[/noparse] and [noparse]generateSecretRoomRestrictLevel[/noparse]
Added component [noparse]traitBannedSecretRooms[/noparse] to control which travel runes are allowed to spawn for a playable character
Added component [noparse]traitZone5Bleed[/noparse] to add patches of Zone 5 to the level across all zones
Added component [noparse]traitExtraMiniboss[/noparse] to add an additional miniboss on each level
Added component [noparse]traitAddSpiders[/noparse] to generate Spiders outside of Zone 4
Added components [noparse]traitExtraEnemies[/noparse] and [noparse]traitExtraEnemiesZ1Z2Z5[/noparse] to increase the number of enemies encountered throughout a run
Added components [noparse]traitAddSarcophagus[/noparse], [noparse]traitNoSarcophagus[/noparse] to control Sarcophagus generation
Added components [noparse]traitNoBlademasters[/noparse], [noparse]traitZone4NoMonkeys[/noparse] and [noparse]traitZone4NoSpiders[/noparse] to prevent specific enemies from spawning
Added component [noparse]innateAttackInhibitTemporarily[/noparse], preventing enemies from attacking for a number of beats
Added component [noparse]innateAttackInhibitOnHit[/noparse], preventing enemies from attacking when damaged on the same beat
Added component [noparse]innateAttackInhibitAgainstNonTarget[/noparse], preventing enemies from attacking players they are not currently targeting in co-op mode
Added component [noparse]knockbackableDeferred[/noparse], delaying knockback until all players have acted for the current beat in co-op mode
Added component [noparse]shieldPreventActionOnHit[/noparse], preventing enemies from acting when their shield is hit, without increasing their beat delay in co-op mode
Added field [noparse]weaponThrowHolder.distance[/noparse] to control the maximum distance of the charge attack of Cadence's penultimate boss
Added field [noparse]fortissimoleSpawn.spawnTypes[/noparse] to control which types of enemies Fortissimole spawns
Added field [noparse]necrodancer.shieldBypassFlags[/noparse]/[noparse]necrodancer.shieldTeleportFlags[/noparse] to control which damage types Cadence's final boss responds to
Changed item-destroying spells to trigger the [noparse]objectDeath[/noparse] event, referencing the caster as the killer
Changed healing caused by the Shopkeeper Familiar to reference the familiar as the healer in [noparse]objectHeal[/noparse]
Changed[noparse]dbg[/noparse] or [noparse]print[/noparse] to no longer have an effect in packaged mods, reducing the size of log files and improving performance
To write messages to the log file in packaged mods, use [noparse]log.info("Test: %s", 123)[/noparse]
Bugfixes
Input bugfixes
Fixed the vertical D-Pad axis of some controller models not working when Steam Input is disabled
Fixed controller button icons appearing much bigger than intended in language-specific fonts
Fixed the [noparse]B[/noparse] button on controllers sometimes being handled as 'Confirm' instead of 'Back'
Fixed Pause and Quick Restart keys not working when bound via Player 2's controls menu
Fixed inaccurate controller button prompts for Xbox 360 and PlayStation 4 controllers when Steam Input is disabled
Gameplay bugfixes
Fixed Beetles, Tarmonsters and Mimics not being provoked by Reaper's souls
Fixed Ring of Courage not protecting from Spike Traps if a Spider or Pixie jumps on the player on the same beat
Fixed secret room Shopkeepers instantly killing the player when attacked by a Rapier, Axe or Cat o' Nine Tails
Fixed Pixies dealing damage to distant players holding a Rapier
Fixed Shrine of Sacrifice ignoring item restrictions on environmental kills, such as Spike Traps
Fixed Shrine of Space occasionally generating levels without any enemies or exit stairs
Fixed Reaper phasing into newly-spawned Skeletons when a Soul Familiar causes a Skull to split
Fixed Shield of Shove's crush attack not inflicting directional damage, causing Skulls to split the wrong way
Fixed some enemies acting a beat too late after entering the field of view
Fixed Familiars being able to hit burrowed moles
Fixed Randomizer Mode sometimes giving more than 1 heart to fast-moving Yetis
Fixed Reflective Shield not inflicting directional damage
Fixed Cat o' Nine Tails and Axe causing players to dash when attacking the Ghost Shopkeeper at close range
Fixed Ring of Courage not granting immunity to the No Return Square
Fixed Potion Rooms sometimes being only partially encased in Spiked Walls
Fixed Pixies not granting health when pushed into a player by an Earth Spell or a charmed Wind Mage
Fixed Coral Riff dealing splash damage when moving during phase 1 of the fight
Fixed Cadence's penultimate boss delaying his next action upon entering phase 2 of the fight
Fixed Cadence's penultimate boss inconsistently delaying his next action after charging
Fixed Cadence's penultimate boss sometimes starting a charge immediately after being knocked back
Fixed Cadence's penultimate boss fight not being limited to one live miniboss per bell
Fixed Minotaurs not ringing bells by charging into them in Cadence's penultimate boss fight
Fixed gold collected by Dorian during Cadence's final boss not being doubled while Cadence is wearing a Crown of Greed
Fixed Nocturna's final boss not spawning a miniboss when entering phase 2 of the fight
Fixed shrines sometimes placing items on top of gold coins
Fixed coins appearing on the next level after falling through a trapdoor
Fixed charmed enemies possessed by Chaunter not being able to attack after their charm status runs out
Fixed thrown weapons getting stuck under NPC cages in Single-Zone Mode
Fixed Thief getting stuck targeting players in the secret shop
Fixed Thief being stunlocked and visually teleporting when attacked repeatedly by a player other than its target
Fixed Leprechaun failing to steal gold from players under the effects of Shrine of Binding
Fixed Ghast and Ghoul sometimes waiting an extra beat after dodging the first hit
Fixed Wraiths and other spirits rapidly disappearing/reappearing in co-op if multiple players are nearby
Engine bugfixes
Fixed Changelog menu switching pages while the chat prompt is open
Fixed settings and saves being cloud-synchronized when Steam Cloud is disabled
Fixed errors when viewing a post-death replay from an Exploding Mushroom's perspective
Fixed Discord Rich Presence sometimes failing to update the lobby status in multiplayer when restarting a run
Fixed the character selection room in All Character Mode not displaying its name in the game browser
Fixed multi-instance window title being cut off on Windows
Leaderboard & Achievement bugfixes
FixedIn The Zone achievements for zones 1 through 4 unlocking when playing characters other than Cadence
Fixed Daily Challenge leaderboards not showing up if [SYNCHRONY] is active while [AMPLIFIED] is disabled
Fixed Daily Challenge leaderboards showing "No entries for this leaderboard" when a character other than Cadence is selected in the lobby
Level editor bugfixes
Fixed entities dying instantly when moved onto lava via the editor's move tool
Fixed Moles destroying gold coins and traps when moved via the editor's move tool
Fixed Coral Riff and Tentacles spawning water when moved via the editor's move tool
Fixed story bosses dealing damage when moved via the editor's move tool
Fixed level editor ceasing to respond when generating reduced-size Zone 5 levels
Fixed players other than the host being able to close online level editor sessions
Audio bugfixes
Fixed the Shopkeeper's voice playing at a lower volume than intended
Fixed Ring of Gold repeatedly playing the gold collection noise if a coin falls down a trapdoor
Fixed enemies possessed by Chaunter not playing a sound effect when healing
Visual bugfixes
Fixed Soul Familiars not silhouetting when moving past the level border
Fixed player names showing up even when "Player name render distance" is set to "Off" in the options
Fixed Deep Blues' Knights displaying a misleading attack animation when forced to attack via knockback
Fixed "coin" item pickup flyaway not being capitalized correctly when playing with All-Caps Text disabled
Fixed incorrect animation when toggling off Winged Boots above a Bounce Trap
Fixed the sprite of Cadence's penultimate boss being visually offset in the level editor's placement preview
Fixed Red/Blue Dragons' Fireball and Ice Breath spells not displaying correctly in the HUD when spectating multiple players
Fixed gold outlines being visible when spectating multiple players if any of them is playing Monk/Coda
Fixed enemies possessed by Chaunter not displaying a particle effect when healing
Modding bugfixes
Fixed settings values being set to [noparse]nil[/noparse] after their containing script file is renamed
Fixed graphics drawn using the [noparse]debugVisuals[/noparse] module not showing up in the debug overlay
Fixed mod menu not showing the latest versions after focusing the game window
Fixed mod updates not showing up when more than 100 mods are installed
Fixed "Popular on mod.io" section loading forever if the top 100 popular mods have all been installed
Fixed Ctrl+F hotkey not working in the debug settings menu
Fixed menu cursor not always being placed in the correct location when searching in the mod menu
Fixed persistent errors after loading a level with an invalid custom song