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Crypt of the NecroDancer News

SYNCHRONY Update v3.7.1

Crypt of the NecroDancer v3.7.1 is now available!

[h2]Changes[/h2]
  • 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

[h2]Modding features[/h2]
  • 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

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • 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

[h3]Engine bugfixes[/h3]
  • 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

[h3]Visual bugfixes[/h3]
  • 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

[h3]Quirks[/h3]
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!
[h2]New features[/h2]
  • 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

[h2]Balance changes[/h2]
  • ๐Ÿ”น Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
  • ๐Ÿ”น Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
  • ๐Ÿ”น 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
  • ๐Ÿ”น Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
  • ๐Ÿ”น Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
  • ๐Ÿ”น Shrine of Sacrifice: Now drops copies of items held by sacrificed players
  • ๐Ÿ”น Shrine of Binding: Now drops items across multiple tiles
  • ๐Ÿ”ป Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it

[h3]Charm spell rework[/h3]
  • 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

[h3]Item pool changes[/h3]
  • ๐Ÿ”น Ice Spirit Familiar: Added to Melody's item pool
  • ๐Ÿ”น Shopkeeper Familiar: Added to Melody's item pool
  • ๐Ÿ”น Grenades: Added to Diamond's item pool
  • ๐Ÿ”น Throwing Stars: Added to Diamond's item pool
  • ๐Ÿ”น Reflective Shield: Added to Flawless Victory boss reward chests
  • ๐Ÿ”ป Heavy Shield: Removed from Flawless Victory boss reward chests
  • ๐Ÿ”ป Courage Shovel: Removed from Coda's item pool

[h3]Item price changes[/h3]
  • ๐Ÿ”น Shovel of Courage: Reduced price from 300 to 200 gold
  • ๐Ÿ”น Dash Spell: Reduced price from 313 to 188 gold
  • ๐Ÿ”น Berserk Spell: Reduced price from 250 to 188 gold
  • ๐Ÿ”น Onyx Broadsword: Reduced price from 188 to 125 gold
  • ๐Ÿ”น Onyx Spear: Reduced price from 250 to 125 gold
  • ๐Ÿ”น Onyx Cutlass: Reduced price from 375 to 250 gold
  • ๐Ÿ”น Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
  • ๐Ÿ”บ Reflective Shield: Increased price from 75 to 150 gold
  • ๐Ÿ”บ Torch of Foresight: Increased price from 50 to 75 gold


All balance changes are applied while the SYNCHRONY DLC is active.

[h2]Other changes[/h2]
  • 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

[h2]Modding features[/h2]
  • 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
  • Added event [noparse]event.objectUpdateTargetability[/noparse]
  • Added event [noparse]event.itemBanCheckType[/noparse] for cross-character item ban checks
  • Added component [noparse]spellcastRedirectable[/noparse], [noparse]spellRedirector[/noparse] and others for spell reflection
  • Added component [noparse]projectileReflectable[/noparse], [noparse]itemReflectProjectileOnKill[/noparse] and others for projectile reflection
  • Added component [noparse]itemInitial[/noparse] for tracking items given as part of the starting loadout
  • Added component [noparse]inventoryBannedItemSlots[/noparse] for specifying individual item ban flags per item slot
  • Added component [noparse]soundInteractFocus[/noparse] for sounds only audible to the interactor
  • Added component [noparse]worldLabelCharacterStats[/noparse] for displaying stats as in-world text
  • Added component [noparse]wiredDamageTypeModifier[/noparse] for adding damage flags to attacks performed while standing on a wire
  • Added component [noparse]Sync_charmablePriority[/noparse] for increasing the move order of charmed pets
  • Added component [noparse]targetableOffByDefault[/noparse] for marking entities as conditionally targetable
  • Added component [noparse]dropTombstoneOnDeath[/noparse] to control lingering enemy hitboxes
  • Added field [noparse]initialInventory.pending[/noparse] for controlling whether starting items are given out
  • Added field [noparse]initialInventoryUnlockReceiver.pending[/noparse] for controlling whether Single Zone items are given out
  • Added field [noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse] for controlling whether training weapons are given out
  • Added field [noparse]castOnCollision.attackFlags[/noparse] for controlling the targeting flags for deployed Familiars
  • Added field [noparse]grabRowOrder.offsetZ[/noparse] for controlling the render order adjustment when a Monkey grabs another entity
  • Added field [noparse]cameraMode[/noparse] to level table for overriding which camera mode is used in a level
  • Added fields [noparse]cameraLockToHomeArea.offsetW[/noparse] and [noparse].offsetH[/noparse] for adjusting the view range in some boss fights
  • Added module [noparse]PersonalStats[/noparse] for tracking character progress
  • Added module [noparse]SequenceUtilities[/noparse] for generating lazy-initialized lists of tile coordinate pairs
  • Added function [noparse]fileIO.isSubstituted()[/noparse] for checking if a resource pack replaces a specific file
  • Added function [noparse]settingsPresets.loadFromTable()[/noparse] for loading settings presets in-memory
  • Added function [noparse]menu.suppressKeyControlForTick()[/noparse] for preventing misinputs from in-game-triggered menus
  • Added function [noparse]commonEnemy.ignoreLiquids()[/noparse] for making enemies immune to liquids in entity schema events
  • Added function [noparse]targeting.updateTargetability()[/noparse] for recomputing the targetability flags of entities
  • Added event parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]TakeDamage[/noparse]/[noparse]Death[/noparse]
  • Added event parameter [noparse]ev.attacker[/noparse] to [noparse]event.objectDeath[/noparse], storing the original attacker for forwarded kill credit
  • Added event parameter [noparse]ev.context[/noparse] to [noparse]event.pingCheckTile[/noparse] and [noparse]event.pingCheckEntity[/noparse]
  • Added parameter [noparse]closeDelay[/noparse] to confirmation menu
  • Added support for attribute [noparse]ignoreLiquids[/noparse] in legacy XML mods
  • Changed stack traces to include a larger number of stack frames

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • Fixed Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
  • Fixed Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
  • Fixed Throwing Charm not auto-returning thrown weapons when the holder dies
  • Fixed Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
  • Fixed Throwing Charm allowing weapons to be thrown from inside walls
  • Fixed Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
  • Fixed some maps being impassable for Coda without spending a bomb or using items
  • Fixed Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
  • Fixed Training Sarcophagus being targeted by charmed monsters
  • Fixed friendly Electric Orbs being targeted by enemies
  • Fixed shields not consistently blocking Electric Orbs
  • Fixed Electric Zombies not inflicting electric damage while standing on a wire
  • Fixed Coral Riff's Tentacles sometimes attacking while submerged
  • Fixed Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
  • Fixed Red Dragon sometimes breathing fire immediately after unfreezing
  • Fixed secret shop entrance walls sometimes spawning in unreachable locations
  • Fixed barrels getting stuck in place when rolling through a Rat Familiar
  • Fixed Aria's final boss not taking damage when attacked via the Golden Lute
  • Fixed Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
  • Fixed Shrine of War not applying to all enemies on Aria and Tempo
  • Fixed minibosses being downgraded by Ring of Peace in Training Mode
  • Fixed Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
  • Fixed invincibility frames not preventing the Leprechaun from stealing gold
  • Fixed Armadillos not rolling when the player jumps past them via a bounce trap
  • Fixed Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
  • Fixed Dove being able to encounter Shock Monkeys
  • Fixed Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
  • Fixed confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
  • Fixed confused Bats sometimes standing still
  • Fixed Chaunter being ejected from Gorgons when turning into a statue
  • Fixed Shrine of Binding creating three-way or four-way links if local co-op players are involved
  • Fixed charmed Shopkeepers running away from enemies
  • Fixed charmed Nightmares casting a shadow
  • Fixed Shrine of War not applying to arena secret rooms
  • Fixed Heart Transplant and Shrine of Rhythm appearing in No Beat mode
  • Fixed Zone 4 floors sometimes lacking a treasure wall
  • Fixed Tempo's clock not resetting when activating Shrine of Fire
  • Fixed Chaunter half-dying when killed by retaliation damage
  • Fixed Monkeys being able to grab Chaunter immediately after unpossessing

[h3]Modding bugfixes[/h3]
  • Fixed error when a modded entity has [noparse]wiredAnimation[/noparse] component without also having [noparse]wired[/noparse]
  • Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
  • Fixed [noparse]object.clone()[/noparse] not resetting the state of equipped items cloned without their holder
  • Fixed uncommon errors when using [noparse]objectEvent.fire()[/noparse] with prototype entities
  • Fixed rollback deferral settings being marked as cheats
  • Fixed Rat Familiars being able to deal damage to their owner after switching teams
  • Fixed "Song ended!" trapdoor appearing in lobby if the song is removed
  • Fixed [noparse]deleteOnBossFightStart[/noparse]/[noparse]deleteOnBossFightEnd[/noparse] despawning persistent entities
  • 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

[h3]Level editor bugfixes[/h3]
  • 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

[h3]Input bugfixes[/h3]
  • Fixed Pause and Run Summary menus sometimes opening without a selection cursor
  • Fixed Ping Tool being activated when clicking during a cutscene

[h3]Multiplayer bugfixes[/h3]
  • 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

[h3]Engine bugfixes[/h3]
  • 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

[h3]Visual bugfixes[/h3]
  • 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

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SYNCHRONY Update v3.6.1

Crypt of the NecroDancer v3.6.1 is now available!
[h2]Changes[/h2]
  • Changed possessed Headless Skeletons and Minotaurs to accept inputs while charging
  • Changed menu sliders to audibly indicate when their upper or lower value was hit
  • Changed controller button prompts to show D-Pad instead of Analog Stick when both are bound to the same action
  • Changed Xbox D-Pad icons to have a higher visual contrast
  • Changed latency calibration assistant to show up when launching the game for the first time on a new device
  • Changed latency and display settings to no longer cloud-sync across devices on subsequent launches
  • Changed unlock progression state to be tied to user accounts, instead of being shared across all accounts on the same device
  • Changed Custom Music 'Manual Beats' mode to cover the full song when only inputting a short sequence of beats

[h2]Modding[/h2]
  • Added support for tagging settings to be explicitly excluded from cloud synchronization
  • Added [noparse]rhythmLeniency[/noparse] status effect
  • Added component [noparse]rhythmLeniencyOnLevelStart[/noparse]
  • Added component [noparse]rhythmLeniencyOnUnspectate[/noparse]
  • Added component [noparse]itemDeathProtection[/noparse]
  • Added component [noparse]spawnableFollowOwnershipChanges[/noparse]
  • 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]

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • 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

[h3]Chaunter bugfixes[/h3]
  • 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

[h3]Input bugfixes[/h3]
  • 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

[h3]Engine bugfixes[/h3]
  • 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

[h3]Visual bugfixes[/h3]
  • 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

[h3]Level editor bugfixes[/h3]
  • 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.

[h2]New features[/h2]
  • 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

[h2]Changes[/h2]
  • 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

[h2]Modding features[/h2]
  • 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]

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • 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

[h3]Chaunter bugfixes[/h3]
  • 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

[h3]Level editor bugfixes[/h3]
  • 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

[h3]Modding bugfixes[/h3]
  • 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 multi-client mode showing changelog/character unlock menus
  • 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

[h3]Input bugfixes[/h3]
  • 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

[h3]Engine bugfixes[/h3]
  • 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

[h3]Audio bugfixes[/h3]
  • Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
  • Fixed enemies not playing their hit sounds when squished

[h3]Visual bugfixes[/h3]
  • 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