Hi everyone! Crypt of the NecroDancer v3.7.4 is now available! Also, welcome back to the Halloween Trick or Treating game mode! For a limited time, compete against other players in an attempt to get the most candy! Have a happy haunted time out there in the crypt.
Changes
Changed Throwing Charm to trigger the Cutlass's parry effect during the returning throw
Changed Holster to no longer cause a missed beat when attempting to swap manually immediately after an automatic swap
Changed items stolen from the Conjurer using Ring of Shadows to sell for 1 gold coin at the Pawnbroker
Changed Pawnbroker to stop accepting items after 24 uses
Changed Hyperspeed (Bolt + Double Tempo mode) to no longer rapidly use items/bombs/spells when holding down their buttons
Changed Hyperspeed Beat Assist Mode to be toggleable in the Options menu without impacting leaderboards
Modding features
Added component itemOverrideSellPrice
Added function noReturn.isEnabled()
Added event event.objectUpdateCloneSprite for altering the sprite a Clone/Mannequin should use
Changedobject.convert()'s third parameter to accept tables of field values to apply
Field preservation via { componentName = true } is supported as before
Attributes are now available in ev.attributes of event.objectPreConvert/event.objectPostConvert
Bugfixes
Gameplay bugfixes
Fixed Cadence's penultimate boss charging diagonally when entering phase 2 while winding up a strike
Fixed the Pawnbroker's room not using the correct zone for the additional floor tiles when extending the room size
Fixed Lantern being dropped on the ground when thrown via the Throwing Charm
Fixed possessed massive enemies failing to move out of liquids when attacking with a Rapier, Cat o' Nine Tails or Axe
Fixed Shrine of Phasing not destroying Charms when activated
Multiplayer bugfixes
Fixed disconnected players respawning in the All Characters selection room in online multiplayer and preventing progress
Fixed level transitions sometimes resulting in a black screen after a network desync occurs
Fixed desync when watching replays of multiplayer All Chararacters Mode runs
Fixed Run Summary screen sometimes disappearing without a restart prompt in multiplayer
Fixed crash while initializing GOG cross-play support on Linux
Interface bugfixes
Fixed invalid leaderboards being used if the AMPLIFIED DLC is disabled while an extra mode is active
Modding bugfixes
Fixed resource packs not loading all files when installed via the Steam Workshop
Fixed asset extraction menu missing most files if a resource pack is loaded
Fixed modded boss-skipping characters being unable to progress Single Zones
Fixed Mannequin not using the custom clone skin of the player being copied
Visual bugfixes
Fixed some objects not appearing correctly in Versus Mode if the AMPLIFIED DLC is not installed
These changes are applied while the SYNCHRONY DLC is active.
๐น Holster: Now automatically switches weapons after shattering glass or throwing a weapon
๐น Throwing Charm: Can now be obtained and activated by Chaunter
๐น Berserk Scroll: Increased range when cast diagonally, to avoid bumping into enemies
๐น Heart Containers: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode
๐น Magic Food: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode
๐น Cursed Hearts: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health
๐น Shrine of Fire: Can now be activated by charmed or possessed Fire Elementals bumping into it
๐น Shrine of Peace: Now grants shattered heart containers when activated by Chaunter, Aria or Coda
๐น Dash Spell: Range preview now follows Bounce Traps
โซ๏ธ Thief: Now spawns at most once per run in single-player mode
๐ป 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 .json extension.
For example, use mods/My custom character/entities/player1_armor_body.json to modify Cadence's body attributes, or player1_heads.json to modify sprite sizes and offsets for her head.
Supported JSON properties:
width, height: Spritesheet grid size in pixels (max. 64x64)
offsetX, offsetY: Horizontal and vertical offset of the sprite from the tile's center in pixels
offsetZ: Depth sorting adjustment to make the sprite appear above or below others
name: Name to display in the skin selection menu (must be associated with the body spritesheet)
equipment: Object to control equipment sprites (must be associated with the body spritesheet)
slotOffsets: Per-slot/per-frame X/Y offsets, e.g. {"weapon": [0,1, 0,2, -1,1, 0,-1]}
slotMirrors: Per-slot horizontal scale factors to mirror items, e.g. {"torch": -1}
excludedItems: Item entity names to hide, e.g. {"HeadBlastHelm": true}
If equipment is set to false instead of an object, equipment sprites are fully disabled while this skin is active.
hideIfTransformed: If true, 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 ev.zones to event.levelSequenceUpdate
Added extensible enum LevelSequence.Zone with data fields order, tilesets, generatorType, enemyComponent
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 enemyPoolBossMinionKingConga, enemyPoolBossMinionDeathMetal, enemyPoolBossMinionFortissimole and enemyPoolBossMinionFortissimoleAudience to customize boss minions
Added component trapApparitionExclusionZone
Added component facingRotateSprite
Added component Sync_digCheckRetaliationOnFail
Added function inventory.isInitial() to check if an item is a pristine part of its holder's starting equipment
Added function PlayableCharacter.floating() to give a playable character entity type innate flight
Added function spectator.getPlayerSpectatorState() to check user-initiated spectator state
Added function Array.toString() to return the raw string representation of an array's contents
Added parameter ev.spawned to event.spellcast, storing the entity created by summoning or item-granting spells
Added parameter ev.priceTagType to event.generateShopItems to allow using custom price tags
ChangedspellcastCreateWalls 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
FixedCtrl + Backspace 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
FixedPossession.detach() causing errors if entity is not specified
Fixed Shield of Shove setting ev.weapon incorrectly in event.objectTakeDamage/event.objectDealDamage
FixedstasisAI 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 Sync_itemCombo without Sync_itemComboAddOnHit
Fixed items without the itemTransmutable 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
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.
Weโll 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 โค๏ธ 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 donโt have an exact date yet, but weโre looking at the first half of 2024. Weโre hoping to have a release date for yโall after the holidays. ๐
We know youโre highly anticipating this game. Weโll 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!
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
๐น Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
๐น Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
๐น 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
๐น Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
๐น Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
๐น Shrine of Sacrifice: Now drops copies of items held by sacrificed players
๐น Shrine of Binding: Now drops items across multiple tiles
๐ป 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
๐น Ice Spirit Familiar: Added to Melody's item pool
๐น Shopkeeper Familiar: Added to Melody's item pool
๐น Grenades: Added to Diamond's item pool
๐น Throwing Stars: Added to Diamond's item pool
๐น Reflective Shield: Added to Flawless Victory boss reward chests
๐ป Heavy Shield: Removed from Flawless Victory boss reward chests
๐ป Courage Shovel: Removed from Coda's item pool
Item price changes
๐น Shovel of Courage: Reduced price from 300 to 200 gold
๐น Dash Spell: Reduced price from 313 to 188 gold
๐น Berserk Spell: Reduced price from 250 to 188 gold
๐น Onyx Broadsword: Reduced price from 188 to 125 gold
๐น Onyx Spear: Reduced price from 250 to 125 gold
๐น Onyx Cutlass: Reduced price from 375 to 250 gold
๐น Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
๐บ Reflective Shield: Increased price from 75 to 150 gold
๐บ 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 characterSwitch.perform() and for changing player characters mid-game
Added events event.objectCharacterSwitchInit/SwitchFrom/SwitchTo for handling player character changes
Added function objectPreview.draw() and rendering entity previews, such as in the character selection room
Added function object.die() for passing additional parameters to event.objectDeath
Added event event.objectPreview for customizing how an entity should be drawn in its preview
Added event event.spellRedirect for handling spell redirections
Added event event.objectUpdateTargetability
Added event event.itemBanCheckType for cross-character item ban checks
Added component spellcastRedirectable, spellRedirector and others for spell reflection
Added component projectileReflectable, itemReflectProjectileOnKill and others for projectile reflection
Added component itemInitial for tracking items given as part of the starting loadout
Added component inventoryBannedItemSlots for specifying individual item ban flags per item slot
Added component soundInteractFocus for sounds only audible to the interactor
Added component worldLabelCharacterStats for displaying stats as in-world text
Added component wiredDamageTypeModifier for adding damage flags to attacks performed while standing on a wire
Added component Sync_charmablePriority for increasing the move order of charmed pets
Added component targetableOffByDefault for marking entities as conditionally targetable
Added component dropTombstoneOnDeath to control lingering enemy hitboxes
Added field initialInventory.pending for controlling whether starting items are given out
Added field initialInventoryUnlockReceiver.pending for controlling whether Single Zone items are given out
Added field initialInventoryTrainingWeaponReceiver.pending for controlling whether training weapons are given out
Added field castOnCollision.attackFlags for controlling the targeting flags for deployed Familiars
Added field grabRowOrder.offsetZ for controlling the render order adjustment when a Monkey grabs another entity
Added field cameraMode to level table for overriding which camera mode is used in a level
Added fields cameraLockToHomeArea.offsetW and .offsetH for adjusting the view range in some boss fights
Added module PersonalStats for tracking character progress
Added module SequenceUtilities for generating lazy-initialized lists of tile coordinate pairs
Added function fileIO.isSubstituted() for checking if a resource pack replaces a specific file
Added function settingsPresets.loadFromTable() for loading settings presets in-memory
Added function menu.suppressKeyControlForTick() for preventing misinputs from in-game-triggered menus
Added function commonEnemy.ignoreLiquids() for making enemies immune to liquids in entity schema events
Added function targeting.updateTargetability() for recomputing the targetability flags of entities
Added event parameter ev.weapon to event.objectDealDamage/TakeDamage/Death
Added event parameter ev.attacker to event.objectDeath, storing the original attacker for forwarded kill credit
Added event parameter ev.context to event.pingCheckTile and event.pingCheckEntity
Added parameter closeDelay to confirmation menu
Added support for attribute ignoreLiquids in legacy XML mods
Changed stack traces to include a larger number of stack frames
Bugfixes
Gameplay bugfixes
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
Modding bugfixes
Fixed error when a modded entity has wiredAnimation component without also having wired
Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
Fixedobject.clone() not resetting the state of equipped items cloned without their holder
Fixed uncommon errors when using objectEvent.fire() 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
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
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