In this update12
Full notes
Full Crypt of the NecroDancer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Server
- Store
- Events
- Fixes
Crypt of the NecroDancer changes
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 ScrollIncreased 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.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
Changed spellcastCreateWalls 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 Ctrl + 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
Fixed Possession.detach() causing errors if entity is not specified
Fixed Shield of Shove setting ev.weapon incorrectly in event.objectTakeDamage / event.objectDealDamage
Fixed stasisAI 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
Source
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