There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
Crypt of the Necrodancer » SYNCHRONY Hotfix v3.7.3
Crypt of the NecroDancer v3.7.3 is now available!
- Added an option to swap the A/B and X/Y controller button icons in the HUD
- Added parameter ev.knockbackSuppressed to event.objectDealDamage/objectTakeDamage
- If set to true, knockback is disabled for this attack, separately from the distance specified in ev.knockback
- If set to false, knockback is always applied for this attack, even for otherwise suppressed hits
- If nil (default), knockback is applied if the attack was not suppressed
- Added functions fear.setRemainingTurns()/fear.getRemainingTurns()
- Added function statusEffect.isActive()
- Added data field training to enum boss.Type, which can be set to false to avoid generating training stairs in the lobby
- Fixed Blademasters resisting knockback on parried hits
- Fixed Transaction Panels in secret shops being destroyed if the tile beneath them is changed
- Fixed long key names being split up across lines in some languages
- Fixed enum boss.Type data field splashTitle 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 event.objectDig if ev.flags.checkAllTiles is set without ev.radius