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Patch notes are imported from steam. There may be errors. This mostly exists so I can stay on top of them to update the features in our tags and scoring categories (which I do manually), but since many of you liked the idea of staying up to date with all the games in one place I'm working on making this data automated (right now I manually hit it every couple days) with better info and linking in with the game views.

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!

New features
  • Added an option to swap the A/B and X/Y controller button icons in the HUD
Modding features
  • 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
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 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