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 Update v3.6.0
Crypt of the NecroDancer v3.6.0 is now available!
Can you believe it’s March already? Wild.
- 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
- 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
- Added support for generating multiple travel runes and secret shops per level
- Added function objectRenderer.getContentVisual() to render custom monocle-like projections on top of container objects
- Added function rectangle.resizeAroundCenter() to change a rectangle’s size while maintaining its centerpoint
- Added function render.getTileAt() to transform screenspace coordinates into tile coordinates
- Added function utils.removeIfArg() to filter a list according to a predicate, receiving both the entry and a custom data parameter
- Added function placementUtils.getRoomsOfType()
- Added optional allowOnScreen and noDraw parameters to targetPointerHUD.draw()
- Added components CharacterSkins_excludeFromSelector and CharacterSkins_excludeFromTemplate to hide characters from the skin selection menu
- Added field threshold to component aiCatlike
- Added enumeration entry proceduralLevel.RoomType.VAULT, 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 healer in event.objectHeal
- Changed itemGeneration.choice() to accept modded component names in chanceType
- Changed segment.setBounds() to resize the level to fit the segment’s bounding box
- Changed entities without voiceRangedAttack to fall back to voiceMeleeAttack
- 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
- 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
- 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
- Fixed stack overflow errors resulting in an empty error message instead of a stack trace
- Fixed autoCastCheckLineOfSight not working for vertical directions
- Fixed inconsistent results between LineOfSight.check() and player field of view checks
- Fixed tileRenderer.getFloorVisual() not correctly using a default value for the beat parameter
- Fixed spellcastCone targeting a line of tiles on diagonals, instead of a rotated triangle
- Fixed error when an attachment entity’s parent does not have the position 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
- 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
- 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
- Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
- Fixed enemies not playing their hit sounds when squished
- 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