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 v3.7.0
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!
- 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
- 🔹 Reflective Shield: Now reflects Fireball Spells, Gorgon’s Gaze and Electric Orbs back at the caster
- 🔹 Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
- 🔹 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
- 🔹 Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
- 🔹 Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
- 🔹 Shrine of Sacrifice: Now drops copies of items held by sacrificed players
- 🔹 Shrine of Binding: Now drops items across multiple tiles
- 🔻 Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it
- 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
- 🔹 Ice Spirit Familiar: Added to Melody’s item pool
- 🔹 Shopkeeper Familiar: Added to Melody’s item pool
- 🔹 Grenades: Added to Diamond’s item pool
- 🔹 Throwing Stars: Added to Diamond’s item pool
- 🔹 Reflective Shield: Added to Flawless Victory boss reward chests
- 🔻 Heavy Shield: Removed from Flawless Victory boss reward chests
- 🔻 Courage Shovel: Removed from Coda’s item pool
- 🔹 Shovel of Courage: Reduced price from 300 to 200 gold
- 🔹 Dash Spell: Reduced price from 313 to 188 gold
- 🔹 Berserk Spell: Reduced price from 250 to 188 gold
- 🔹 Onyx Broadsword: Reduced price from 188 to 125 gold
- 🔹 Onyx Spear: Reduced price from 250 to 125 gold
- 🔹 Onyx Cutlass: Reduced price from 375 to 250 gold
- 🔹 Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o’ Nine Tails, Rapier and Axe)
- 🔺 Reflective Shield: Increased price from 75 to 150 gold
- 🔺 Torch of Foresight: Increased price from 50 to 75 gold
All balance changes are applied while the SYNCHRONY DLC is active.
- Changed “Friendly Fire” extra mode to also apply to weapon attacks, allowing players to hit each other directly
- The 5×5 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
- 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
- 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
- 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
- Fixed object.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
- Fixed deleteOnBossFightStart/deleteOnBossFightEnd despawning persistent entities
- Fixed targeting.getAlignedHostileEntity() sometimes returning a friendly entity
- Fixed duplicate images being uploaded when publishing mod updates
- Fixed mod publishing indicator not displaying upload progress percentage
- Fixed color-specific item pool components being aliased to itemPoolChest
- Fixed custom tiles turning into the void after the mod adding the tile is unloaded
- Fixed custom characters inheriting their template character’s unlock condition
- Fixed custom characters not inheriting Synchrony balance changes
- Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in ‘No items’ custom levels
- Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
- Fixed level editor being able to delete local co-op link entity
- Fixed dungeon upload menu not handling screenshot preview mouse input correctly
- Fixed Dove’s health exceeding her heart containers if the “No Items” setting is enabled in a custom dungeon
- Fixed Pause and Run Summary menus sometimes opening without a selection cursor
- Fixed Ping Tool being activated when clicking during a cutscene
- Fixed desync when multiple players reveal a co-op enemy simultaneously
- Fixed Cadence’s penultimate boss causing significant rollback in multiplayer during phase 2
- Fixed Cadence’s penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
- Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
- Fixed own shrine activation sounds being attenuated in multiplayer
- Fixed possible desync when a backpack is equipped/unequipped during a level transition
- Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
- Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
- Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
- Fixed visual stutters when two players open a chest simultaneously
- Fixed performance issues when generating large numbers of items at once
- Fixed item generation rarely leading to different results across processor architectures
- Fixed non-existent Daily Challenge leaderboards appearing in the lobby
- Fixed long subtitles being cut off in some languages
- Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
- Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
- Fixed dig particle colors not matching their corresponding tiles
- Fixed Clones appearing unobscured in Mystery Mode
- Fixed ability icons sometimes not appearing in the HUD
- Fixed Tar Monster creating tar particles while submerged
- Fixed Tar Monster sometimes appearing above the entity being grabbed
- Fixed pixel scaling artifacts on Aria’s final boss
- Fixed overlapping elements in the mod menu when using a high view multiplier
- Fixed menus with extremely long captions extending past the screen borders