New Level Editor Upgrade ✨
New Editor, Who Dis?
We just released our sparkling, brand new level editor in beta! Our level designers, Skye and Skeelie just did a stream where they walk through the editor, and answer some questions about charting for Rift, so give it a look!
To access the new editor, follow these steps:
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Ensure "Tools" is checked in the dropdown at the top of your library list if you don't see Rift of the NecroDancer Level Editor in your library.
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Right click on the Level Editor and select "Properties"
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Navigate to Game Versions & Betas
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Select the "testing" version of the game.
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Update and launch!
Rifted (Level Editor) Patch Notes
v4.2.1-b5832
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Separate layers for enemies, traps and special objects
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When editing a particular layer, objects from other layers are faded out and non-interactable
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This helps level designers keep track of where all objects are in particularly dense sections of a song
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Option to disable layers for creators who prefer to switch between enemies and traps more seamlessly
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New Cursor Tool for selecting, moving and configuring objects
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Pick individual objects by clicking on them
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Select multiple objects at once by clicking into an empty area of the chart and dragging a selection box
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Click and drag "Gizmos" on selected objects to configure values like Wyrm length, Trap duration, Blademaster lunge distance and more
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Edit multiple objects at once by multi-selecting and dragging the objects themselves or their Gizmo handles
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Object list side panel for easily selecting individual objects in dense sections
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Selection and scrolling is synchronized with the main editor panel
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Exact beat numbers are displayed for each object
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Hovering over an object in the side panel highlights it in the editor and vice versa
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Minimap side panel for quick navigation
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Displays a color-coded overview of the placement of enemies across the whole beatmap
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Highlights the current viewport region, as well as any vibe chains placed throughout the track
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Click on any position on the minimap to quickly jump to the corresponding location in the song
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Hit tally counter
- Shows the total number of regular hits, healing item hits and vibe chains throughout the whole beatmap
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Improved placement previews
- The editor now indicates enemy placement much more accurately when hovering with the Pen tool, taking traps and sideways movement into account
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Simplified subdivision handling
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The subdivision mode now only affects grid snapping in the editor without any gameplay effects
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Certain enemies (such as Armadillos) no longer behave incorrectly when a low subdivision value was selected when saving a track
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Hits-only view
- Always displays the effective hit timings for all monsters, allowing the song's full input sequence to be viewed regardless of scroll position
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Split-screen support
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Subdivide the editor view into multiple horizontal/vertical panels to edit different parts of the song at the same time
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Panels can be resized freely and can each have their own settings for placement and subdivision
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Automatic audio format conversion when importing MP3 files
- No more audio drift if you forget to convert to OGG beforehand!
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Improved exit handling
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Save confirmation dialog when closing the editor with unsaved changes
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The editor no longer stomps parts of your levels upon quitting and reopening it
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Extended mod support
- Nearly every aspect of the editor can now be affected by mods, allowing for significantly more powerful tools for level design
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High-resolution waveform
- The waveform shown alongside the song now uses a much higher resolution, allowing fine details to be seen more clearly
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Simplified hit sounds
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You can now replace all enemy-specific hit sounds with a short "clap" noise to more easily hear the song's rhythm while charting
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All editor sounds can be customized and replaced via Resource Packs
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Better seeking during playback
- Scrolling during preview playback now seeks the audio in sync with the song's scroll offset, allowing sections of the song to be repeatedly listened to much more rapidly without having to restart playback several times
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Graphical tools for adjusting BPM and playback offset time
- Switch to specialized tool modes, then drag the waveform to rapidly make adjustments to the level's tempo and synchronization
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