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!
New features
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Added Ensemble Mode to SYNCHRONY:
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Complete all zones in one run, but play a different character each floor!
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Pick a character for each floor before starting the run.
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Items and extra heart containers are carried over across levels!
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Added new achievements to SYNCHRONY:
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Polyphonic: Complete an "Ensemble Mode" run in single-player or co-op mode
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Family Trip: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
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Tachyarrhythmia: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
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Fool's Mate: Checkmate Deep Blues without harming another piece
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Destructive Interference: Kill Dead Ringer with his own attack
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Fully Loaded: Equip an item in every possible slot
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Ghost in the Pot: Take control of Teh Urn
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Sunk Cost: Sell everything you have to the Pawnbroker
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Added character previews to Character Select room
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Added Reflective and Prismatic Mirrors to the level editor
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Added accented characters to the game's primary font
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Added an option to import all unlocked characters, items, NPCs and modes from previous versions of the game
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This option can be found in the Gameplay options menu, under Manage save data
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Using the option does not overwrite any existing unlocked content - the old and new unlocks are merged together
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Save data is copied from versions 1.27, 2.59 and 3.6.1
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Added support for pressing 'Ctrl+C' to copy the seed in the run summary menu
Balance changes
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🔹 Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
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🔹 Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
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🔹 Ring of Luck: Now allows chests to appear in multiple locations, making them easier to find
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After a chest was observed at any of its possible locations, the superposition collapses and the chest stays in place
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Wearing a Monocle causes all chests to be observed immediately, cancelling out the effect
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🔹 Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
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🔹 Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
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🔹 Shrine of Sacrifice: Now drops copies of items held by sacrificed players
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🔹 Shrine of Binding: Now drops items across multiple tiles
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🔻 Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it
Charm spell rework
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Charmed monsters are now permanently converted into Pets
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Pets follow their owner across floors
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Pets target the closest visible enemy near their owner
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Pets that are not currently targeting an enemy now follow their owner instead of idling
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Kills made by Pets now contribute to their owner's Coin Multiplier and spell cooldowns
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Minibosses can now be charmed, causing the exit stairs to be unlocked
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Shopkeepers can now be charmed after being provoked, causing all future shops to be empty
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Pets can be healed by re-casting Charm Spell near them
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Now spawns a Green Slime if no charmable enemies are nearby
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Greater Charm now affects monsters within a larger radius
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Cast cooldown decreases every beat once all Pets are dead
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Pets no longer take damage when shoved into an obstacle
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Multiple Pets in a row can be shoved at once
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Shoving a submerged Pet clears the liquid
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Shoving a Pet against a door opens the door
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Shoving a Pet against a solid obstacle now swaps positions with the owner or pushes the Pet aside
Item pool changes
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🔹 Ice Spirit Familiar: Added to Melody's item pool
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🔹 Shopkeeper Familiar: Added to Melody's item pool
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🔹 Grenades: Added to Diamond's item pool
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🔹 Throwing Stars: Added to Diamond's item pool
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🔹 Reflective Shield: Added to Flawless Victory boss reward chests
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🔻 Heavy Shield: Removed from Flawless Victory boss reward chests
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🔻 Courage Shovel: Removed from Coda's item pool
Item price changes
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🔹 Shovel of Courage: Reduced price from 300 to 200 gold
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🔹 Dash Spell: Reduced price from 313 to 188 gold
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🔹 Berserk Spell: Reduced price from 250 to 188 gold
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🔹 Onyx Broadsword: Reduced price from 188 to 125 gold
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🔹 Onyx Spear: Reduced price from 250 to 125 gold
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🔹 Onyx Cutlass: Reduced price from 375 to 250 gold
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🔹 Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
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🔺 Reflective Shield: Increased price from 75 to 150 gold
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🔺 Torch of Foresight: Increased price from 50 to 75 gold
All balance changes are applied while the SYNCHRONY DLC is active.
Other changes
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Changed "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly
- The 5x5 region around the spawn room is a safe zone in which players cannot attack each other
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Changed Chaunter to collect heart containers as "shattered hearts", which are retained across possession
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Changed equipment sprites for Rapier, Warhammer and Whip
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Changed sprite for Shrine of Duplication
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Changed Dove to be able to "defeat" bosses by tickling them with her Flower
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Changed Throwing Charm to visually indicate when its returning throw recharges
Modding features
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Added "Did you mean?" suggestions for fixing various errors
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Added function [noparse]characterSwitch.perform()[/noparse] and for changing player characters mid-game
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Added events [noparse]event.objectCharacterSwitchInit[/noparse]/[noparse]SwitchFrom[/noparse]/[noparse]SwitchTo[/noparse] for handling player character changes
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Added function [noparse]objectPreview.draw()[/noparse] and rendering entity previews, such as in the character selection room
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Added function [noparse]object.die()[/noparse] for passing additional parameters to [noparse]event.objectDeath[/noparse]
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Added event [noparse]event.objectPreview[/noparse] for customizing how an entity should be drawn in its preview
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Added event [noparse]event.spellRedirect[/noparse] for handling spell redirections
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Added event [noparse]event.objectUpdateTargetability[/noparse]
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Added event [noparse]event.itemBanCheckType[/noparse] for cross-character item ban checks
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Added component [noparse]spellcastRedirectable[/noparse], [noparse]spellRedirector[/noparse] and others for spell reflection
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Added component [noparse]projectileReflectable[/noparse], [noparse]itemReflectProjectileOnKill[/noparse] and others for projectile reflection
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Added component [noparse]itemInitial[/noparse] for tracking items given as part of the starting loadout
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Added component [noparse]inventoryBannedItemSlots[/noparse] for specifying individual item ban flags per item slot
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Added component [noparse]soundInteractFocus[/noparse] for sounds only audible to the interactor
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Added component [noparse]worldLabelCharacterStats[/noparse] for displaying stats as in-world text
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Added component [noparse]wiredDamageTypeModifier[/noparse] for adding damage flags to attacks performed while standing on a wire
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Added component [noparse]Sync_charmablePriority[/noparse] for increasing the move order of charmed pets
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Added component [noparse]targetableOffByDefault[/noparse] for marking entities as conditionally targetable
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Added component [noparse]dropTombstoneOnDeath[/noparse] to control lingering enemy hitboxes
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Added field [noparse]initialInventory.pending[/noparse] for controlling whether starting items are given out
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Added field [noparse]initialInventoryUnlockReceiver.pending[/noparse] for controlling whether Single Zone items are given out
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Added field [noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse] for controlling whether training weapons are given out
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Added field [noparse]castOnCollision.attackFlags[/noparse] for controlling the targeting flags for deployed Familiars
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Added field [noparse]grabRowOrder.offsetZ[/noparse] for controlling the render order adjustment when a Monkey grabs another entity
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Added field [noparse]cameraMode[/noparse] to level table for overriding which camera mode is used in a level
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Added fields [noparse]cameraLockToHomeArea.offsetW[/noparse] and [noparse].offsetH[/noparse] for adjusting the view range in some boss fights
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Added module [noparse]PersonalStats[/noparse] for tracking character progress
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Added module [noparse]SequenceUtilities[/noparse] for generating lazy-initialized lists of tile coordinate pairs
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Added function [noparse]fileIO.isSubstituted()[/noparse] for checking if a resource pack replaces a specific file
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Added function [noparse]settingsPresets.loadFromTable()[/noparse] for loading settings presets in-memory
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Added function [noparse]menu.suppressKeyControlForTick()[/noparse] for preventing misinputs from in-game-triggered menus
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Added function [noparse]commonEnemy.ignoreLiquids()[/noparse] for making enemies immune to liquids in entity schema events
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Added function [noparse]targeting.updateTargetability()[/noparse] for recomputing the targetability flags of entities
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Added event parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]TakeDamage[/noparse]/[noparse]Death[/noparse]
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Added event parameter [noparse]ev.attacker[/noparse] to [noparse]event.objectDeath[/noparse], storing the original attacker for forwarded kill credit
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Added event parameter [noparse]ev.context[/noparse] to [noparse]event.pingCheckTile[/noparse] and [noparse]event.pingCheckEntity[/noparse]
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Added parameter [noparse]closeDelay[/noparse] to confirmation menu
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Added support for attribute [noparse]ignoreLiquids[/noparse] in legacy XML mods
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Changed stack traces to include a larger number of stack frames
Bugfixes
Gameplay bugfixes
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Fixed Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
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Fixed Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
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Fixed Throwing Charm not auto-returning thrown weapons when the holder dies
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Fixed Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
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Fixed Throwing Charm allowing weapons to be thrown from inside walls
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Fixed Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
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Fixed some maps being impassable for Coda without spending a bomb or using items
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Fixed Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
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Fixed Training Sarcophagus being targeted by charmed monsters
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Fixed friendly Electric Orbs being targeted by enemies
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Fixed shields not consistently blocking Electric Orbs
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Fixed Electric Zombies not inflicting electric damage while standing on a wire
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Fixed Coral Riff's Tentacles sometimes attacking while submerged
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Fixed Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
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Fixed Red Dragon sometimes breathing fire immediately after unfreezing
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Fixed secret shop entrance walls sometimes spawning in unreachable locations
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Fixed barrels getting stuck in place when rolling through a Rat Familiar
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Fixed Aria's final boss not taking damage when attacked via the Golden Lute
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Fixed Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
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Fixed Shrine of War not applying to all enemies on Aria and Tempo
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Fixed minibosses being downgraded by Ring of Peace in Training Mode
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Fixed Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
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Fixed invincibility frames not preventing the Leprechaun from stealing gold
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Fixed Armadillos not rolling when the player jumps past them via a bounce trap
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Fixed Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
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Fixed Dove being able to encounter Shock Monkeys
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Fixed Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
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Fixed confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
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Fixed confused Bats sometimes standing still
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Fixed Chaunter being ejected from Gorgons when turning into a statue
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Fixed Shrine of Binding creating three-way or four-way links if local co-op players are involved
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Fixed charmed Shopkeepers running away from enemies
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Fixed charmed Nightmares casting a shadow
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Fixed Shrine of War not applying to arena secret rooms
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Fixed Heart Transplant and Shrine of Rhythm appearing in No Beat mode
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Fixed Zone 4 floors sometimes lacking a treasure wall
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Fixed Tempo's clock not resetting when activating Shrine of Fire
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Fixed Chaunter half-dying when killed by retaliation damage
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Fixed Monkeys being able to grab Chaunter immediately after unpossessing
Modding bugfixes
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Fixed error when a modded entity has [noparse]wiredAnimation[/noparse] component without also having [noparse]wired[/noparse]
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Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
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Fixed [noparse]object.clone()[/noparse] not resetting the state of equipped items cloned without their holder
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Fixed uncommon errors when using [noparse]objectEvent.fire()[/noparse] with prototype entities
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Fixed rollback deferral settings being marked as cheats
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Fixed Rat Familiars being able to deal damage to their owner after switching teams
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Fixed "Song ended!" trapdoor appearing in lobby if the song is removed
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Fixed [noparse]deleteOnBossFightStart[/noparse]/[noparse]deleteOnBossFightEnd[/noparse] despawning persistent entities
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Fixed [noparse]targeting.getAlignedHostileEntity()[/noparse] sometimes returning a friendly entity
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Fixed duplicate images being uploaded when publishing mod updates
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Fixed mod publishing indicator not displaying upload progress percentage
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Fixed color-specific item pool components being aliased to [noparse]itemPoolChest[/noparse]
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Fixed custom tiles turning into the void after the mod adding the tile is unloaded
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Fixed custom characters inheriting their template character's unlock condition
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Fixed custom characters not inheriting Synchrony balance changes
Level editor bugfixes
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Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
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Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
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Fixed level editor being able to delete local co-op link entity
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Fixed dungeon upload menu not handling screenshot preview mouse input correctly
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Fixed Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon
Input bugfixes
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Fixed Pause and Run Summary menus sometimes opening without a selection cursor
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Fixed Ping Tool being activated when clicking during a cutscene
Multiplayer bugfixes
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Fixed desync when multiple players reveal a co-op enemy simultaneously
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Fixed Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
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Fixed Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
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Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
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Fixed own shrine activation sounds being attenuated in multiplayer
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Fixed possible desync when a backpack is equipped/unequipped during a level transition
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Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
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Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
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Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
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Fixed visual stutters when two players open a chest simultaneously
Engine bugfixes
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Fixed performance issues when generating large numbers of items at once
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Fixed item generation rarely leading to different results across processor architectures
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Fixed non-existent Daily Challenge leaderboards appearing in the lobby
Visual bugfixes
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Fixed long subtitles being cut off in some languages
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Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
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Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
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Fixed dig particle colors not matching their corresponding tiles
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Fixed Clones appearing unobscured in Mystery Mode
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Fixed ability icons sometimes not appearing in the HUD
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Fixed Tar Monster creating tar particles while submerged
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Fixed Tar Monster sometimes appearing above the entity being grabbed
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Fixed pixel scaling artifacts on Aria's final boss
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Fixed overlapping elements in the mod menu when using a high view multiplier
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Fixed menus with extremely long captions extending past the screen borders
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