Update v4.1.1
Crypt of the NecroDancer v4.1.1 is now available!
Happy Rhythm Fest everyone! We're celebrating with a new update, discounts on Crypt of the NecroDancer and all DLC, and the Rift of the NecroDancer demo is back if you didn't get a chance to play it last time.
https://store.steampowered.com/app/3029150/Rift_of_the_NecroDancer_Demo/
Now on to the patch notes!
New features
-
Added Win Streak tracking to All Zones Mode
-
Deathless Mode's win counter is shared with the win streak tracker
-
Deathless Mode now allows interrupting win streaks on the first floor to switch to a different mode or character
-
All Zones Mode runs now automatically submit to the corresponding Deathless Mode leaderboards upon completion
-
Each combination of character and game mode tracks its own win streak individually
-
Win streaks are preserved when quitting to the lobby on the run summary menu or the first floor after a win
-
Win streaks are lost when quitting to the lobby (after the first floor), quick restarting mid-game or losing a run
-
Menu options that are about to break a win streak now show a warning message while on a streak
-
Added an option to toggle DLC playtime being counted separately on supported platforms
-
Added a 1 in 1024 chance for Dice Traps to spawn a rare enemy
-
Added controller rumble options to the "Reassign controls" menu
-
Added HUD indicators for diagonal movement button bindings to the lobby while playing Diamond, Klarinetta or Miku
-
This can be disabled in the options
-
Added visual spark effect for ground wires in Zone 5
-
Added a "Restore Unlock Progress" menu under "Manage save data"
-
This makes specific game content (characters, zones, items, NPCs) quickly accessible if they've previously been unlocked on another platform
-
Added an option to enable floating selection boxes in the editor when copying and pasting
Balance changes
-
Changed Miku to no longer take damage when pressing too many buttons in a single beat
-
Standing still by not pressing any buttons for a beat will still inflict damage as before
-
Changed Zone 4 walls to be breakable without a shovel if the AMPLIFIED DLC is disabled
-
This helps Miku traverse Zone 4 more easily, as she cannot pick up shovels
-
Changed Pawnbroker to present a unique scroll as a special offer to Miku
-
Changed enemies disintegrated via teleportation to drop gold, increase multiplier and reduce cooldowns
-
This most commonly occurs when dashing into an enemy against an unbreakable wall as Miku
-
Changed Shrine of the Feast to no longer appear for Aria and Coda
-
Changed Shield of Shove to push frozen and sunken enemies
-
Changed Chaunter to possess Skeleton Knights directly with piercing attacks
-
Changed Granite Golems to move more slowly in Randomizer Mode
-
Changed Pixies to heal the player when pushed into them (via Bounce Trap or Shovemonster)
-
Changed Red Chests on boss floors to no longer contain Backpack, Holster or Cursed Potion
Modding features
-
Added support for passing 4x4 matrices to [noparse]VertexBuffer.setTransform()[/noparse] and [noparse]GFX.setGlobalTransform()[/noparse]
-
Added functions [noparse]VertexBuffer.read()[/noparse]/[noparse].write()[/noparse] to manipulate raw vertex attributes
-
Added function [noparse]VertexBuffer.getQuadCount()[/noparse] to check how many triangle pairs have been drawn
-
Added function [noparse]VertexBuffer.hook()[/noparse] to intercept calls to [noparse]VertexBuffer.draw()[/noparse]/[noparse].drawText()[/noparse]/[noparse].drawQuad()[/noparse]
-
Added function [noparse]VertexBuffer.isHooked()[/noparse] to check if a vertex buffer has been hooked for the current frame
-
Added function [noparse]placementUtils.isImpassable()[/noparse] to check if a tile contains an obstacle or stationary enemy
-
Added function [noparse]placementUtils.isBlocking()[/noparse] to check if a tile is the only way to pass between adjacent tiles
-
Added component [noparse]itemGlobalBan[/noparse] to automatically ban an item for all characters
-
Added component [noparse]inventoryUnbannedItems[/noparse] to lift bans for items with specific components
-
Added component [noparse]tilePassabilityInhibitor[/noparse] to mark an entity as an impassable obstacle
-
Added component [noparse]Sync_itemShrinkingFlashEffect[/noparse] to highlight items in the HUD regardless of stackability
-
Added component [noparse]enemyPoolRare[/noparse] to mark enemies as rare
-
Added parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectCheckAttack[/noparse], allowing attacks to be restricted to a single weapon
-
Added field [noparse]shape[/noparse] to return value of [noparse]PlacementUtils.getRoomAt()[/noparse] and related functions
-
Added field [noparse]targetFlags[/noparse] to component [noparse]Coldsteel_itemTunnelAttack[/noparse]
-
Added field [noparse]disableSwipe[/noparse] to component [noparse]attackOnPartialMove[/noparse]
-
Added attribute [noparse]hardModeMinibosses[/noparse] to enum [noparse]LevelSequence.Zone[/noparse]
-
Added attribute [noparse]hardModeMinibossPosition[/noparse] to enum [noparse]Boss.Type[/noparse]
-
Added data field [noparse]randomizer[/noparse] to [noparse]CustomEntities.extend[/noparse] when using the [noparse]enemy[/noparse] template
-
Changed invalid component accesses on entities to no longer raise an error for packaged mods
-
Changed Pawnbroker to present a Potion as a special offer if all other items are banned, instead of no item
-
Added a custom rule to enable an additional shop-restocking effect for Ring of Charisma (SYNCHRONY DLC)
-
This is currently disabled by default, but might become a permanent change in a future update based on feedback
Bugfixes
Gameplay bugfixes
-
Fixed Gorgon Statues not appearing on the next level after falling through a trapdoor
-
Fixed Familiars failing to affect enemies larger than one tile
-
Fixed Miku being able to build up unlimited "SING" ability charges on boss floors
-
Fixed Miku incorrectly double-hitting enemies when performing an electric attack
-
Fixed Deep Blues being able to instantly attack the player when hit by an electric attack
-
Fixed Wisps materializing too close to players if a Monocle, Circlet of Telepathy or Glass Torch is picked up
-
Fixed Dragons and Nightmares being able to stomp other enemies posthumously
-
Fixed shrines placing their items at unreasonably long distances if the tiles below the shrine are occupied
-
Fixed Shrine of Sacrifice placing items on top of gold if the enemy is killed underneath the shrine
-
Fixed Dove getting stuck on boss floors in Ensemble Mode when using a bomb to teleport the miniboss
-
Fixed Deep Blues breaking the rules of chess while castling in rare cases
-
Fixed Chaunter not dropping the Golden Lute on death
-
Fixed Cadence's penultimate boss passing through incorporeal Ghosts during phase 2
-
Fixed Berserk Spell ending if one of Reaper's soul familiars bumps into an enemy
-
Fixed Nocturna not dropping the Golden Lute when dying while in Bat Form
-
Fixed monsters charmed by Miku's "SING" ability not dropping their items upon healing Miku
-
Fixed Miku's "SING" ability instantly vaporizing Mimics and their loot
-
Fixed Red and Blue Dragons moving too quickly if knocked back after exhaling
-
Fixed some levels being impassable for Monk/Coda without items if the SYNCHRONY DLC is disabled
-
Fixed Dancepad mode causing zones to generate in an incorrect order when playing Aria
-
Fixed Mannequins not accounting for cursed hearts
-
Fixed Miku getting stuck behind locked chests/cages
-
Fixed "I love gooooooold!" achievement not being unlocked when playing as Nocturna
Level generation bugfixes
-
Fixed Zone 3 generating differently for the same seed depending on whether the Shopkeeper is alive
-
Fixed Wind Gargoyles sometimes obstructing shop entrances
-
Fixed Thief and Cracked Floors sometimes appearing in secret rooms
-
Fixed Bounce Traps sometimes pointing into walls
-
Fixed Sarcophagi causing some layouts to be impassable for Monk/Coda
-
Fixed Shop Wall Mimics rarely being placed at incorrect locations
-
Fixed cracked walls rarely obstructing the path through the level for Monk and Coda
-
Fixed inconsistent training staircase position for hot and cold Zone 3 monsters
Audio bugfixes
-
Fixed Miku's voice lines becoming nearly inaudible while shrunk
-
Fixed Banshee's deafening effect ceasing if an enemy damages the Banshee
-
Fixed Banshee's and Monstrous Shopkeeper's screams not stopping when transformed into another enemy
Visual bugfixes
-
Fixed Miku's attack preview displaying inaccurately near enemies larger than one tile
-
Fixed run summary screen displaying an incorrect seed in All Characters Mode and Story Mode
-
Fixed Map, Monocle, and other vision items continuing to take effect after entering or leaving spectator mode
-
Fixed missing outline pixels on Obsidian Shield's equipment sprite
-
Fixed chat messages with line break characters obscuring the screen
-
Fixed Miku's armors not being obscured in Mystery mode
-
Fixed missing outline pixel in Miku's virtual armor
-
Fixed Gorgons not flashing upon turning into statues
-
Fixed Klarinetta's eyes glowing in the wrong color while electrified
-
Fixed Miku's attack causing enemies larger than one tile to bounce incorrectly
-
Fixed Mary visually appearing beneath her sheep in Phasing Mode while in the lobby
-
Fixed Mannequins' health bars not always being visible
-
Fixed animations briefly playing incorrectly after loading a save
Level editor bugfixes
-
Fixed Slimes and other stationary enemies being removed from custom dungeons when playing Monk or Coda
-
Fixed hidden playable characters still being listed in the level editor's side panel
Performance bugfixes
-
Fixed performance issues when playing very long Deathless Mode runs
-
Fixed performance issues after creating large numbers of text flyaways or attack swipes within a single level
-
Fixed performance issues if multiple different players activate Berserk Spell
-
Fixed post-game replay rarely causing errors while showing the perspective of the enemy that dealt the final blow
Engine bugfixes
-
Fixed SYNCHRONY DLC requiring a separate Steam launch option on macOS
-
Fixed crash when playing the SYNCHRONY DLC on Windows 7
-
Fixed freeze on Windows if the computer has not been shut down for a few days
-
Fixed freeze when changing the system clock on Linux while the game is running
Modding bugfixes
-
Fixed Klarinetta incorrectly causing modded weapons to perform attacks after moving
-
Fixed item bans sometimes being incorrectly auto-assigned to modded spells
-
Fixed Leprechauns not gaining extra health when playing as a modded character extending Eli's template
-
Fixed stairs and trapdoor penalty boxes unlocking when a miniboss is transmuted into another miniboss
-
Fixed error when an enemy with AI type [noparse]PATTERN[/noparse] does not have the [noparse]aiPattern[/noparse] component
-
Fixed errors if an entity has the [noparse]sprite[/noparse] component, but not the [noparse]spriteExtrapolatable[/noparse] component
-
Fixed error when calling [noparse]audio.getPosition()[/noparse] in multi-instance mode
-
Fixed error when a modded character without the [noparse]health[/noparse] component activates Shrine of Blood
-
Fixed flickering visuals when using [noparse]VertexBuffer.drawQuad()[/noparse]
-
Fixed beat bars cutting out on Cadence's final boss when using custom music
-
Fixed Weekly Challenge leaderboards not handling custom rule changes correctly
-
Fixed [noparse]Sync_excludeFromDiceTrap[/noparse] not having an effect on minibosses
-
Fixed Shrine of Blood appearing for modded health-locked characters
-
Fixed error when banning a component that doesn't exist
-
Fixed custom dungeon secret shops generating two overlapping entrance runes
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.