Update v4.1.1
2024-08-19Crypt 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
Read the full notes
• 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 VertexBuffer.setTransform() and GFX.setGlobalTransform() • Added functions VertexBuffer.read()/.write() to manipulate raw vertex attributes • Added function VertexBuffer.getQuadCount() to check how many triangle pairs have been drawn • Added function VertexBuffer.hook() to intercept calls to VertexBuffer.draw()/.drawText()/.drawQuad() • Added function VertexBuffer.isHooked() to check if a vertex buffer has been hooked for the current frame • Added function placementUtils.isImpassable() to check if a tile contains an obstacle or stationary enemy • Added function placementUtils.isBlocking() to check if a tile is the only way to pass between adjacent tiles • Added component itemGlobalBan to automatically ban an item for all characters • Added component inventoryUnbannedItems to lift bans for items with specific components • Added component tilePassabilityInhibitor to mark an entity as an impassable obstacle • Added component Sync_itemShrinkingFlashEffect to highlight items in the HUD regardless of stackability • Added component enemyPoolRare to mark enemies as rare • Added parameter ev.weapon to event.objectCheckAttack, allowing attacks to be restricted to a single weapon • Added field shape to return value of PlacementUtils.getRoomAt() and related functions • Added field targetFlags to component Coldsteel_itemTunnelAttack • Added field disableSwipe to component attackOnPartialMove • Added attribute hardModeMinibosses to enum LevelSequence.Zone • Added attribute hardModeMinibossPosition to enum Boss.Type • Added data field randomizer to CustomEntities.extend when using the enemy 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 PATTERN does not have the aiPattern component • Fixed errors if an entity has the sprite component, but not the spriteExtrapolatable component • Fixed error when calling audio.getPosition() in multi-instance mode • Fixed error when a modded character without the health component activates Shrine of Blood • Fixed flickering visuals when using VertexBuffer.drawQuad() • 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 Sync_excludeFromDiceTrap 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