{"id":4920,"date":"2022-08-04T18:34:56","date_gmt":"2022-08-04T18:34:56","guid":{"rendered":"https:\/\/braceyourselfgames.com\/?p=4920"},"modified":"2022-08-23T22:15:03","modified_gmt":"2022-08-23T22:15:03","slug":"necrodancer-synchrony-dlc-available-now-v3-1-0","status":"publish","type":"post","link":"https:\/\/braceyourselfgames.com\/2022\/08\/04\/necrodancer-synchrony-dlc-available-now-v3-1-0\/","title":{"rendered":"NecroDancer: SYNCHRONY DLC Available Now! (v3.1.0)"},"content":{"rendered":"<div class=\"bbcodes_Header2_2ZqUv BB_Header2 eventbbcodeparser_Header2_1SWg2\">\n<p style=\"text-align: center;\"><iframe loading=\"lazy\" title=\"YouTube video player\" src=\"https:\/\/www.youtube.com\/embed\/MX9JlggiCHo\" width=\"560\" height=\"315\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<\/div>\n<h3>RE-ANIMATE!!!<\/h3>\n<p>That&#8217;s right everyone, the Crypt has been silent for 5 years, but now the NecroDancer is back from the dead with a huge new DLC! <a href=\"https:\/\/store.steampowered.com\/app\/2094810\/Crypt_of_the_NecroDancer_SYNCHRONY\/\">SYNCHRONY<\/a> adds online multiplayer (co-op and vs), three new characters, full mod support (&amp; built-in mod portal), new items, enemies, &amp; more! Let&#8217;s take a look!<\/p>\n<h1 id=\"new-downloadable-content---crypt-of-the-necrodancer-synchrony\">New downloadable content &#8211; Crypt of the NecroDancer: Synchrony!<\/h1>\n<h2 id=\"new-characters\">New characters<\/h2>\n<ul>\n<li><strong>Klarinetta<\/strong>:\n<ul>\n<li>Wields the Zweih\u00e4nder, a heavy sword which occupies a tile diagonally adjacent to her.<\/li>\n<li>The Zweih\u00e4nder follows Klarinetta&#8217;s movement, striking any enemies in its way.<\/li>\n<li>Diagonal movement buttons swing the Zweih\u00e4nder around in a quarter-circle or half-circle, attacking enemies on several tiles at once.\n<ul>\n<li>Rotating the sword takes a full beat and causes Klarinetta to stand still momentarily.<\/li>\n<\/ul>\n<\/li>\n<li>When held in place, the Zweih\u00e4nder acts as a barrier against enemies, preventing them from walking into the tile it occupies.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Chaunter<\/strong>:\n<ul>\n<li>A frail, ghostly being who starts with half a heart, which cannot be increased by any means.<\/li>\n<li>Wields the Lantern, which has the range of a dagger and provides a small amount of light.<\/li>\n<li>Striking enemies with the Lantern gradually takes over their soul, allowing Chaunter to possess them after dealing enough damage!<\/li>\n<li>Possessing an enemy lets Chaunter take full control, copying their health, damage and abilities!<\/li>\n<li>All enemy abilities are mapped to the action and spell slots.\n<ul>\n<li>For example, a possessed Red Dragon breathes fire using the two spell buttons.<\/li>\n<\/ul>\n<\/li>\n<li>Slow enemies such as Skeletons or Golems can move quickly while possessed.\n<ul>\n<li>Unlike fast enemies or Chaunter itself, slow enemies are allowed to wield weapons, overriding their usual attack!<\/li>\n<li>Attacking, digging or using items forces them to stand still for a few beats.<\/li>\n<\/ul>\n<\/li>\n<li>When losing all hearts while transformed into an enemy, Chaunter reverts back to its usual form.<\/li>\n<li>Control of an enemy cannot be kept indefinitely &#8211; a countdown of 24 beats starts ticking as soon as Chaunter takes possession.\n<ul>\n<li>Once the timer runs out, the possessed enemy starts taking damage, eventually forcing Chaunter back into its base form.<\/li>\n<li>This can also be done manually by performing the &#8220;Eject&#8221; action (<em>Left+Right<\/em>).<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><strong>Suzu<\/strong>:\n<ul>\n<li>Wields the Lance of Courage, a melee weapon that unleashes a rapid, powerful dash when killing an enemy!\n<ul>\n<li>All enemies in a straight line are killed instantly as Suzu dashes through them.<\/li>\n<li>The dash attack is only stopped by walls and shielded enemies, letting Suzu travel many tiles in an instant.<\/li>\n<li>Bounce traps redirect her dash, altering her attack trajectory and final position!<\/li>\n<li>Suzu is fully invincible during her dash, protecting her from any enemies waiting at her destiation.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"online-multiplayer\">Online multiplayer<\/h2>\n<ul>\n<li>Play with <strong>up to 8 players<\/strong> at once in online co-op and versus modes!<\/li>\n<li><strong>Rollback<\/strong> multiplayer architecture:\n<ul>\n<li>Play with friends from around the world without perceptible input\/audio\/visual lag!<\/li>\n<li>High-latency support: two-player sessions are playable up to 300 milliseconds of latency.<\/li>\n<\/ul>\n<\/li>\n<li>In-game lobby browser and lobby visibility settings (public, friends-only, private).\n<ul>\n<li>Steam multiplayer integration for creating and joining lobbies &#8211; no port forwarding needed.<\/li>\n<li>Optional support for direct IP connections and LAN play.<\/li>\n<li>Headless dedicated server to allow hosting persistent lobbies and tournament matches.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Spectator mode<\/strong>:\n<ul>\n<li>Spectate any individual player, changing targets at any time.<\/li>\n<li>&#8220;Spectate everyone&#8221; mode, splitting the HUD and zooming out the game view to see all players at once.<\/li>\n<li>Automatic spectator view upon death or after entering stairs while waiting for other players to finish the level.\n<ul>\n<li>Ability to return to the level after entering the stairs to rejoin players instead of waiting.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><strong>Late joining<\/strong> and <strong>rejoining<\/strong> support for online sessions:\n<ul>\n<li>Disconnecting automatically enters spectator mode, allowing the player to jump back into the game after reconnecting.<\/li>\n<\/ul>\n<\/li>\n<li>Health bars and name plates for other players in online sessions and spectator mode.<\/li>\n<li>In-game text chat with various scaling and visibility options.<\/li>\n<li>Seamless hosting: an ongoing run can be opened up into a multiplayer session at any time via the &#8220;Host online game&#8221; menu option.\n<ul>\n<li>Multiplayer save &amp; quit: restored sessions can be re-opened to the network, allowing other players to rejoin.<\/li>\n<\/ul>\n<\/li>\n<li>Replays and cutscenes can be watched together online, with the host player having access to the playback controls.<\/li>\n<li>Per-player resource packs (Workshop mods):\n<ul>\n<li>Each player can load their own individual set of resource packs, independently of the host or other players.<\/li>\n<li>The player character&#8217;s appearance can be customized freely by choosing skins from any installed mod.<\/li>\n<li>Support for custom beatmaps can be enabled by the host player, allowing players to move at different speeds.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Hybrid online and local co-op<\/strong> support: up to 4 local players can play together, including in online sessions.<\/li>\n<li><strong>DLC cross-play<\/strong> support:\n<ul>\n<li>DLC-only modes, characters, items, enemies and Zone 5 are disabled while the DLC is inactive.<\/li>\n<li>Players without the AMPLIFIED DLC can connect to lobbies hosted in non-AMPLIFIED mode.<\/li>\n<li>AMPLIFIED players can join non-AMPLIFIED lobbies, automatically turning off DLC content in the process.<\/li>\n<li>Online multiplayer is available to all owners of the Synchrony DLC, even if the new gameplay content is disabled.<\/li>\n<\/ul>\n<\/li>\n<li>Cross-platform multiplayer between Windows, macOS and Linux.<\/li>\n<li>Networking performance features:\n<ul>\n<li>Desync detection, automatically resynchronizing players in case of a game state difference.<\/li>\n<li>Dynamic input reprioritization, limiting the impact of any one player&#8217;s lag spikes on other players in the session.<\/li>\n<li>Hybrid peer-to-peer and server-client network code, reducing latency in cross-region multiplayer sessions.<\/li>\n<li>Noise control system to gradually lower the volume of any repetitive player-made sounds.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"new-items\">New items<\/h2>\n<ul>\n<li><strong>Shield slot<\/strong>: Faces in the wielder&#8217;s movement direction and protects them against damage from that direction.\n<ul>\n<li><strong>Wooden Shield<\/strong>: Protects against one hit before breaking.<\/li>\n<li><strong>Titanium Shield<\/strong>: Protects against two hits before breaking.<\/li>\n<li><strong>Heavy Shield<\/strong>: Protects against three hits before breaking, and also grants knockback immunity while active.<\/li>\n<li><strong>Obsidian Shield<\/strong>: Shields 1, 2 or 3 hits depending on the wielder&#8217;s coin multiplier.<\/li>\n<li><strong>Shield of Strength<\/strong>: Protects against one hit before breaking. Grants +1 damage while unbroken!<\/li>\n<li><strong>Reflective Shield<\/strong>: Protects against one hit before breaking, deflecting damage back to the enemy in the process.<\/li>\n<li><strong>Shield of Shove<\/strong>: Protects against one hit before breaking, and allows the wielder to shove adjacent enemies.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Onyx weapons<\/strong>:\n<ul>\n<li>Deals greatly increased damage on consecutive hits, but loses the damage bonus upon moving.<\/li>\n<li>Most effective on weapons that hit a broad range of tiles, less so on weapons with dash attacks.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Trident<\/strong>:\n<ul>\n<li>Attacks like a broadsword at a higher range, hitting a row of three tiles, or like a dagger at close range.<\/li>\n<li>Comes in all common weapon flavors: Basic, Blood, Gold, Titanium, Glass, Obsidian and Onyx!<\/li>\n<li>Throwable! When thrown, three lanes are hit at once instead of just one, clearing out a much wider area!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Throwing Charm<\/strong>:\n<ul>\n<li>Allows <em>any<\/em> weapon to be thrown like a Dagger!<\/li>\n<li>Once per level: throwing a weapon causes it to return to the wielder, dealing damage on the way back.<\/li>\n<li>Stepping sideways after throwing slants the return trajectory, allowing different tiles to be hit!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Berserk Spell<\/strong>:\n<ul>\n<li>Starts a berserking charge on the next move, killing any enemies unfortunate enough to stand in the way!<\/li>\n<li>Stops upon colliding with a wall or any other obstacle.<\/li>\n<li>The Berserk state grants immunity to incoming attacks, but removes the ability to change directions until it ends.<\/li>\n<li>Greater Berserk fills the caster with even more blind rage, additionally killing enemies on adjacent tiles!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Dash Spell<\/strong>:\n<ul>\n<li>Turns the next move into a long-range dashing attack, dealing 4 hearts of damage to any enemies along its path!<\/li>\n<li>If an enemy is killed by the dash, the caster will pass right through.<\/li>\n<li>Greater Dash increases the range and damage of the dashing attack!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Charm Spell<\/strong>:\n<ul>\n<li>Charm nearby monsters to turn them into temporary allies!<\/li>\n<li>Allied monsters will seek out and attack other enemies until the effect wears off.<\/li>\n<li>Bumping into an allied monster pushes it out of the way, dealing damage when squished against an obstacle.<\/li>\n<li>Greater Charm&#8217;s effect does not wear off, turning monsters into allies for the entire duration of the floor!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Scroll of Duplication<\/strong>:\n<ul>\n<li>Drops from an activated Shrine of Duplication.<\/li>\n<li>Duplicates all items, enemies, crates and chests in 3&#215;3 range around the user.<\/li>\n<li>Enemies, crates and chests are only duplicated if there is space behind them.<\/li>\n<li>Shop items retain their price tags when duplicated.<\/li>\n<li>The Scroll of Duplication itself cannot be duplicated.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"new-enemies\">New enemies<\/h2>\n<ul>\n<li><strong>Thief<\/strong>:\n<ul>\n<li>Runs towards the player and tries to steal their items! Weapons and items in locked slots are not stolen.<\/li>\n<li>In co-op mode, the Thief takes turns trying to rob different players, and will dodge attacks from any player other than its target.<\/li>\n<li>When two items are stolen successfully, the Thief laughs at its victims and quickly disappears.<\/li>\n<li>When killed, it drops a random uncommon item, along with any potential stolen goods.<\/li>\n<li>The Thief has a low chance of spawning on any level, but is slightly more common in co-op mode.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Mannequin<\/strong>:\n<ul>\n<li>Created by the Shrine of Duplication &#8211; copies all equipment of the player who activates the shrine.<\/li>\n<li>Mirrors the actions the player closest to it &#8211; movement, attacks, digging and even using items and spells!<\/li>\n<li>Can pick up items and gold from the ground, which are dropped upon death.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Shock Monkey<\/strong>:\n<ul>\n<li>While grabbed, deals half a heart of damage to its struggling victim per hit!<\/li>\n<li>Each hit also starts an electric arc that damages nearby enemies.<\/li>\n<li>Stay away from water!<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Stay tuned for more enemies to come during Early Access!<\/p>\n<h2 id=\"other-gameplay-features\">Other gameplay features<\/h2>\n<ul>\n<li><strong>Dice Trap<\/strong>:\n<ul>\n<li>When stepped on, the Dice Trap spawns a number of completely random enemies from any zone, then disappears.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Automatic Spike Trap<\/strong>:\n<ul>\n<li>Alternates between extending and retracting each beat. Inflicts damage only while extended.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Floor Crack<\/strong>:\n<ul>\n<li>Guaranteed to spawn exactly once per zone, somewhere on a random level.<\/li>\n<li>Creates a trapdoor upon being destroyed by a bomb.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Spiked Wall<\/strong>:\n<ul>\n<li>Inflicts damage to the player when dug with a shovel.<\/li>\n<li>Spikes are only visible if the corresponding side of the wall is adjacent to a floor tile.<\/li>\n<li>Revealed enemies take damage when moving into spiked wall tiles.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Shrine of Duplication<\/strong>:\n<ul>\n<li>Spawns a Mannequin wielding copies of all items worn by the player who triggered the shrine.<\/li>\n<li>The Mannequin mirrors <em>all<\/em> actions of the closest player!<\/li>\n<li>Defeating the Mannequin will drop its items on the ground, granting a duplicate set of items for other players to pick up.<\/li>\n<li>Can only be found in co-op mode.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Shrine of Binding<\/strong>:\n<ul>\n<li>When touched by two players at once, their souls are linked together for the rest of the run.<\/li>\n<li>Linked players share one and the same inventory, health bar and coin multiplier.<\/li>\n<li>If one player takes damage or dies, both players are affected!<\/li>\n<li>In online multiplayer, linked players can always see each other, with the view expanding as needed to fit both players.<\/li>\n<li>Can only be found in co-op mode.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Shrine of the Feast<\/strong>:\n<ul>\n<li>Activates upon eating two food items adjacent to the shrine, granting a choice between three items.<\/li>\n<li>Cannot be interacted with directly.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Shrine of Fire<\/strong>:\n<ul>\n<li>Activates upon inflicting fire-type damage to the shrine, granting a choice between three items.<\/li>\n<li>Cannot be interacted with directly.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Pawnbroker rework<\/strong>:\n<ul>\n<li>After two items have been sold to him, the Pawnbroker will present a selection of his finest wares at great prices!<\/li>\n<li>He offers a choice between three items at a discount, of which only one can be chosen.<\/li>\n<li>Selling more items causes him to re-roll his shop&#8217;s contents, presenting a different choice of three items.<\/li>\n<li>After purchasing an item, selling more equipment will not cause the shop items to reappear.<\/li>\n<li>Selling enough items causes the Pawnbroker to present his Special Offer!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Equipment sprites<\/strong>:\n<ul>\n<li>Displays all held and equipped items on the player character&#8217;s sprite.<\/li>\n<li>The visibility of equipment sprites can be controlled in the &#8220;Change Skin&#8221; menu.<\/li>\n<li>By default, equipment sprites are only visible on the default skin, and hidden when selecting a custom skin.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"new-game-mode-versus\">New game mode: <em>Versus<\/em><\/h2>\n<ul>\n<li><strong>Engage in combat with other players in Player versus Player modes<\/strong>:\n<ul>\n<li>Instead of going through the floors of the crypt together, use various items and strategies to defeat your opponents!<\/li>\n<li>Arenas are procedurally generated, combining 2 zones into 1 floor!<\/li>\n<li>As the game progresses, various events can happen on the arena. This includes shop travel runes spawning, everyone becoming confused, and&#8230; telemonkeys?!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Versus mode: Deathmatch<\/strong> (default):\n<ul>\n<li>In this mode, the winner is the player who manages to get the most points, which are earned by defeating others.<\/li>\n<li>Getting defeated by taking damage from enemies or floor hazards results is penalized by losing one point.<\/li>\n<li>However, if the above happens shortly after taking damage from a player, that player will be considered the killer. In this case, there&#8217;s no penalty and the other player gains a point normally.<\/li>\n<li>Players respawn shortly after being defeated, so you can get back to the action quickly!<\/li>\n<li>To view the list of players and their points, use the &#8220;Toggle player list&#8221; hotkey (&#8216;Tab&#8217; by default, configurable in menu controls).<\/li>\n<li>By default, a deathmatch consists of 3 rounds on different floors. However, this (and many other things) can be changed in the &#8220;Custom rules&#8221; menu after entering Versus Mode!<\/li>\n<\/ul>\n<\/li>\n<li><strong>Versus mode: Last One Dancing<\/strong>:\n<ul>\n<li>The winner is simply the player who manages to survive the longest &#8211; no complicated rules here!<\/li>\n<li>To enable this mode, change the game mode in the &#8220;Custom rules&#8221; menu.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Team up with other players<\/strong>:\n<ul>\n<li>The modes above can also be played in teams, which can be enabled within &#8220;Custom rules&#8221;!<\/li>\n<li>Players can either be assigned to teams automatically, or choose their teams manually.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Use never-before-seen items, which appear exclusively in Versus:<\/strong>\n<ul>\n<li><strong>Wind Tomes<\/strong>: push away nearby enemies and players! It may also be used to suprise your opponents with bombs&#8230;<\/li>\n<li><strong>Goblin Bomber Charm<\/strong>: makes you drop a lit bomb when defeated.<\/li>\n<li><strong>Ring of Gluttony<\/strong>: makes food heal you a bit more.<\/li>\n<li><strong>Ring of Whirlwind<\/strong>: casts a greater wind spell which pushes enemies away when you get hit and also prevents the damage, then shatters.<\/li>\n<li><strong>Essences<\/strong>: these mysterious items allow you to enchant your weapon to a specific material!<\/li>\n<li><strong>Electricity Tomes<\/strong>: temporarily grants electric attack powers (<em>note<\/em>: this item will only appear if the AMPLIFIED DLC is enabled)<\/li>\n<\/ul>\n<\/li>\n<li><strong>Versus-specific item tweaks<\/strong>: certain changes have been made to some items to make them work better in PvP. These changes are <strong>only applied when in versus mode<\/strong>, and the items function as normal outside of it.\n<ul>\n<li><strong>Cookies<\/strong>: to prevent excessive invincibility frames, their base quantity has been lowered to 3.<\/li>\n<li><strong>Fireball Spell\/Tome\/Scroll<\/strong>: limited the range to 3 tiles and reduced damage to 2 and 4 for normal fireball and greater fireball respectively. However, the 2-damage version can still be used to open crates.<\/li>\n<li><strong>Pulse Spell\/Tome\/Scroll<\/strong>: reduced damage to 2 and 4 for normal pulse and greater pulse respectively, and similar to fireball, the 2-damage version can still open crates. Pulse now also bypasses shields and armor.<\/li>\n<li><strong>Freeze Spell\/Tome\/Scroll<\/strong>: duration of freezes has been halved.<\/li>\n<li><strong>Shield Spell\/Tome\/Scroll<\/strong>: duration of shields has been halved.<\/li>\n<li><strong>Various Spells<\/strong> also received adjustments to their cooldowns and blood cast costs.<\/li>\n<li><strong>Grenade Charm<\/strong>: the damage buff has been removed, making grenades deal the same damage as regular bombs.<\/li>\n<li><strong>Ring of Regeneration<\/strong>: heals 0.5 hearts every 50 beats.<\/li>\n<li><strong>Ring of Peace<\/strong>: makes you invisible to enemies (but not other players).<\/li>\n<li><strong>Arc Dagger<\/strong>: replaced the infinite damage when standing on a wire with a +2 damage boost.<\/li>\n<li><strong>Rifle\/Blunderbuss<\/strong>: piercing effect has been removed, Rifle&#8217;s range is now limited to 4 tiles.<\/li>\n<li><strong>Rapiers<\/strong>: when lunging, damage is increased by 1 instead of being doubled.<\/li>\n<li><strong>Battle Shovel<\/strong>: replaced the infinite damage after digging with a +2 damage boost.<\/li>\n<li><strong>Crown of Thorns<\/strong>: heals every 5 kills, removed damage on pickup.<\/li>\n<li><strong>Throwing Charm<\/strong>: the effect of making thrown weapons return is restored after 50 beats.<\/li>\n<\/ul>\n<\/li>\n<li><strong>New weapon material: Jade<\/strong>:\n<ul>\n<li>Use jade weapons to apply poison to the target of your attack!<\/li>\n<li>After becoming poisoned, characters will take damage after 3 beats. This damage cannot be avoided by normal means.<\/li>\n<li>However, poison can be healed by consuming food, preventing the damage from happening entirely.<\/li>\n<li>Use Jade Essence to enchant your weapon to a jade version.<\/li>\n<\/ul>\n<\/li>\n<li><strong>New weapon material: Crimson<\/strong>:\n<ul>\n<li>Crimson weapons heal the user every 5 kills. However, unlike blood weapons, they do not grant a damage boost when on low health.<\/li>\n<li>They are also piercing by default, bypassing any armor and shields your opponents may have!<\/li>\n<li>Use Crimson Essence to enchant your weapon to a crimson version.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Other mechanics<\/strong>:\n<ul>\n<li>When multiple players perform actions on the same beat, they are resolved in the following order:\n<ul>\n<li>item\/spell usage<\/li>\n<li>weapon attacks<\/li>\n<li>movement<\/li>\n<\/ul>\n<\/li>\n<li>This means that you are always able to use a defensive item before getting hit. However, when you are in someone&#8217;s range, they will be able to hit you even if you try to move away!<\/li>\n<li>When transmogrifying a weapon in Versus, it will keep its current material.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"balance-tweaks\">Balance tweaks<\/h2>\n<p>Alongside a few quality-of-life changes, many of these tweaks are aimed at improving the game&#8217;s balance for speedrun and races, while not affecting casual runs too significantly. All of these changes take effect when the Synchrony DLC is enabled:<\/p>\n<ul>\n<li>Removed Boots of Lunging, Magic Cookies and Charm of Strength from crates.<\/li>\n<li>Removed food items from Shrine of Pain&#8217;s reward item pool.<\/li>\n<li>Removed Blood Dagger from Shrine of Blood&#8217;s item pool.<\/li>\n<li>Removed Scrolls from boss reward chests.<\/li>\n<li>Reduced the number of doorway-blocking Green Slimes on Monk\/Coda.<\/li>\n<li>Reduced chance of crates containing Boots of Leaping and Ring of Pain.<\/li>\n<li>Reduced the number of enemies removed by Ring of Peace from 8 to 5.<\/li>\n<li>Changed Shrine of Darkness to increase the tracking distance of enemies from 3 to 5 tiles.<\/li>\n<li>Changed Mary&#8217;s Curse to no longer bypass the Potion.<\/li>\n<li>Increased the base price of the Map from 25 to 75.<\/li>\n<li>Increased the base price of the Compass from 6 to 25.<\/li>\n<li>Increased the base price of the Torch of Walls from 20 to 50.<\/li>\n<li>Increased minimum spawning distance for enemies summoned by Nocturna&#8217;s final boss from 2 to 3 tiles.<\/li>\n<li>Increased the minimum distance for Skeletons summoned by Death Metal 1 and 2 from 2 to 2.5 tiles.<\/li>\n<li>Changed Shrine of Glass to convert Heavy Plate Armor into Heavy Glass Armor.<\/li>\n<li>Changed Shrine of Glass to no longer grant Glass Jaw to Melody, Eli or Tempo.<\/li>\n<li>Reduced the number of trapdoors appearing in levels, particularly near the spawn point.<\/li>\n<li>Reduced the maximum number of Skeletons summoned by Death Metal 1 from 3 to 2.<\/li>\n<li>Reduced the number of upgraded Tentacles in Coral Riff by 2 per zone.<\/li>\n<li>Reduced the spawn limit of Nocturna&#8217;s final boss from 24 to 16 in single-player (unchanged in co-op).<\/li>\n<li>Reduced the health of the batteries in phase 2 of Nocturna&#8217;s final boss fight from 8 to 6.<\/li>\n<li>Changed the batteries of Nocturna&#8217;s final boss to be immune to the player&#8217;s bombs.<\/li>\n<li>Reduced the priority of Electric Orbs to be slightly above barrels, but below all other enemies.<\/li>\n<li>Changed players to no longer collide with each other or block thrown weapons in co-op mode.<\/li>\n<li>Changed co-op mode to require all players to finish the level to proceed to the next floor (with at least one player making it to the exit alive).<\/li>\n<\/ul>\n<p>Throughout Early Access, we intend to make further adjustments and changes to these tweaks based on your feedback! We look forward to hearing your thoughts on these changes!<\/p>\n<h2 id=\"modding-features\">Modding features<\/h2>\n<ul>\n<li><strong>Full mod support<\/strong> via an extensive Lua modding API.\n<ul>\n<li>Event-driven game code, allowing most gameplay events to be intercepted and handled by mods.<\/li>\n<li>Full live-reloading: mods can be edited and the changes seen in real-time.\n<ul>\n<li>Mods can be loaded and unloaded in the middle of a run.<\/li>\n<\/ul>\n<\/li>\n<li>Ability to load multiple Lua mods at the same time.<\/li>\n<li>Automatic multiplayer compatibility for most (deterministic) gameplay mods.<\/li>\n<li>Flexible Entity-Component-System architecture, allowing for the extension and modification of all entities in the game.<\/li>\n<li>Customization points for tiles, level generation and other gameplay systems.\n<ul>\n<li>Procedural weapon system to define new weapon materials and shapes and have their combinations generated automatically.<\/li>\n<li>Customizable item pools for shops, secret rooms, chests and crates.<\/li>\n<\/ul>\n<\/li>\n<li>API reference webpage, listing functions, components, events and classes with descriptions where available.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Mod Portal<\/strong> for sharing and discovering community-made mods, powered by mod.io!\n<ul>\n<li>In-game menu to manage, browse and download gameplay mods.<\/li>\n<li>Auto-download mods (after a confirmation prompt) when joining a server with mods that are not locally installed.<\/li>\n<li>Auto-update system for mods, informing the user on the main menu when a new version of an installed mod is available.<\/li>\n<li>Options for mod categorization (favorite\/hidden, local\/downloaded, active\/inactive) and filtering.<\/li>\n<li>mod.io upload integration: publish mods directly via the in-game mod menu!\n<ul>\n<li>mod.io account creation is not required to browse, download and play mods.<\/li>\n<li>A log-in via Steam or an e-mail code is only prompted when publishing a mod.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"other-changes\">Other changes<\/h2>\n<ul>\n<li>Added leaderboards for No-Beat Mode, tracked separately from the Custom Music leaderboards<\/li>\n<li>Added leaderboards for Bolt Double Tempo Mode<\/li>\n<li>Added separate highscore leaderboards for the Gold Duplication exploit<\/li>\n<\/ul>\n<h2 id=\"quirks\">Quirks<\/h2>\n<p>The following Quirks that were retained for compatibility with previous versions are now fixed when the Synchrony DLC is enabled:<\/p>\n<ul>\n<li>Fixed Aria and Coda encountering empty barrels in Zone 4 when a barrel would have contained a monkey<\/li>\n<li>Fixed Armadillo shields being bypassed by double attacks in co-op mode or via &#8216;Pain&#8217; items<\/li>\n<li>Fixed players not dash-attacking into Electric Orbs unless wielding a Rapier<\/li>\n<li>Fixed Backpacks containing one item sometimes requiring the secondary key combination to be pressed to activate the item<\/li>\n<li>Fixed explosions causing enemies to act one beat sooner<\/li>\n<li>Fixed boss fights being skippable by using Earth Spell just below the main arena<\/li>\n<li>Fixed Pack of Holding not dropping its contents when switching to a regular Backpack<\/li>\n<li>Fixed gold coins being duplicated if picked up while merging with another gold pile (can be re-enabled to submit to &#8220;Duping&#8221; leaderboards)<\/li>\n<li>Fixed Skeleton Knights sometimes taking double knockback when dismounted<\/li>\n<li>Fixed Waterballs not causing the player to sink into the water if they had previously unsunken themselves on the same tile<\/li>\n<li>Fixed Earth Spell not creating walls on final story bosses<\/li>\n<li>Fixed Exploding Mushroom and Pixies being able to damage unrevealed enemies<\/li>\n<li>Fixed Familiars becoming displaced from the player character when a Warlock is killed via Boots of Pain<\/li>\n<li>Fixed Nocturna&#8217;s penultimate boss being able to telefrag himself, sometimes skipping a phase of the boss fight<\/li>\n<li>Fixed Heavy Glass Armor being stackable past 3 stacks<\/li>\n<li>Fixed Boots of Leaping and Boots of Lunging sharing the same toggle state when switching between them<\/li>\n<li>Fixed Boots of Leaping not stopping in front of walls in Phasing Mode<\/li>\n<li>Fixed Boots of Lunging allowing Shopkeepers and story boss props to be knocked back<\/li>\n<li>Fixed Aria&#8217;s final boss being taking damage from non-weapon sources while confused<\/li>\n<li>Fixed Shovemonsters and Gorgons not moving past Mary&#8217;s lamb<\/li>\n<li>Fixed Metrognomes teleporting to the exit stairs instead of the their spawn point<\/li>\n<li>Fixed Mystery Mode not obscuring the player&#8217;s shovel swipe<\/li>\n<li>Fixed healing not granting invincibility frames on Cadence&#8217;s final boss fight<\/li>\n<li>Fixed Melody&#8217;s final boss sometimes standing still near walls<\/li>\n<li>Fixed Nightmare shadows causing enemies to act one beat sooner after being revealed<\/li>\n<li>Fixed Eli&#8217;s hand not starting an electric arc when attacking a Skull on a wire<\/li>\n<li>Fixed Nocturna&#8217;s minimap continuing to display the locations of enemies after transforming back into human form<\/li>\n<li>Fixed Nocturna being able to transmogrify her weapon and head slots infinitely while in Bat Form<\/li>\n<li>Fixed walls interrupting ice slides in Phasing Mode<\/li>\n<li>Fixed Dagger of Phasing being stopped by chests and shrines when thrown<\/li>\n<li>Fixed Pixie explosions not destroying items, wires, ice, water or metal doors<\/li>\n<li>Fixed Vaults containing gold when playing Monk and Coda<\/li>\n<li>Fixed the player&#8217;s previous position not resetting when using a War Drum or other action items, affecting enemy movement<\/li>\n<li>Fixed the Conjurer&#8217;s and Transmogrifier&#8217;s price resetting to the minimum after generating enough items using Ring of Shadows<\/li>\n<li>Fixed Headless Skeletons, Cutlass parries, Ring of Pain, Boots of Lunging, Golden Lute and crate knockback treating diagonal damage as orthogonal<\/li>\n<li>Fixed Pixies not retaliating against players lunging into them with an Axe<\/li>\n<li>Fixed exploding Pixies damaging distant players wielding a Rapier<\/li>\n<li>Fixed some enemies moving immediately after taking knockback in Randomizer Mode, even if they were randomized to be slower<\/li>\n<li>Fixed Skeletons getting stuck in place when walking into a Rat Familiar<\/li>\n<li>Fixed Slimes being biased towards bumping into walls<\/li>\n<li>Fixed spellcasts being treated as movements in some cases, causing the player to start sliding on ice and Clones to move again<\/li>\n<li>Fixed Ghasts and Ghouls idling for one beat after moving into a Rat Familiar<\/li>\n<li>Fixed War Drum, Blood Drum, Boots of Leaping and Boots of Lunging causing level transitions to be delayed when used on a staircase<\/li>\n<li>Fixed unaffordable chests resetting Tempo&#8217;s death timer<\/li>\n<\/ul>\n<h1 id=\"general-changes-for-all-versions\">General changes for all versions<\/h1>\n<h2 id=\"new-features-and-additions\">New features and additions<\/h2>\n<ul>\n<li><strong>Enemy outlines<\/strong>:\n<ul>\n<li>Enemy silhouettes now have a faint outline, making them easier to see against dark floor tiles.<\/li>\n<li>The intensity of this effect can be changed in the graphical options.<\/li>\n<li>Enemies standing in total darkness or within a Nightmare&#8217;s shadow do not have outlines.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Co-op target indicators<\/strong>:\n<ul>\n<li>In co-op mode, enemies now indicate which player they are currently following via a small arrow pointing at the player.<\/li>\n<li>Whenever an enemy&#8217;s target player changes, this arrow appears for a few seconds before fading out.<\/li>\n<li>The visibility of these indicators can be configured in the gameplay options.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Local co-op adjustments<\/strong>:\n<ul>\n<li>Local co-op players now share their coin multipliers, gold counters and spell inventories.\n<ul>\n<li>This also applies to Cadence and Dorian in Cadence&#8217;s final boss fight in single-player.<\/li>\n<\/ul>\n<\/li>\n<li>Local co-op players always teleport together when entering or exiting a secret shop, while online co-op players can enter and leave separately.<\/li>\n<\/ul>\n<\/li>\n<li><strong>New international font<\/strong>:\n<ul>\n<li>Crypt of the NecroDancer now uses the <em>Silver<\/em> pixel font to display international characters.<\/li>\n<li>The original vector font from previous versions can be enabled in the language options.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Workshop mod extraction<\/strong>:\n<ul>\n<li>The contents of resource packs downloaded from the Steam Workshop can now be explored by using the &#8220;open directory&#8221; option in the mod browser.<\/li>\n<li>In order to use the modified resource pack, it must be copied from the <code>downloaded_mods<\/code> to <code>mods<\/code>.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Level editor improvements<\/strong>:\n<ul>\n<li>The enemy types spawned by Sarcophagi can now be customized<\/li>\n<li>The item dropped by Shopkeepers can now be customized<\/li>\n<li>Boss levels can now be resized freely<\/li>\n<li>Added a confirmation when trying to leave the level editor when there are unsaved changes<\/li>\n<li>Added a setting to mute the music in the level editor (enabled by default)<\/li>\n<li>Changed the Ghost Shopkeeper to no longer sing his soothing song while in the level editor<\/li>\n<\/ul>\n<\/li>\n<li><strong>Game window improvements<\/strong>:\n<ul>\n<li>Changed Vertical Sync to be controlled by a separate checkbox in the Display Options menu<\/li>\n<li>Changed the game window to open at the appropriate resolution immediately, instead of resizing shortly after launch<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"bug-fixes\">Bug fixes<\/h2>\n<h3 id=\"achievements\">Achievements<\/h3>\n<ul>\n<li>Fixed certain all-characters achievements not being granted<\/li>\n<li>Fixed &#8216;8-Ball&#8217; achievement not unlocking under the correct conditions<\/li>\n<li>Fixed &#8216;Two Can Tango&#8217; achievement not unlocking when playing characters other than Cadence<\/li>\n<li>Fixed &#8216;Two Can Tango&#8217; achievement unlocking in Single Zone mode<\/li>\n<li>Fixed Mode Master achievement sometimes failing to be awarded<\/li>\n<li>Fixed &#8216;Polyamorous&#8217; achievement not unlocking immediately<\/li>\n<li>Fixed some achievements not being unlockable when custom music is enabled<\/li>\n<li>Fixed some achievements not unlocking immediately upon meeting their condition<\/li>\n<\/ul>\n<h3 id=\"audio\">Audio<\/h3>\n<ul>\n<li>Fixed liquid splashing sounds being audible when entering a new floor<\/li>\n<li>Fixed Banshees muffling the music during instant replays<\/li>\n<li>Fixed some causes of erratic timing behavior when the active audio output device is disconnected<\/li>\n<\/ul>\n<h3 id=\"performance\">Performance<\/h3>\n<ul>\n<li>Fixed temporary performance drops shortly after starting the game<\/li>\n<li>Fixed occasional lag spikes due to garbage collection activating mid-level<\/li>\n<li>Fixed lag spikes when loading certain sprites for the first time<\/li>\n<li>Fixed lag spike shortly after entering a new level<\/li>\n<li>Fixed saves for long deathless runs taking a long time to load<\/li>\n<li>Fixed long deathless runs having increasingly high memory usage<\/li>\n<\/ul>\n<h3 id=\"level-editor\">Level editor<\/h3>\n<ul>\n<li>Fixed level editor preview cursor not displaying wires<\/li>\n<li>Fixed price tag editor preview using the wrong font<\/li>\n<li>Fixed Mimic contents not being visible in the level editor<\/li>\n<li>Fixed level editor being affected by Multi-Character Mode setting<\/li>\n<li>Fixed &#8216;Quick toggle play mode&#8217; setting in the level editor not working when not using a controller<\/li>\n<li>Fixed the head of Aria&#8217;s final boss not being upscaled when the body is enlarged via the level editor<\/li>\n<li>Fixed Tar Monsters and Moles being invisible in the editor<\/li>\n<li>Fixed Eli&#8217;s hand showing in the editor as just &#8220;Eli&#8221;<\/li>\n<\/ul>\n<h3 id=\"menus\">Menus<\/h3>\n<ul>\n<li>Fixed AMPLIFIED DLC not always automatically loading when starting the game<\/li>\n<li>Fixed seed entry menu not allowing keyboard shortcuts (Ctrl+A, Ctrl+Backspace, etc.)<\/li>\n<li>Fixed non-functioning &#8216;Create package&#8217; option in asset mod config menu<\/li>\n<li>Fixed &#8216;Change Soundtrack&#8217; menu not having any noticeable effect when Custom Music is enabled<\/li>\n<li>Fixed the game window not remembering its maximization state when exiting<\/li>\n<\/ul>\n<h3 id=\"aria\">Aria<\/h3>\n<ul>\n<li>Fixed trapdoor penalty boxes using the wrong wall tier when playing Aria<\/li>\n<li>Fixed Earthquake Scroll damaging Aria&#8217;s final boss<\/li>\n<li>Fixed King Conga and Death Metal generating incorrect enemies when playing Aria with AMPLIFIED content disabled<\/li>\n<li>Fixed Shrine of Phasing taking away Aria&#8217;s and Coda&#8217;s dagger<\/li>\n<li>Fixed Aria sometimes getting multiple shrines per zone<\/li>\n<li>Fixed Aria&#8217;s final boss not roaring when the arena is entered<\/li>\n<\/ul>\n<h3 id=\"cadence\">Cadence<\/h3>\n<ul>\n<li>Fixed Cadence&#8217;s final boss fight containing an additional, non-controllable helper character when generated in the editor<\/li>\n<li>Fixed Cadence&#8217;s penultimate boss not being affected by knockback during phase 2<\/li>\n<li>Fixed gold weapons making Cadence&#8217;s penultimate boss drop 1 gold when charging into his gong<\/li>\n<li>Fixed Dorian&#8217;s coin multiplier being lost when using items or spells on Cadence&#8217;s final boss fight<\/li>\n<\/ul>\n<h3 id=\"diamond\">Diamond<\/h3>\n<ul>\n<li>Fixed Diamond receiving a Holster from the Shrine of Uncertainty<\/li>\n<li>Fixed Diamond receiving a Bag of Holding when killing the Conjurer<\/li>\n<\/ul>\n<h3 id=\"dove\">Dove<\/h3>\n<ul>\n<li>Fixed Dove being able to blow up Hard Mode Sarcophagi<\/li>\n<li>Fixed Dove generating flashes of light when tickling enemies while standing on the Wire<\/li>\n<\/ul>\n<h3 id=\"monk\">Monk<\/h3>\n<ul>\n<li>Fixed bombs not clearing out boss minion gold on the correct tiles for Monk\/Coda<\/li>\n<li>Fixed Hard Mode Sarcophagi dropping gold for Monk\/Coda<\/li>\n<li>Fixed boss spawns after the 10th one dropping a coin on boss fight end for Monk\/Coda<\/li>\n<\/ul>\n<h3 id=\"nocturna\">Nocturna<\/h3>\n<ul>\n<li>Fixed Nocturna having a human head in bat form<\/li>\n<li>Fixed Nocturna&#8217;s inventory in Bat Form sometimes displaying an incorrect kill countdown<\/li>\n<li>Fixed Nocturna staying alive with 0 hearts when transforming with a fully cursed health bar<\/li>\n<li>Fixed Nocturna&#8217;s penultimate boss not dealing directional damage<\/li>\n<li>Fixed a rare softlock in Nocturna&#8217;s penultimate boss fight<\/li>\n<\/ul>\n<h3 id=\"shrines\">Shrines<\/h3>\n<ul>\n<li>Fixed Shrine of War not applying to enemies spawned by Sarcophagi or Skulls<\/li>\n<li>Fixed Shriner Travel Rune causing nearby shrines to become single-choice<\/li>\n<li>Fixed Shrine of Space&#8217;s other items not being deleted when you pick a shovel while holding Crystal Shovel<\/li>\n<li>Fixed Shrine of Glass not upgrading janitored items<\/li>\n<li>Fixed activated shrines in a Shriner continuing to drain money when bumped<\/li>\n<li>Fixed Shrine of Blood giving unusable blood weapons to weapon-locked characters<\/li>\n<\/ul>\n<h3 id=\"enemies\">Enemies<\/h3>\n<ul>\n<li>Fixed Evil Eyes stopping on the wrong tile when leaping through an Ice Spirit Familiar<\/li>\n<li>Fixed Evil Eyes not respecting changes to their beat delay in Randomizer Mode<\/li>\n<li>Fixed Evil Eyes&#8217; charge not being delayed by knockback<\/li>\n<li>Fixed shop wall mimics leaving floating torches behind<\/li>\n<li>Fixed Wind Gargoyles sometimes ceasing to push players away<\/li>\n<li>Fixed some enemies incorrectly delaying their movement after knockback in Randomizer Mode<\/li>\n<li>Fixed Electric Zombies not receiving knockback from non-shielded hits in Randomizer Mode<\/li>\n<li>Fixed taking damage when parrying into an Electric Orb<\/li>\n<li>Fixed Tar Monsters always dealing 3 damage in Randomizer Mode<\/li>\n<li>Fixed Armadillos being able to start charging immediately after being knocked back<\/li>\n<li>Fixed clamped Monkeys triggering familiars on move<\/li>\n<li>Fixed clamped Monkeys being affected by teleports<\/li>\n<li>Fixed large enemies losing some of their collision tiles when the map is resized<\/li>\n<li>Fixed enemies not being visible when stepping onto a previously revealed tile<\/li>\n<li>Fixed enemies moving when quick restarting a custom dungeon as Bard<\/li>\n<li>Fixed enemies not resetting their activation radius when the confusion status effect expires<\/li>\n<li>Fixed potential errors when a Training Sarcophagus spawns a spirit while Nazar Charm is equipped<\/li>\n<\/ul>\n<h3 id=\"minibosses\">Minibosses<\/h3>\n<ul>\n<li>Fixed Banshee not emitting a &#8220;Deafened!&#8221; flyaway when attacked by a player<\/li>\n<li>Fixed Banshee wail sometimes becoming permanent after the Banshee dies<\/li>\n<li>Fixed Minotaurs and Armadillos not being stunned for the correct amount of time in Randomizer Mode<\/li>\n<li>Fixed Nightmares having their AI randomized in Randomizer Mode<\/li>\n<li>Fixed Ogres getting stuck after taking knockback during their upswing<\/li>\n<li>Fixed the Red\/Blue Dragon&#8217;s breath cooldown not ticking down while the Dragon is frozen<\/li>\n<\/ul>\n<h3 id=\"bosses\">Bosses<\/h3>\n<ul>\n<li>Fixed Death Metal switching to a faster beat delay at an incorrect time<\/li>\n<li>Fixed Death Metal&#8217;s health thresholds being scaled incorrectly in Randomizer Mode<\/li>\n<li>Fixed omnidirectional bounce traps triggering on Death Metal when he teleports onto them<\/li>\n<li>Fixed Death Metal sometimes incorrectly taking double knockback<\/li>\n<li>Fixed Death Metal sometimes dropping a shield particle without losing his shield<\/li>\n<li>Fixed inputs after King Conga&#8217;s pause sometimes being incorrectly treated as missed beats<\/li>\n<li>Fixed King Conga not teleporting back to his throne when hit while frozen<\/li>\n<li>Fixed King Conga&#8217;s introduction text intersecting with walls on some non-English languages<\/li>\n<li>Fixed King Conga refusing to sit on a partially pickaxed throne<\/li>\n<\/ul>\n<h3 id=\"items\">Items<\/h3>\n<ul>\n<li>Fixed Ring of Shadows, Ring of Pain and Ring of Might being too common in the Conjurer and Transmogrifier<\/li>\n<li>Fixed Cutlass parries being orthogonalized even if the corresponding quirk is disabled<\/li>\n<li>Fixed lobby upgrades being scattered out of the player&#8217;s inventory under rare circumstances<\/li>\n<li>Fixed Boots of Lunging knocking back other players<\/li>\n<li>Fixed lobby items being destructible by bombs<\/li>\n<li>Fixed Dove Familiar not teleporting frozen enemies<\/li>\n<li>Fixed Shopkeeper Familiar triggering on teleports<\/li>\n<li>Fixed Backpack Quirk not preserving order when swapping to another bag item<\/li>\n<\/ul>\n<h3 id=\"npcs\">NPCs<\/h3>\n<ul>\n<li>Fixed Transaction Panels causing the No Return Tile to inflict damage<\/li>\n<li>Fixed price tags not being removed immediately when the Shopkeeper dies<\/li>\n<li>Fixed &#8216;Item Generation: Racing&#8217; mode sometimes still inducing seed variance between runs with alive or dead shopkeepers<\/li>\n<\/ul>\n<h3 id=\"lobby\">Lobby<\/h3>\n<ul>\n<li>Fixed Diamond Dealer generating items that are not usable by the selected character<\/li>\n<li>Fixed diamonds from single-zone boss completions sometimes getting lost when returning to the lobby<\/li>\n<li>Fixed weapon-locked characters being unable to unlock weapons in the lobby<\/li>\n<\/ul>\n<h3 id=\"co-op\">Co-op<\/h3>\n<ul>\n<li>Fixed cut-off movement tweens when bumping into another co-op player who moves after a short time<\/li>\n<li>Fixed &#8220;Beat skipped&#8221; message appearing in co-op mode<\/li>\n<li>Fixed asymmetric elements in reflected co-op HUD<\/li>\n<li>Fixed local co-op players sometimes dying to ranged attacks before getting a chance to act<\/li>\n<li>Fixed dead local co-op players causing ranged enemy attacks to be delayed<\/li>\n<li>Fixed auto-latency calibration differing between local co-op players<\/li>\n<\/ul>\n<h3 id=\"hazards\">Hazards<\/h3>\n<ul>\n<li>Fixed hot coals inflicting damage while falling down a trapdoor<\/li>\n<\/ul>\n<h3 id=\"modding\">Modding<\/h3>\n<ul>\n<li>Fixed Workshop mods not applying custom beatmaps by default<\/li>\n<li>Fixed Workshop Mods sometimes failing to load at startup, leading to frozen player sprites<\/li>\n<li>Fixed newline-separated beatmaps not always being parsed correctly<\/li>\n<li>Fixed item removals via necrodancer.xml mods not working correctly<\/li>\n<\/ul>\n<h3 id=\"visual-fixes\">Visual fixes<\/h3>\n<ul>\n<li>Fixed Monocle revealing wall gold on the main floor while in the secret shop<\/li>\n<li>Fixed particles from the main level being visible while in the secret room<\/li>\n<li>Fixed bombs displaying the player name in the kill message, instead of &#8220;Bomb&#8221;<\/li>\n<li>Fixed Zone 5&#8217;s disco floor pattern not lining up correctly with other zones when occurring in the same level<\/li>\n<li>Fixed tile brightness not updating correctly at high framerates<\/li>\n<li>Fixed disco floor flickering when Bard steps on or off an ice tile<\/li>\n<li>Fixed resolution scaling behavior on MacOS<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>RE-ANIMATE!!! That&#8217;s right everyone, the Crypt has been silent for 5 years, but now the NecroDancer is back from the [&hellip;]<\/p>\n","protected":false},"author":17,"featured_media":4921,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"categories":[4],"tags":[20],"class_list":["post-4920","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-necro-news","tag-necrodancer"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>NecroDancer: SYNCHRONY DLC Available Now! 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