Author Topic: Crypt of the NecroDancer (now at Early Access Update #18) $  (Read 19647 times)

jere

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Re: Crypt of the NecroDancer (now at Early Access Update #14) $
« Reply #15 on: January 11, 2015, 01:12:33 AM »
The shopkeepers are easily the best part of the game.
Golden Krone Hotel -- available on Steam Early Access now

getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #15) $
« Reply #16 on: January 22, 2015, 01:09:29 PM »
Update 15

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Big news! You can now collect Steam Trading Cards by playing Crypt of the NecroDancer! Check the details for below for a list of what this update to v0.393 has in store:

- Steam Trading cards! Collect them to gain access to NecroDancer emoticons, backgrounds, and badge!
- Added new items: glass jaw, blast helm, sunglasses, coupon, holy water
- Added six passive ‘charms': Frost, Gluttony, Nazar, Protection, Risk, and Strength
- Changed jeweled dagger. It now does 5 damage and doesn’t give any extra gold on kills
- Active/live bombs can no longer be transmuted
- Added white mimic chests that run away from you
- Made Ring of Courage do +1 damage
- Made crossbows do phasing/piercing damage
- Made the Blood Drum only take away 1/2 heart per use
- Removed Boots of Speed from the game for now, sadly!
- changed profile system to give option to wipe if save_data.xml files doesn't exist
- fixed bug where mod music wouldn't load on Windows
- fixed issue where deleted custom songs were causing crashes again
- changed profile system to give option to wipe if save_data.xml files doesn't exist
- Fixed bug where enchant scroll could sometimes give you gold (and kill Monk)
- Made the Deep Blues King not try to castle after he has been hit
- Gave Eli a regular shovel, instead of Crystal one. He can already blow up walls with bombs!
- Using the Scroll of Need with zero coins now gives you a COUPON item instead of coins
- Removed Boots of Pain, Ring of Gold, and Blast Helm from Eli’s item pool
- Fixed bug where enemies were sometimes frozen on your next run after a victory
- Fixed bug where Cloud Save pop-up was sometimes improperly scaled
- Made it impossible to die of Cowardice in the lobby
- Made monstrous shopkeeper significantly rarer and let him actually leave the shop
Brian Emre Jeffears
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getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #16) $
« Reply #17 on: February 03, 2015, 12:47:52 PM »
Update 16

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A huge variety of new features in today's update! We hope you enjoy it!

- To summon a Leprechaun, make a pile of 50 gold or more, then wait
- You can now see the seed number for any hardcore run on the pause or death screens
- Arenas now allow you to see the items and select one BEFORE the battle starts.
- Added ability to manually tap out the beat to any custom music song
- Added Boots of Lunging, Ring of Becoming and Shrines of Phasing, Pace, No Return, and Chance
- Significantly improved the Sunglasses and Blast Helm
- Made gold weapons do massive damage on the beat after you’ve gained some gold
- Added bomb traps, metal doors that close behind you, and Weaponmaster NPC
- Made all secret shopkeepers attackable
- Made crossbows, blunderbuss, and rifle not shoot through walls or from inside walls
- Made reassigned multi-keys appear on HUD
- Added a bunch of new sound effects
- Fixed determinism issues arising from using shrines, killing shopkeeper, etc.
- Fixed bug where Gluttony Charm was not triggering HeartThrob achievement if player got to 10 heart containers
- Fixed bug where Glass Jaw was amplifying damage received from blood shop
- Took the Charm of Risk out of Aria’s item pool. It’s too powerful for her!
- Made Charm of Risk only give +2 damage, not +3
- Made the items that give you extra damage a bit more rare
- Made it so some shrines are more common than others, and some never show up in non-hardcore mode
- Made dagger throwable/pickupable for low% runs
- Made gluttony charm only work once
- Gave Aria, Coda, Bolt, and Eli the Nazar Charm by default
- Added text to the pause screen and postgame screen to show if a run is still Low%
- Made sunglasses only cause enemies to be silhouetted, not items + traps
- Made glass jaw double ALL other damage modifiers, not just the base weapon damage
- Removed blast helm’s low vision, made it +1 defense only, and made bombs detonate immediately
- Changed Deep Blues King’s teleport behavior if you throw something at him before he castles
- Made enemies in boss battles drop gold if the player has a gold weapon
- Made enemies in boss battles only drop ONE coin, if they are going to drop any
- Added a glow to the HUD when a gold or blood weapon is about to do 999 damage
Brian Emre Jeffears
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getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #16) $
« Reply #18 on: February 05, 2015, 02:06:33 PM »
...and some hotfixin'

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Updated to v0.396 with the following fixes:
- made doors disappear if they're orphaned (no wall tiles around them)
- fixed bug where vision wasn't getting updated after opening/closing metal doors
- fixed LT - RT HUD issue with controllers
- Fixed bug where Glass Jaw wasn’t doubling the weapon’s base damage
- Made bombing self while wearing blast helm not break boss flawless, nor trigger ring of shielding, charm of frost, glass armor, etc.
- Fixed bug where players could get a free Nazar Charm by doing a character swap trick in the lobby
- Fixed bug where enemies (including Leprechaun) spawning inside an arena or secret shop would be frozen in place
- Fixed bug where Nazar Charms were appearing in item pools of characters who already started with a Nazar Charm
- Fixed bug where Shrine of Phasing wasn’t properly taking away your weapon
- Hid the hardcore seed number from the pause screen. (It is still on the post-game win/death screen.) Otherwise people can start a run to get the seed, and then learn about that seed on another machine before completing the run on the first.
- Fixed bug where Dove could change her weapon via weaponmaster’s floor plates

Updated to v0.397 with the following fixes:
- added metal doors, bomb traps, new bounce traps, new shrines to level editor
- fixed issue where killing shopkeeper could affect randomness
- changed item generation to pre-generate ordered item pools at the start of a run and take from those
- a separate pool is used for dynamic item generation to minimize impact on determinism
- fixed glass key showing up when weaponmaster wasn't unlocked
- fixed issue where double doors could be orphaned
- Took Nazar charm out of Eli’s item pool
- Fixed bug where the exit for an Arena would sometimes not appear after the battle
- Fixed bug where Shopkeeper was behaving strangely when getting knocked back with flail or Ring of War
- Fixed bug where Glass Jaw was tripling base weapon damage, rather than just doubling it
- Fixed bug where zone 3 conga line was sometimes moving too close to the path to the throne
- Fixed bug where OPEN metal doors would not be destroyed, when orphaned
- Fixed bug where you could get coins by using a gold weapon in the training rooms and bring that gold into the next run
- Fixed bug where leprechaun could spawn inside another enemy or other obstruction
- Fixed bug where dragons weren’t taking damage from bombs created by bomb traps, nor by exploding mushrooms
- Fixed bug where bomb trap bombs and exploding mushrooms could do double damage to enemies
Brian Emre Jeffears
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Re: Crypt of the NecroDancer (now at Early Access Update #17) $
« Reply #19 on: February 22, 2015, 09:41:20 PM »
Update #17   8)

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- Added new boss battle: Coral Riff!
- Added two new characters: Melody and Dorian!
- Added three new NPCs: Shriner, Pawnbroker, and Conjurer
- Added three character options: Random, Deathless, and All Characters
- Made holster use LEFT+RIGHT slot, so you can now store weapons in holster for future throwing
- Added new voiceovers for Aria, Melody, and Dorian
- Added an option to enable VSYNC
- Game now automatically pauses when minimized
- Reduced Dagger of Phasing damage to 2
- Made Dagger of Frost do piercing damage
- fixed issue where killing shopkeeper would affect run RNG
- fixed issue where some characters would die when entering DDR mode
- fixed crash when player 2 steps on single player mode stairs in lobby
- fixed crash from using invisible 'prev page' option in level editor
- fixed issue where you could stall by pressing both a direction and the alternate binding for that direction
- Made the game default to Bard for debug builds, since he’s much easier/faster to test with
- made distinction between phasing and piercing weapons
- fixed issue with leprechauns moving while doing their disappear animation
- fixed crash bug in input class related to custom key bindings (could be the cause of some of the crashes on startup?)
- made giant armadillos able to destroy all destructible wall types
- made it so enemies killed by traps don't count towards spell cooldowns
- made barrels/crates not count for ring of courage, blood weapons, spell cooldowns, etc
- fixed bug where bomb traps were disappearing from level editor levels
- took holy water & boots of lunging out or Dove's item pool
- fixed bug where Aria wouldn't die from missed beat in training mode
- fixed bug where arena items could disappear if a shrine was used on the same level
- fixed bug where teh urn would not collide in certain situations after having been dropped down a trapdoor
- fixed bug where fear would persist across levels
- fixed bugs where minotaur would sometimes charge incorrectly
- added downloaded_mods folder to try to prevent re-publication of mods
- hide confusion particles if you die when confused
- fixed bug that sometimes allowed 2 chests (one normal, one mimic) in one level in hardcore
- made diamond dealer's items not refresh until one is bought
- added glass jaw to shrine of glass and scroll of need effects
- made Eli unable to kick bombs that are inside of walls (with ring of phasing)
- made it so thrown weapons and rifle shots can aggro shopkeepers
- made purple scroll drops deterministic
- made armadillos not charge until the beat after they've been visible
- made all mimics damageable by bombs even when stealthed
- added Hephaestus art
- fixed bug where urns can get stuck in walls in boss level
- fixed bug where janitor wouldn't remove an item from the pending spawn item pool
- fixed bug where frost and knockback weapons were also affecting holy water, boots of pain, etc.
- fixed a few erroneous item pool items
- fixed bug where things like golden lute could be generated by scroll of need, transmuting, etc.
- fixed bug where large enemies could open a metal door and then move again on the next beat
- made enemies that move through walls still seek if player is in walls
- fixed bugs with wraiths + earthquake/freeze spells
- fixed issue where wraiths could spawn too close to player after shrine of war
- made wraiths unable to spawn in secret shops
- fixed bugs with Dove getting hit while submitting scores, and not unlocking zones properly
- fixed bug where rook could castle without the king
- Tweaked some character select stair text
- fixed banshee audio bug
- fixed bug that could cause score message to persist and enemies to not move
- Fixed the monkey code so that Render+Update are always called at the same time on Mac+Lin
- Added new travel rune images for the added NPCs
- Added hammering sound for Hephaestus
- added code to pause the game when the window is minimized (should work with mac/linux too I think)
- moved frame capturing for post-death replay into C++, hopefully will reduce GC time
- Fixed crash bug with Ring of Charisma and non-sale shrines
- Made Dorian not leap in the lobby
- Fixed issue where Dorian and Eli were not animating to the beat properly
Brian Emre Jeffears
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getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #17) $
« Reply #20 on: February 24, 2015, 12:35:09 AM »
Quote
EDIT: Updated from v0.398 to v0.399 with these changes:
- fixed issue with freezes/stutters after dying or completing a run
- made shriner lock player in his room after summoning dragons
- fixed bug where shriner dragons were being counted as minibosses for unlocking exit stairs
- fixed bug where shriner dragons could get spawned outside the shop walls
- fixed crash bug when you start a throw, then swap weapons, then move
- made Melody able to gain health
- removed ring of courage from Melody's item pool
- fixed bug where deep blues wasn't castling anymore
- made glass shovel able to dig through 1 shop wall, then break
- fixed bug where flawless victory achievement was unlocking for any character
- fixed bug where teleporting into the boss room could keep music muffled
- fixed bug with trapdoor when landing on stairs on last beat of song
- Fixed bug where some seeds with potions on 1-1 would not have a shriner cracked wall on 1-1
- When dragons appear after bombing shriner, they now drop no gold
- Gave Melody 2 hearts by default and Cadence and Bolt 3
- Reduced chance of finding Golden Crossbow in blood shop
- Fixed bug where freeze spell could make Pawn Shop inescapable
- Made pawn shop not give you a dagger or basic shovel when pawning those slots. It was exploitable via transmogrify to get gold repeatedly
- Made it so Melody’s attacks don’t work while inside a wall with Ring of Phasing
- Fixed bug where freezing during the Coral Riff fight could cause a crash
- Made glass shrine not turn Dorian’s armor into glass
- Made Shrine of Phasing revert Melody + Dorian to their initial builds
- Made Shrine of Peace give Melody 2 heart containers
- Adjusted the locations of post-boss Flawless Victory chests, so they are easier for Dorian to work with
- Made it so that you can only use one Shrine from the Shriner, and you can bomb the shrine you’ve “purchased” afterward, if you wish
- Added Coral Riff to bossmaster
- fixed bug that was causing locked chests to generate gold in non-hardcore mode
- fixed bug where some custom music songs weren't generating a trapdoor when the song ends
- made freezing cancel knockback effects
- made spells visible while cooling down (took away pie)
Brian Emre Jeffears
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getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #18) $
« Reply #21 on: March 22, 2015, 11:47:27 PM »
Update #18  8)

Quote
Hi everyone!

As we get closer to the game's final launch we are tidying up a bunch of loose ends, hence this huge laundry list of improvements and fixes! Enjoy! 

- Added Blood Shovel item and Lucky Charm item
- The Daily Challenge now requires you to play Cadence, then Melody, then Aria, to win.
- Updated Coral Riff behavior to make him a little more difficult to quick kill
- Made Boots of Lunging do 999 damage on a lunge, and made the lunge not result in taking the killed enemy’s place
- Changed Crown of Teleportation to teleport player into the shop if possible
- Added 'ignore multipress combos’ option (this will help if you often accidentally drop bombs as Bard)
- Added pop-up File Selection dialog to make selecting Custom Music songs easier, on Windows
- Made healing via spell, food, or holy water give invincibility for that beat. (Food now has a use, for Aria!)
- Added code to reduce swarming in zone 3. Also, purple shovemonsters only have 2 health, and new gray ones have 3
- Renamed “Hardcore Mode” to “All Zones Mode” and moved the staircase in the lobby
- Made gold piles different at 50 gold so that you can tell visually when you have enough to summon a leprechaun
- added option to disable pre-boss audio effect
- added option to disable pause on loss of focus
- added option to wipe progress
- added option to disable the "spend diamonds!" reminders
- added option to swap P1/P2
- added option to set a default character
- added option to always show enemy hearts
- added option to always show item names
- added fullscreen toggle (works in Windows only)
- added option to specify resolution (works in Windows only)
- added option for setting a mod by default
- fixed bug where shrine effects persisted in the character select room in all chars mode
- added Coral Riff to level editor
- added rotating bounce traps to editor
- added new shops to editor
- disallowed placing stairs at (0, 0) in level editor
- fixed weird crate/barrel duplication bug in level editor
- fixed inconsistency with deleting/moving at tile (0, 0) in level editor
- allow custom music with level editor levels
- increased green bat probability
- made boots of leaping ignore water
- fixed bug where phasing/piercing damage wasn't hitting armored beetles
- made piercing not affect moles
- fixed bug where piercing weapons were acting like phasing when thrown/fired
- made holy water not hit NPCs
- made boots of pain and golden lute not work from within walls (with ring of phasing)
- fixed issues with not being able to hit enemies that just spawned from crate
- allow weaponless characters (and Melody) to shove barrels/crates
- changed error handling in Windows to log exceptions to log file
- removed 'quit to lobby' option when in lobby
- made deathless mode just start hardcore immediately
- prompt when quick restarting deathless mode with at least 1 win
- changed speedrun timer to counter in deathless mode
- made shovemonsters not kill groove chain when squishing player
- made spell cooldowns work with Dove
- fixed bug where Dove died in the lobby from weaponmaster tiles
- removed arena for Dove, food shop for Aria, Pawn Shop for Monk, and others
- shrine/transmog items are now removed from the item pool
- fix 'song ended' text
- disallow shrines that are useless for certain characters
- changed shrine bomb items to not give items that would be useless for that character
- made duplicate shrines not show up
- no shrine of peace in shriner shop
- made using shriner ensure that no other zone 1 shrine will spawn
- no guaranteed shriner in 1-1 for daily challenge
- added hint text for shrines
- shrine of darkness gives 1 bomb instead of 3
- made shrine of risk only affect 1 player
- made shriner accept coupons, monk
- shrine of war now upgrades mushrooms, bosses
- shrines no longer make pickups in front of them disappear
- fixed issue with ring of courage not protecting from death metal fireball
- made ring of courage give invincibility even if dash can't be performed
- made ring of courage dash ignore water/tar
- made player ignore water/tar when giant
- fixed issue where war drum, boots of leaping, and blood magic could mess up ice slides
- fixed issue where holstered gold weapons weren't creating coins in boss battles
- don't let shove monsters shove when shield is active
- made sounds not start playing if it is already playing (can turn off with delayBetweenRepeat=0 in xml)
- made VO sounds cut each other
- added visual indicator to audio calibration
- fixed issue where weapons would sometimes hit crates/barrels instead of an enemy
- made Monk/Dove able to steal shop items
- made ring of shadows let you steal arena items
- made enemies de-aggro when confusion ends (very helpful for Dove!)
- Took War Drum out of Melody’s item pool
- Fixed crash bug caused by trying to play an old replay file
- added autodetection for XBOX/XBONE/PS3/PS4 controllers on Windows and made HUD text match controller detected
- added ability to use R stick on controllers
- fixed bug where you couldn't assign any keys to RIGHT
- fixed crash caused by trying to watch old version replays in leaderboards menu
- removed custom music leaderboard for bard
- fixed holster/backpack duplication bug
- took away knockback from ring of peace
- fixed level editor bug where generating/playing boss levels with Dove would cause weird behaviour
- Fixed the bug that was causing diagonal-moving enemies to behave more intelligently than desired
- Made the game play VO sfx for Shield, Need, and Enchant spells
- Fixed bug where Coral Riff’s head and tentacles could teleport while frozen
- Removed Blast Helm’s additional armor and made it give you +3 bombs when you pick it up for the first time
- Made coin multiplier text not be red at 3x if the Shrine of Rhythm is active
- Fixed various text/hint issues
- Altered the costs of some rings
- Increased probability of finding a torch
- Make transmute spell rarer, costlier, and increased number of kills required for refresh and the health required for blood magic
- Made Crossbow, Rifle, and Blunderbuss more rare
- added option to enable/disable custom music
- fixed exploit where you could play most of a run with custom music, then switch at the end to submit to normal leaderboard
- Altered the timings of all animations to make them “snap” more on the beat
- Made Blood Drum permit player to dig any wall on the next beat after use
- fixed sideways door bug
- fixed issue with filenames containing ';' causing issues for custom music
- fixed issue where mushroom lights could spawn in shops behind metal doors
- fixed issue where fake walls could spawn in miniboss room after trapdoor
Brian Emre Jeffears
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getter77

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Re: Crypt of the NecroDancer (now at Early Access Update #18) $
« Reply #22 on: March 24, 2015, 12:02:07 PM »
Quote
EDIT! Updated to v0.402 with the following changes:
- fixed bug where secret rooms could fail to be created and crates, etc. could show up in walls
- fixed bug where L-shaped rooms could cause enemies/traps/shrines to spawn incorrectly in secret rooms
- fixed bug that caused you to respawn as Cadence after daily challenge
- made it so the game respects command line params over profile for fullscreen/resolution
- fixed bug where window would resize when using custom music filebrowser
- fixed boss generation in level editor (Coral riff was producing Deep blues when played)
- added grey shove monster to beastmaster, level editor
- fixed monkeys/tar monsters on always show hearts mode
- fixed bug where popup was preventing you from continuing deathless runs
- fixed bug with coin score leaderboards not showing properly
- made daily challenge leaderboards show zone like all chars mode
- Fixed bug where tempo traps on Conga’s level were behaving strangely
- Fixed issue with overlapping cost text and hint text, at the Shriner
- Made it so that Dove can’t get Boots of Lunging from bombing Shrine of Pace
- Fixed bug where Coral Riff’s head wasn’t dropping gold in Monk mode
- Fixed bug where all boss battle enemies were dropping coins after the boss was defeated, regardless of mode or golden weapon
- made transmogrification fail if there are no items left in the item pool for that slot
- fixed bug that caused spike traps to bypass invincibility frames depending on when in the beat you moved
- Fixed bug where enemies summoned by bosses WOULD drop gold, if you killed them before the next summon
- Reduced length of invincibility flicker to make it match up better with actual invincibility duration
- Fixed bug where Dagger of Phasing wasn’t always damaging Coral Riff’s head
- Fixed some text alignment/overlap issues with item names and hints
- fixed bug that caused DDR mode to respawn starting items each level
- fixed bug that made "ZONE 2 UNLOCKED!" always show up
- Fixed bug where setting Default Character to Dorian and then changing to another character would result in that character retaining the 1.5 armor bonus


EDIT! Updated to v0.403 with the following changes:
- reverted daily challenge back to Cadence only and added a separate “Story Mode” for Cadence/Melody/Aria
- added prompt letting you submit individual run scores during all chars or story mode
- Made Blood Shovel do a large dig (like with Gigantism) any time it causes the player to take damage
- fixed bug where mouse cursor wasn't becoming visible when toggling out of fullscreen
- Fixed bug where rifles and some other weapons wouldn’t break open crates + barrels that are within their multi-hit attack range (left it as-is for single-hit weapons like whip, cat, etc)
- Made Shrine of No Return only hurt you ONCE, when you backtrack.
- fixed bug where confirmation popup would still appear if you quick restarted after dying in deathless mode
- made NPC hearts not appear in lobby
- made it not play the "Ahh" voiceover after heal spell
- fixed bug where blood shovel was stopping flawless victories
- Fixed bug where red coloration of coin multiplier text was not taking lobby upgrades into account
- Made the “always show enemy hearts” feature not work if any player is wearing the sunglasses
« Last Edit: March 25, 2015, 12:07:17 PM by getter77 »
Brian Emre Jeffears
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In Training