Change log

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Re: Change log

Postby Ryan Clark » Mon Mar 23, 2015 7:37 pm

- 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
User avatar
Ryan Clark
Founder, Brace Yourself Games
Posts: 2917
Joined: Wed Mar 20, 2013 8:13 pm
Location: Vancouver, Canada

Re: Change log

Postby Ryan Clark » Wed Apr 22, 2015 3:44 pm

- added 10% chance of secondary shops behind glass, blood, and food shops
- added character portraits to char select screen and char unlocked popup
- added bestiary portraits to pre-training popup
- fixed text shadow on popups
- disabled most achievements in co-op, seeded, and level editor mode
- fixed bug where pawnbroker coin flyaway was doubled
- fixed bug where urns' health wasn't showing
- made hurt voiceover not play when using blood magic
- fixed bug where frozen shopkeeper could teleport
- made shopkeeper damageable by spike traps
- made future daily challenge leaderboards not viewable
- fixed crash when trying to place zone 1 floor in a zone 2 generated level in level editor
- fixed bugs with starting items, bombs, and gold in level editor
- fixed bug where wall placement wasn't cycling properly in level editor
- fixed bug with zone 3 ice/fire tiles sometimes being toggled incorrectly in level editor
- made shops for all 'weaponless' characters only have 2 items
- fixed bug where you could get the gold achievement by watching bugged replays that start with lots of gold
- fixed bug where gold weapon damage bonus was coming on the wrong beat sometimes
- removed rifle and blunderbuss from Dorian's item pool
- made hardcore mode include zone 4
- Fixed memory leak that was causing crashes on Windows
- fixed bug where skeletong mages could sometimes ignore bounce traps
- fixed bug where both co-op players were affected by 1 player having blast helm
- made scroll of need unable to generate glass armor/glass jaw/glass shovel for certain characters
- fixed bug where bossmaster training would have the same RNG when you beat it and restart via the end stairs
- adjusted spell cooldown text on HUD
- fixed gold weapon inconsistencies
- fixed some king conga bugs
- fixed some issues with fear spell
- fixed transition in hardcore mode between zone 3 -> 4
- check steam leaderboards before allowing people to do daily challenge
- Removed Blood Shovel from Aria’s item pool
- Added zone 4 music and Dead Ringer music
- fixed issue that caused the post-game GUI to not appear after a successful replay
- changed leaderboards to _DEV
- added placeholder music and options to toggle between soundtracks
- added new sounds
- fixed dead ringer crash bug
- Made Boots of Lunging do only 4 damage per lunge
- Changed green armadillo to orange variant and added diagonal roll animation
- Added warlock, golem, and blademaster color variants
- Added shrink-tile images
- Fixed disco floor in zone 4 so that the lute drawings on the floor don’t move
- Added greater variety of zone 1 dirt tiles
- Added zone 4 diamond tiles and cracked dirt tiles
- Made ooze golems drop ooze tiles when hit, and added more of them to zone 4 level generation
- fade out music and graphics after each level
- added placeholder cutscenes
- added Necrodancer stage graphics
- made dragons able to be hurt by other dragons' fireballs
- took war drum out of Aria's item pool
- fixed some minor bugs
- Made ooze golems put shrink-tile underneath the attacking player, regardless of the player’s location
- Added rough versions of all of Jules’ tracks
- Added zone 4 shopkeeper tracks and mouth opening data
- Added Danny’s updated z4-3 track
- Added new shopkeeper’s ghost sfx
- added placeholder boss intros
- added placeholder victory credits videos
- Added new Monstrous Shopkeeper audio and made Monstrous Shopkeepers more common
- Changed the look of shop walls slightly, when a monstrous shopkeeper is inside
- Made the golden lute item cast light so it’s always visible during the NecroDancer boss battle
- Fixed shadowing issues with the NecroDancer battle’s stage, and made the stage mummies do different poses
- added placeholder mentor levels
- fixed bug where confusion particles sometimes weren't appearing
- fixed bug that made music too loud when pre-boss audio effect was disabled
- added zone 4 stuff to beastmaster, bossmaster, level editor
- Added new sfx for shopkeeper and monstrous shopkeeper attack/hit/death
- Added Ted’s touched up character portraits
- Started work on a system for rendering borders around our GUIs
- fixed bug where pendingSpawnItems weren't working in zone 1
- save pendingSpawnItems in profile to prevent replay desyncs
- allow ranged weapons to shoot through invisible chests
- fixed bug where boots of leaping would cause omni-bounce traps to bounce you further
- fixed bug where confuse trap could trigger late when moving quickly with bard/bolt
- fixed bug where enemies' move delay still counted down when player was phased
- fixed bugs related to mimics not unstealthing on the right beat
- fixed bug where hot coals could hit players too early in co-op if one player didn't move
- made dead ringer bells only able to summon 1 enemy at a time, and replaced red dragon with grey bat
- made "In the zone" achievements Cadence only
- cleaned up a lot of instances of temporary images like text flyaways not getting properly discarded
- added new Necrodancer music
- decreased time between Necrodancer's spells
- fixed bug that excluded some items from enchant, transmogrify, etc.
- tweaks to Necrodancer fights
- Finished GUI border system and added border to Pause Menu. Also fixed pause menu rendering so that it works at all zoom levels. Will add borders to other GUIs later.
- Added dashes to the sides of selected menu items, if text is centered
- Added new boss intro images, added white outlines to make it all more visible
- Made boss intros work at all resolutions and multipliers
- Added announcer audio to boss intros
- Bunch of tweaks to the NecroDancer battle and added his VO/taunts

- fixed issue with wraiths dying instantly in training mode
- replaced 'Quit to Main Menu' with 'Exit Game' in pause menu
- made earthquake affect Coral Riff
- fixed bug where entering daily challenge with different character would produce a different level 1
- fixed bug where Melody sometimes wouldn't double hit shove monsters when shoved
- fixed bug where ring of phasing wouldn't work with boots of lunging
- fixed bug where the end shriner fight trigger was getting triggered after player death
- made monocle show gold and bombs in crates and contents of shrines
- made only 1 urn spawn per run
- changed urn and vault item selection based on the current character's item pool
- made item pool reset when exhausted
- fixed bug where food shopkeeper's bombs could explode instantly
- Added borders and proper resizing to the rest of the game’s menus
- Fixed bestiary and char popups so text doesn’t overlap the image
- fixed issue where dead bard could still make enemies move in co-op
- don't spawn sarcophagi for Dove
- made Necrodancer vary his spells more, fixed bug where enemies got an extra move after song transition, made VOs cut each other
- made Monk start with blood shovel
- made black bats not spawn for Bolt
- made bombs hit blademasters
- changed blademaster to always get knocked away from player when hit with flail/cat
- made blademasters not spawn for Dorian
- made Dead Ringer gong only appear after bells are destroyed, and added 'INVINVIBLE' flyaway
- removed guaranteed gold weapon in blood shop for the Daily Challenge
- made shrine of war give protection charm instead of leather armor
- made lute dragon's neck tween when it moves its head
- made golden lute and boots of pain unable to be used when shrunk, trigger warlocks, not auto-trigger gargoyles, not auto-hit bells
- fixed issue where boss level pause was letting enemies move once before pausing
- fixed exploding gargoyles, they were exploding 1 beat too early
- made special shops only have 2 items for 'weaponless' characters
- made Necrodancer battle work properly in co-op
- fixed bug where Necrodancer music wasn't looping properly
- added missing placeholder bestiary images
- Updated Jules’ music in the game. It should now sync properly with the shopkeeper. Testers: Please test!
- Nerfed blademasters’ damage a bit
- Updated Melody’s NecroDancer battle. Lava phase now occurs when he’s on 1 health. He now also has a shield at the end. Testers: Please test + give us your feedback!

- Added sound effects and fixed a bunch of issues with Aria's Golden Lute battle. Aside from temp music, this battle is “done”. Testers, please test and let us know what you think! Access by hitting F1->L->V as Aria, or by beating zone 1
- Added vocalizations for Bolt, Coda, and Dove
- Removed pre-battle bounce trap in NecroDancer/Cadence battle and added wall. Made Cadence + Dorian start close together so player must use wall to separate them
- Fixed bug where Cadence’s NecroDancer battle was crashing
- Fixed Melody’s coral riff music temporarily while we wait for A_Rival’s tracks
- Added Jules’ lobby track
- Updated Melody’s NecroDancer battle. Lava phase now occurs when he’s on 1 health. He now also has a shield at the end. Testers: Please test + give us your feedback!
- Updated goblin and goblin sentry sfx
- Added “new character unlocked” announcer VO
- Made Dove say “oh no!” when nearby enemies die
- Removed trap doors from zone 4
- Rebalanced a bunch of sfx volumes
- Made arrow swipe generic so it works better for throws, rifle shots, etc
- Fixed z-ordering issues with bomb blasts
- made blademasters vulnerable to freeze, fireballs, spiketraps, etc
- made black bats respect ring of luck
- fixed roofpig traps in level editor
- changed zone unlocks to unlock by character
- made Dead Ringer and Necrodancer only appear for Cadence
- made Aria start in zone 4, end in zone 1 (still need to change enemies, bosses, etc)
- fixed issue with pixie and ghoul not appearing in beastmaster
- added zone 4 versions of boss battles
- fixed Lute Dragon hotkey
- fixed bug where earthquaking Coral Riff did weird stuff
- fixed bug where zone 4 trapdoor battles were spawning multiple enemies in the same spot
- Nerfed NecroDancer/Cadence battle a bit and added Ring of Might and optional weapon for Dorian (still need to fix the Melody/NecroDancer battle)
- Removed Ring of Phasing and Shrine of Phasing from Dove’s pool
- Made bombing an active Shrine of Phasing give Scroll of Fear instead of Dagger of Phasing
- Removed Boots of Lunging from shrines

- Completely altered the final phase of Melody’s NecroDancer battle. Tried to make it look a bit like Thriller :)
- Made Aria levels have a mix of enemies from all previous zones
- Added the story cutscenes!
- Added the 4 end credits variants (not final — some names are missing. If your name is missing, don’t worry! It will be added.)
- fixed bug where co-op achievement activates after Necrodancer fight
- Melody/ooze fixes
- dead ringer tweaks: made him go to final phase after ringing all the bells, made his charge redirectable by flail, made gong appearing more noticeable
- fixed bug where boss intro pause was waiting for both players to move in co-op
- fixed bug where leaderboards were showing 'WIN!' inconsistently
- fixed blademaster behaviour in co-op
- fixed issue where Camera was resetting incorrectly in certain cases while submitting scores
- fixed which boss you get sent to in zone 4 for certain combinations of characters in co-op
- tweaked Necrodancer AI
- added zone 4 boss variants and new bosses to bossmaster
- added zone 4 boss variants to level editor
- fixed bug where warlock teleportation could mess up thrown weapons or parts of attack swipes
- fixed bug where harpies weren't getting silhoutted in the dark
- made ring of peace affect Necrodancer, Lute Dragon summons
- made gargoyles show their items if player has monocle
- Put in the lute boss music
- Added eyes to silhouettes of z4 roofpig fireball traps
- Removed War Drum from Dove’s item pool
- Fixed bug where NecroDancer would keep saying “Give Me That Lute” even when dead
- Added Ted’s touched up bestiary images
- Added black backdrop behind GUI border
- Fixed strange harpy aggro behavior
- Made little mummies always aggroed to fix issue where they’d sometimes stay in the shadows and Mommy wouldn’t spawn more of them
- Made lute boss unfreezable
- Added dark outlines around confuse particles to make them more easily visible
- Made Lute boss retreat if you hit him while he’s stunned
- Made goblin bombers aggro a bit more predictably
- Made the game show the pre-boss cutscenes
- Fixed some GUI z-ordering issues
- Fixed issue where lute boss was moving too quickly after retreating
- In phase1 of Melody/Necro, made him NOT go adjacent to walls. It’s weird/confusing when he teleports because they close on him
- added new achievements
- made magic monkeys not kill Aria
- allow picking up golden lute and Dorian weapon in low%

- Put in the corrected + final credits videos
- To increase predictability, made Lute Boss cast its spells right when it’s hit, if it’s stunned. I think this boss is done now!
- made Aria boss battles fully reversed (zone 1 version in zone 4, etc)
- added Dorian platemail image
- made green slimes move when feared
- added XBOX and PS4 controller buttons for HUD
- fixed bug where all chars low% achievement wasn't activating
- fixed bug with end credits video sending you to test level
- fixed bug where 'submit score for this run?' appeared twice
- Changed the code for the speedrun achievement to be for sub15 minute speedruns, not sub8
- Minor performance/rendering optimizations (mostly for Mac/Linux)
- Added some boots to the antechamber of the Lute Boss fight, in case the player comes in with Winged Boots or Lead Boots and can’t use the bounce traps
- Fixed issue where NecroDancer would move after you hit him, in final phase of NecroDancer/Melody fight
- Made enemies that come out of sarcophagi immediately aggro, so you can’t cheese the Necro/Melody fight
- Made Necro/Melody fight only go to the final phase if you’ve got him down to 1 health
- Added teleport traps to the bottom of the final phase of the Necro/Melody fight so he can’t get stuck
- Made pixies a light source
- Updated main menu image and added another image for if you own the OST
- Removed harpies from Dove’s enemy pool
- Improved z-ordering for NecroDancer, Ogre, Harpies, and Goblin Bombers

- Finished final lobby room: The Codex. Added 4 levels that teach advanced techniques. May add more levels in the future.
- Made it so that bombing Dead Ringer’s bells doesn’t spawn a miniboss, but ringing them by hitting them does
- Made Shrine of Rhythm give you obsidian gear (similar to what glass shrine does), and only damage you 1/2 heart if you miss a beat
- Made Aria and Coda a bit easier by reducing total number of enemies and certain enemy types
- Made it so that Aria doesn’t have to destroy the sarcophagi after zone 4
- Made it so that you need to beat the game with Monk (not Aria) to unlock Bolt
- Removed guaranteed shriner from 1-1
- Put guaranteed blood shop back in 1-1 or 1-2 on All Zones Mode
- Made Dead Ringer glow yellow in final phase to make it more obvious that he’s now different
- Changed the way replays work
- fixed replay desync caused by goblin sentries
- fixed replay desync caused by loss of window focus
- fixed replay desync caused by variation in enemy aggro based on what part of the beat you moved on (was likely major cause of desyncs)
- fixed bug where watching replays from training mode could cause weird stuff to happen
- fixed desync caused by fadeout at end of levels
- disabled blood shovel in lobby
- made Eli unable to kick bombs while shrunk
- Made NecroDancer unfreezable
- Removed “Credits” from pause menu
- Adjusted character select screen so the flyaways from the top row of locked stairs are easier to read
- Fixed bug where missing miniboss images was causing some Bossmaster staircases to crash the game
- Fixed issue where player’s score (listed in red) was not always lining up properly on Leaderboards GUI
- Fixed issue where GUI checkboxes were slightly overlapping with the blue “current selection” hyphens
- Made the bells in Dead Ringer show via color if they are being sought or if they have already been rung
- Added different sound when bells break in Dead Ringer, vs when they are rung
- Added vocalization when Dead Ringer switches to his final phase
- Made Dead Ringer start close to one of the upper bells so he rings it guaranteed, so players get a sense for what he’s trying to do as he moves around
Cadence Necrodancer fixes:
- fixed crash caused by watching replay after dying in Necrodancer fight
- fixed bug where P2 would fall down a trapdoor in replays after dying
- fixed some more replay desyncs in Necrodancer fight
- fixed bug where Necrodancer could summon red dragons that won't fireball
- fixed bug where dancers on Necrodancer stage wouldn't activate if hit with blood shovel
Melody Necrodancer fixes:
- fixed issue where yellow sarcophagi could get stuck in the walls
- made walls in initial and end rooms close in
- made music not loop
- fixed bug where Melody could survive walls closing in with potion
- made Necrodancer go on top of walls when they close in fully
- fixed bug where skeletons could appear on top of player in final phase, blocking you in
- made heart transplant not take effect

- lock zone 1 staircase for Aria if it hasn't been unlocked yet
- give Coda free shop items
- fixed bug where things weren't getting reset after exiting a codex level
- fixed bug where Melody did 2 damage to confusion monkeys
- teleport confusion monkey along with player after killing warlock
- fixed bug where Aria would die after killing warlock on hot coals
- fixed blademaster offsets
- fixed story mode replays
- fixed co-op mode replays
- fixed replay desync caused by heart transplant
- made wraith spawns more replay-safe
- made shrines other than shrine of chance ignore pendingSpawnItems

- Put in final game music and adjusted all relative sound volumes
- Adjusted shopkeeper volumes
- lock zone 1 staircase for Aria if it hasn't been unlocked yet
- give Coda free shop items
- fixed bug where things weren't getting reset after exiting a codex level
- fixed bug where Melody did 2 damage to confusion monkeys
- teleport confusion monkey along with player after killing warlock
- fixed bug where Aria would die after killing warlock on hot coals
- fixed blademaster offsets
- fixed story mode replays
- fixed co-op mode replays
- fixed replay desync caused by heart transplant
- made wraith spawns more replay-safe
- made shrines other than shrine of chance ignore pendingSpawnItems
- Did some balancing of item costs + rarities
- Fixed bug where credits were being displayed after completing Cadence or Melody in Store Mode
- Made it so that elementals don’t knock back the player
- Fixed bug where “culled” enemies for reduced enemy characters (like Aria) were sometimes leaving hot coals or ice tiles
- Made tar monsters drop a tar tile when they die
- Made wallpig traps more visible even when silhouetted
- Adjusted Shrine of Chance cost
- More Aria difficulty tweaks

- fixed wraith interactions with monocle, glass torch, etc.
- fixed bug where fire traps would get stuck if you miss a beat
- made mummys drop no coins
- fixed bug where deathless mode wasn't ending in the lobby
- fixed bug where some triggers weren't activating in training version of Melody Necrodancer battle
- fixed bug where lava wasn't appearing right away in Melody Necrodancer battle
- fixed bug where player retained golden lute after Necrodancer training battle
- disabled bossmaster exits for character specific bosses when that character isn't active
- fixed hint text offset on shrine of chance
- Updated Monstrous Shopkeeper audio to match the final music
- Fixed some boss tracks that weren’t looping correctly
- Updated diamond images and made zone 4 have groups of 4 diamonds instead of 3
- Removed Blood Shovel and Ring of Charisma from Coda’s pool
- More song volume adjustments
- Rebalanced a bunch of diamond costs
- Made base bow + crossbow cheaper and not appear in boss chests
- Fixed issue with Jules’ lobby track starting strangely due to loop
- Added the final “_PROD” leaderboard suffix for non-dev/non-debug builds
- Made Boots of Pain, Blood Shovel, and Rifle unlockable in the lobby
- Fixed bug where GUI borders weren’t long enough on some zoom levels and at large resolutions
- Locked Daily Challenge until zone 1 has been completed
- Added pop-up to explain daily challenge
- Updated change log

- fixed bug where you could get the same boss in zones 1 and 4
- fixed issue with ghouls + monocle
- made leprechauns not drop coins for monk
- increased leprechaun health to 5 for Eli
- fixed bug where shriner creation could cause hang in non-hardcore mode
- Added Zone 4 achievement
- Made the game only output logs for DEBUG_BUILD=True

- made shrine of war work on boss sarcophagi
- fixed bug where chain wouldn't break on Melody Necrodancer battle
- cancel tween when teleporting from warlock
- let spiders move onto shop walls
- removed transmogrifier from non-hardcore mode
- adjusted width of secondary shops behind food shops
- made sure gold can't spawn in locked shops and added a couple more locked shop items
- fixed bug where Mommy's silhouette frames were never shown
- fixed issue where lute dragon could go on top of enemies
- fixed issue where you would die from missed beat from attacking the lute dragon
- fixed bug where lute dragon could get stuck in front of skeletons when retreating, causing weird head movement
- made crates and crate-like objects unable to be confused
- fixed bug where story mode flag was persisting after exiting
- fixed bug where quick restart in deathless mode was loading normal hardcore mode
- fixed bug where king conga's throne image was appearing briefly after being bombed
- disabled voiceover cutting
- made post-replay screen show post-death replay
- fixed score and runtime in post-replay screen
- made dying from goblin bomber show up as "GOBLIN BOMBER" instead of "BOMB" on post-death screen
- fixed bug where pixies and exploding mushrooms weren't destroying shrines or traps
- made pixies heal 1 heart when killed properly
- made blademasters able to be knocked back with flail or ring of war
- fixed bug where blademasters would lunge backwards
- fixed bug that was allowing shrines of sacrifice, chance in shriner
- changed Camera fading code to accomodate slower machines
- Change the locked descriptions for codex staircases
- Removed War Drum from Dove’s item pool
- Fixed issue with lobby beat data and loop point
- Delayed the movement of enemies spawned by sarcophagi, to make them more fair

- made ooze golems unaffected by shrine of war
- made shrine of rhythm not affect Dove's shovel
- fixed bug where music in zone 3 would get loud before fading at end of level
- fixed bug with metal doors not showing their open frame in zone 4
- fixed bug where the armor type flag was getting set incorrectly after breaking glass armor
- fixed bug where zone4 walls generated in level editor weren't breaking easily
- fixed bug where earthquake spell caused enemies to drop coins in boss levels
- changed Melody interactions with blademaster and ooze golem
- added popup when new end boss is unlocked in bossmaster
- Made pixies drop no gold so they don’t kill Monk + Coda
- Gave a coin cost to the Ring of Wonder and Crown of Greed, so that they have some value in the pawn shop
- Increased damage of roofpig fireball trap, for consistency
- fixed bug where Aria deathless mode scores were sorting in the wrong direction by zone
- changed flail to always hit blademaster in the direction of the swing
- disallow ooze in exit room in zone 4
- fixed bug where spiders could jump off of shop walls
- fixed bug where king conga would teleport if his throne was bombed after killing conga line
- made fire traps trigger before bounce traps
- changed rules for when fire traps are allowed to trigger, should prevent invisible ones from attacking, but allow silhouetted ones to attack
- made first conjurer purchase free for Monk/Dove/Coda
- fixed wraith/earthquake bug
- made non-player bombs do damage to enemies instead of confuse when playing as Dove
- made image preloading work properly
- Fixed bug where King Conga was no longer teleporting when bombed while on his throne
- Made character unlock message show up if you do a quick restart too, otherwise after unlocking Melody players may not realize what they are supposed to do next
- Adjusted some sound volumes
- Adjusted some item probabilities
- another wraith/earthquake fix
- fixed lute dragon silhouetting issues with sunglasses
- fixed issue with same type of shrine showing up in shriner and level if they were on the same level
- added option to disable post-death replays
- added post-death GUI to training mode
- fixed bug where restarting Necrodancer battle in training would cause beat bars to mess up
- fixed replay desync caused by Necrodancer music transition
- Updated version string to v1.00 and removed “_beta” (!!!)
- fixed crash caused by obsidian armor
- disallow heart transplant on Necrodancer1
- fixed ReloadAllSprites() function to work for mods
- fixed crash from attempting to throw an unthrowable weapon
- Actually made character unlock message show up if you do a quick restart too, otherwise after unlocking Melody players may not realize what they are supposed to do next
- Added A_Rival lobby track and updated Danny’s 1-3
- Disallow gargoyles in exit rooms
- Added updated bestiary art

- prevented StoreStats() function from getting called multiple times at end of level, hopefull fixes end of level hang issues
- took away "-PROD" and "-DEV" from daily challenge leaderboard name
- fixed bug where getting deafened and then letting the song run out would cause permanent low-pass filter
- pause Necrodancer2 music while boss intro is active
- fix deathless mode
- Fixed incorrect beat data for some songs that was causing issues at loop points of boss battles
- fixed bug where Necrodancer wasn't changing music if an alternate soundtrack was enabled
- fixed bug where Necrodancer2 would kill himself if you stood on the lava while the music ended
User avatar
Ryan Clark
Founder, Brace Yourself Games
Posts: 2917
Joined: Wed Mar 20, 2013 8:13 pm
Location: Vancouver, Canada

Re: Change log

Postby Ryan Clark » Wed Apr 29, 2015 9:12 pm

- fixed issue where audio fadeout wouldn't always fully fade out
- made achievements trigger immediately again, but delay sending other stats until level load
- make sure resolution is valid before setting resolution from main menu -> could fix fullscreen crashes?
- fix issue where replays could overwrite the number of beats on the last level with 0, causing the walls to close in immediately for Melody
- made quick restart as Aria from lobby default to zone 4
- fixed bug where shield spell could prevent damage from Necrodancer2 walls
- made shrine of war work on shove monsters
- made ogre always do swing instead of trying to attack normally
- added a random option to soundtrack GUI
- fixed bug with pickaxe and zone 4 walls
- try to prevent urn from spawning 2 of the same spell
- fixed bug that could cause lobby items to spawn in certain situations, like bombing shrine of chance
- made shop doors in zone 4 unable to be placed next to secret rooms
- fixed zone 3 audio bug when killing banshee in one hit
- check visibility again when deciding if an enemy is hittable, will prevent issues like minotaur opening door and being unhittable for a beat
- fixed issues with warlocks and ooze golems in level editor
- fixed issue with quick restarting deathless mode going to normal hardcore
- made cutscenes only skip if ESC or a direction is hit
- fixed bug that turned ret bats into blue ones in level editor and training mode
- fixed bug where Aria died if trying to submit score in all chars mode
- made boss minions drop single coin for Coda
- fixed hole in the walls in Necrodancer2
- fixed replay desync caused by harpies
- fixed crash when changing default character before going to char select area
- made exiting the level editor reset you to the default character
- added '?' in place of character for unlocked characters in soundtrack GUI
- don't preload bestiary images to reduce RAM usage
- added seizure warning to main menu
- fixed issue where custom music leaderboards could still be shown for Bard
- optimized particle systems -> not sure if it'll have any effect on stutters
- fixed missed beat issue with looping songs + bolt/coda
- fixed last beat timing for bolt/coda on looping songs
- Fixed missing beat at the end of the phase2 music for Cadence’s NecroDancer fight
- Made shop walls even more noticeably different when Monstrous Shopkeeper is inside
- Updated leaderboard selection screen so it makes more sense
- Fixed graphical issue where “King Conga” text was showing up faintly behind other boss battle intro names
- Made zone4 health2 walls more visually distinct
- Golden Lute can no longer be transmuted
- Reduced the amount of stone walls in zone 4
- Fixed bug where Earthquake could damage the NecroDancer
- Fixed bug where Need scroll wasn’t giving you a shovel even if you had no shovel
- Added F7 hotkey to toggle logging on and off (it is now off by default) and the logging value is stored for future runs
- Updated codex levels to prevent a few ways of circumventing the lessons
- Fixed issue where Cadence + Bard were showing up as question marks in the Change Soundtrack menu, after wiping all data
User avatar
Ryan Clark
Founder, Brace Yourself Games
Posts: 2917
Joined: Wed Mar 20, 2013 8:13 pm
Location: Vancouver, Canada

Re: Change log

Postby Ryan Clark » Wed May 06, 2015 8:57 pm

- Added one additional permanent heart container to the Dungeonmaster in the lobby
- Fixed issues with deathless win counter not incrementing and all characters flag staying set
- Made it so that old or broken mods will show an error message rather than crashing the game
- Added hint to the start of the Cadence/NecroDancer fight, as a lot of people get confused about how to open the door
- Made killing shopkeeper in codex not count for achievement
- Made multiplier not break when hitting walls after killing NecroDancer with Cadence
- Instead of question marks, added unlock hints for lobby NPCs the player hasn’t yet discovered
- Made Diamond Dealer a little easier to unlock by placing the glass key on 2-2
- Fixed bug where deleting your custom music folder would make custom music GUI not navigate properly on Mac + Linux.
- Added further anti-cheating measures for score runs and speedruns
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Re: Change log

Postby Ryan Clark » Mon May 25, 2015 8:34 pm

- Made Aria start with a potion, and made players not able to pick up a second potion if they already have one
- Add subtitle option for cutscenes
- The game is now localizable! You can make localization mods, but we’ll soon have official translations too
- Fixed some more replay desync issues
- Fixed some harpy and goblin bomber behaviors, especially while the player is phasing in a wall
- Fixed bug where coin multiplier would always be lost on Necrodancer music transition
- Made some changes that will hopefully solve problems for people who were experiencing gameplay stutters
- Added goblin sentries to zone 4 starting rooms if the player has no shovel
- fixed a couple instances where shrines were dropping unusable items for certain characters
- fixed bug where wraiths could appear right next to the player after picking up monocle/glass torch
- fixed issue where particle images would cause crash when loading a mod after having played
- fixed a couple instances where shrines were dropping unusable items for certain characters
- fixed issue where "you'll lose progress if you restart" popup wasn't working properly in deathless mode
- fixed bug where spells were disappearing at start of Necrodancer battle
- fixed bug where bomb switches were acting strangely after having bombed Necrodancer
- fixed bug where blunderbuss could become unloaded when entering boss rooms
- fixed bug where wraiths could appear right next to the player after picking up monocle/glass torch
- disallow traps from appearing in exit rooms
- allow Dorian to reload weapons in Necrodancer fight
- added ability to change cutscene videos with mods
- Slight tweak to description of transmute scroll
- Slight wording change on reassign keys screen, as some people weren’t realizing that they could switch to assign keys for player 2
- disable high scores when a mod is active that changes the music beat data
- fixed issue with hole in the wall in Melody Necrodancer battle
- Added more score cheat detection
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Re: Change log

Postby Ryan Clark » Thu May 28, 2015 3:05 pm

- Fixed bug where Coda was inheriting Aria’s potion
- Fixed issue where heart transplant would always cause missed beat
- Fixed bug with janitor not removing all versions of removed weapons
- Allowed kicked bombs to damage unseen enemies
- fixed issue where you could jump into other players or shopkeeper ghosts with boots of leaping
- fixed harpy, goblin bomber, and goblin sentry behaviour when player is phasing in walls
- fixed bug where all leaderboard entries were showing 'YES' for invalid replays
- fixed bug with flyaways appearing in the wrong place
- fixed bug where map and ring of shadows effects were persisting between deathless mode runs
- fixed bug where invalid items could spawn for characters right after unlocking them
- fixed issue where crown of teleportation would teleport players too far away in co-op mode
- fixed bug where Melody + Aria co-op would fight Necrodancer 2 at end of zone 4
- fixed bug where cutscenes could play after level editor levels
- fixed enter button behaviour on checkboxes
- fixed bug where quick restarting a codex level wiped diamonds
- made white skeletons unable to be lords
- made firetraps on sides of Golden Lute boss indestructible
- fixed level editor issues caused by localization
- made shrine of no return only affect player that activated it in co-op
- fixed localization crash on locked character flyaways
- Fixed bug where language localization folder wasn’t being found on Linux
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Re: Change log

Postby Ryan Clark » Fri May 29, 2015 4:12 pm

- Fixed crashed caused by bombs exploding off screen
- Slight tweaks to the example localization.xml file
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Re: Change log

Postby Ryan Clark » Thu Jun 11, 2015 3:20 pm

- Added "Collector's Edition" splash screen if you own the "Extras" DLC
- Make Golden Lute's head ignore knockback
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Re: Change log

Postby Ryan Clark » Sun Oct 04, 2015 7:56 am

  • Added new languages: Japanese, German, French, Spanish, and Italian!
  • Made the game use the new languages by default, if Steam’s interface is using that language
  • Fix crash bug caused by player moving while 'submitting scores' is visible
  • Fixed bug where sarcophagi in level editor were preventing exits from unlocking in normal mode
  • Fixed crash on text inputs with numpad keys
  • Prevent hang caused by monstrous shopkeeper in replays
  • Fixed bug where localization offsets were being applied repeatedly in some cases
  • Added small 'DONE' to localization XML file
  • Fixed bug where certain text wouldn't reload after changing languages
  • Added xOff and yOff properties to subtitle XML file
  • Added scale param to localization file
  • added scale param to subtitles XML file
  • fixed some enemy name localization issues
  • Fixed bug where the language text was not offsetting properly in the language GUI
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Re: Change log

Postby Ryan Clark » Sun May 01, 2016 7:53 am

  • Two new playable soundtracks, by Virt and Girlfriend Records
  • Added new languages: Brazilian Portuguese and Russian. Other languages coming soon
  • Flicker shield spell the beat before it wears off
  • Fix bug where default character changed item generation
  • Remove diamond counter from modes that don't have diamonds
  • Change Yeti animation to more clearly show movement cycle
  • Bolt picking up thrown spear doesn't lose low%
  • Fix bug where Necrodancer phase 2 music sometimes didn't start
  • Play shopkeep ghost sound even when music volume is low
  • Call the ring slot "ring" in the HUD
  • Fix shield effect being invisible after falling through a trap door with shield active
  • Heart transplant now works when used on the first beat of the song
  • Don't fade molehill of frozen mole
  • Fix frozen animations to show beetle unshelling, skeleton knight dehorsing, skeleton beheading, Death Metal deshielding
  • Show armor changes while frozen
  • Fix eye color of some skeletons
  • Add glow effects to white sarcophagus silhouette
  • Aria doesn't regain low% when entering zone 1
  • Fix bug where confusion would re-occur when heart transplant wears off
  • Finish rendering weapon swipes after player picks up another weapon
  • Show throw swipes for both players in co-op
  • Make lobby torches look consistent on the minimap
  • When player teleports into shop, play shopkeeper song at full volume
  • Make shopkeeper singing full volume when bombing into shop
  • Set zone 3 volume correctly when banshee dies
  • Add red knight swipe
  • Fixed early beat bar hit visual when boss song loops
  • Make white chest mimic available in level editor
  • Fix blue chest mimic becoming red chest mimic in level editor
  • Fix misaligned weapon glow sprites
  • Bolt practice, level editor kc1 has blue bats instead of red
  • Don't apply localization scale to non-localized text
  • Fix spacing of scaled localized text
  • Hide secret shop speech when NPC is aggroed or dead
  • Fix Dove unlocking Story Mode 1-1 exit stairs
  • Remove player minimap dot when player in secret shop
  • Fix minimap going offscreen with two spells
  • Make "always show enemy hearts" not reveal cauldron mimics
  • Added Jeweled Dagger to weaponmaster (edit: after picking it up during a run)
  • Fix mod menu selection order
  • Don't show unlock splashscreens during a replay
  • Make monstrous cracked shop wall dark too
  • Remove obsolete unlockable second action slot
  • Fix large seed parsing so that they are not rounded
  • Print large seeds as positive numbers instead of negative
  • Don't allow playing seed -1 (change it to seed 0) to avoid strange behavior
  • Faster item pool generation for mods
  • Mode stairs in char select area now prompt & take diamonds
  • Diamond prompt now doesn't cancel the second prompt (where applicable)
  • Fix "SONG ENDED!" in Japanese localization, which wasn't displaying
  • When game paused, pause sounds of shopkeep ghost, banshee
  • Detect audio cheating for Necrodancer 1 phase 2
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Ryan Clark
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