![]() Added support for looping any song in the level editor.Added support for reducing the player’s starting health in the level editor.Added support for turning enemies into Lords in the level editor.Added support for placing Gold, Blood and Diamond price tags in the level editor.Added warning message about achievements/leaderboards when trying to edit custom rules for the first time.Added the ability to discard saved sessions while loading and return to the lobby instead.Added progress display when resuming saved sessions.Added Steam Cloud synchronization for ‘Save & Quit’ states, progression and settings.Added an option to delete all save data to the ‘Gameplay Options’ menu.Now onto the patch notes! New Features and Changes Change Rhythm: Regular –> Rhythm: No Beat Mode.Go to Custom Rules - > Gameplay Options –> Extra Modes.Until then, the Legacy Client (available as a Steam launch option) still allows you to play the game in supported languages! We’re going to re-add all previously supported languages in an upcoming patch. I can’t change the language from English in the new update! Help!īecause we switched to a text-based localization system in version 3.0.0, we’re currently in the process of migrating all existing translations to this new system. This update is currently just for PC, but we would like to bring it to other platforms eventually! Feature set TBD, because certain features like custom music and mods are hard to port. Go check SYNCHRONY trailer at youtube - Rift is there, at the end of video.Crypt of the NecroDancer v3.0.1 is now available! Before we get into the changelog, we wanted to take some of this space to address some of the most frequently asked questions so far. They planning something new again, or.? (Maybe a link would help, or something.) Originally posted by CarThief:I'm sorry, what? Never heard of this "Rift of the Necrodancer" before, and can't find it under News, either. ![]() (Doesn't mean the latter type of game is terrible though, long-running games like Disgaea 5 or most Roguelikes can nice to have going for a while.) I sadly can't say the same about CoH, which while fun, is a lesser roguelike. Necrodancer is one of the few (if perhaps only) games I replay solely for fun. I find there's two types of games out there, games one wants to replay, and games one plays until they are (sufficiently) completed. Hm, as for the RIft thing, so what, it's some kinda sequel.? Sounds like it's going to be lesser to Necrodancer on the Roguelike aspect if it's going for the RPG/Open-World approach, but then again, can classic Necrodancer even be recreated, let alone improved, as a roguelike experience.?Īh well, doubt it'll be terrible atleast, even if it runs out of steam. I'd take the CoH approach for non-roguelike stuff, and stick to classic Necrodancer for Roguelike action. It's lesser on the roguelike (and music variation) aspect, but still great replayability the first few times, and worth the money. If we're talking the Candence of Hyrule one, eh, it's fine. I'm sorry, what? Never heard of this "Rift of the Necrodancer" before, and can't find it under News, either. Also, please please please MAKE THE FONT BIG! We have to read quickly when we're playing with the beat, this is not a time for verbosity or squinting. I hope that Rift goes more in that direction (an overworld with occasional 'beat mode' encounters and mini dungeons) while staying away from the breakables and some of the more unwieldy mechanics of Crypt of the Necrodancer (like Whips). Between them, the overworld is like an expansive, more detailed lobby that will change into a Crypt floor when there are monsters on screen I liked that too. They also handle bows better (every bow works like a single-shot crossbow from Crypt), and the spells are more interesting (you'll start to cast and then you move the spell as a separate entity until you detonate it).Īdditionally, I like the mini dungeons, which are like 2-3 floors of a classic Crypt of the Necrodancer zone that you can drop into for rewards. The monster movements are more interesting, I'll give it that. It also requires a lot more buttons than Crypt because of its more complicated mechanics. The font was too small to read while keeping with the beat, so I had to basically ignore everything that was in text form (Lots of games that make sequels on high resolution screens have this problem).Įverything breaks, which is intended as a means of keeping the player on the reward chain by constantly forcing them to replace their boots/torches and so forth. ![]() It had a few big problems that kept me from enjoying it like I did Crypt of the Necrodancer, though it does add a lot of good too.
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