Hello! Today's 20XX patch improves netplay performance, adds ultrawide support, and fixes the Fox Only achievement.
Note: I'm going to be out of town from Friday, Aug 25 through Saturday, Sept 9th on a PAX-plus trip. I'll have limited access to internet for support, but it's not super likely that 20XX gets patched over that period, other than showstopper bugs I'm able to fix on the road.
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CHANGES:
Netplay performance improvements! We've tightened up how 20XX's netcode handles certain kinds of data - the result should be fewer drops of data you care about, and better overall performance (especially on lower end machines).
Ultrawide support! We compromised on this. Ultrawide should now work properly up to 21:9, but will be black-barred to 16:9 in Challenges. (Your UI'll still be drawn outside the game view.)
BUG FIXES:
Fixed a bug that'd prevent the Fox Only achivement from triggering.
(edit, Aug 24) Fixed a very specific case where a certain sequence could cause framerate drops in online co-op with one player dead.
KNOWN ISSUES:
20XX's online multiplayer doesn't play super well with alt-tabbing from fullscreen. We'll address this in a future patch, but the testing burden involved is a little too heavy for the time I have in the next few weeks.
20XX 1.00.3 Patch Notes - August 21, 2017
Hello! Today's 20XX patch makes a few tweaks to level 9, and continues to fix bugs found by our surge of players since launch.
GLHF!
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CHANGES:
Level 9 tweaks:
Our goal here is to preserve the challenge of completing each individual challenge-set in Level 9 while making it a little more accessible on Normal/Reverent. Particularly on Normal, the player will still have to complete the exact same caliber of challenges as before this patch, but they'll have a little more leeway in doing so. We'll see how folks feel after this change set. Whether or not you felt L9 needed some tweaking, let us know how you feel about this! We're being super careful not to overshoot here.
On Reverent Mode, level length reduced by 25%. Level length unchanged in all other play modes.
Added many more crate/machine opportunities to Level 9, so they'll come more than once in a blue moon. On Defiant and in Challenges, these crates/machines spawn much less frequently (50% less likely, which is still more crates than currently spawn by a good bit).
Platforming difficulty unchanged in all modes.
The level 9 boss' "Astral Orb" ability no longer deals contact damage (so players only need to avoid the beam it creates). Astral Orb move speed also reduced.
Glory Zones now have some bad luck protection involved - at most two levels should go by without one popping up. Statistically, this results in about one extra Glory Zone every two runs.
Alpha/Beta Arkors attack rate as Soul Foes reduced. Gamma Arkors attack rate as Soul Foes increased slightly (10%, up from 0%).
Taste the Rainbow no longer requires that the player also have Mixmatch Mastery. (Kind of a change, kind of a bugfix.)
Earthmetal Plating can no longer decrease your HP below 1 when picked up (so it won't kill you).
Seed Racer now starts level generation at difficulty 2 (like Challenges do).
When 20XX closes to desktop because of a failed tileset load (if you've had CTDs loading into lategame levels, this is probably you), it'll invoke the game's Save and Quit functionality before closing (if Save and Quit is available). This means you should be able to hit "continue" as long as you only hit a one-off crash (such as failing to load a level due to insufficient memory).
BUG FIXES:
Fixed a bug causing co-op clients to rarely have runaway platforms at the start of a level. This was usually reported on level 9, but could happen on Skytemple as well.
Fixed a bug causing Nut Zero to trigger with Bankrupt on if you completed a DHC that activated Bankrupt.
Fixed being able to get stuck in Phase Blocks after locking them with Shadespur.
Fixed a bug that'd occasionally cause The Volunteer to fail to convert a Scrap Recycler into a Very Safe Lab.
Fixed a certain boss HP bar re-appearing if you change the screen resolution.
Fixed an ancient bug (seriously, I think this one has been around for years) that could cause player 2 in local co-op to spawn into a run as Ace, even if the player was Nina before starting the run.
Decreased visual explosion density during one particular explosion-heavy section (for framerate concerns, especially on Less High). Danger level unchanged.
Fixed a bug that could prevent Arsenal from triggering on a given player's account. (Players with everything unlocked that don't have Arsenal should get it once they enter HQ.)
Corrected a few Datalore errors.
KNOWN ISSUES:
There are a few places text doesn't wrap correctly. We're rolling a new text renderer for our ports, and will fix these when they're done (so we can avoid doing the work twice).
There are a few issues relating to changing display type/resolution resulting in non-perfect results - we're working on this one, but haven't been able to fix it yet.
20XX 1.00.2 Patch Notes - August 18, 2017
Hello! Today's second post-1.0 mini-patch moves back an Aug (in the unlock order) that's likely to mess your business up if you take too many, slightly adjusts a few level pieces, adds a small QOL change for 4:3 resolution players, and fixes a bug that could cause co-op clients to fail to trigger game-complete achievements.
GLHF!
PS - if you look at our forums, you're aware that the current difficulty of Level 9 is a bit controversial. We're not in the kneejerk-reaction business, but we're keeping a close eye on it. If you want to give us some feedback in a super-easy to digest way, click here and tell us what you think!
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CHANGES:
Forcemetal Shell unlock cost increased to 16 Soul Chips. (Folks who've already unlocked it can ignore this.)
At its current position, new players that've unlocked up to Forcemetal Shell in its current spot are too likely to have runs spawning enough Shells to give players super negative speed. We're okay with veterans making that choice, but that feels pretty bad when you're just learning the game. At its new position, players will have either unlocked or be close to unlocking Contractor Plus, Hypersash, and Leafmetal - super negative speed will still be possible, but less likely.
Adjusted a few level segment configurations that were a little tougher than intended (and one that was very, very close to impossible under certain item conditions). For folks following the recent Level 9 discussions, one of the adjusted segments is a Level 9 piece.
Moved the camera boundaries in the final boss' room in 4:3 resolution so it's not cut off. 4:3 players - if you have other camera issues like this, tell me!
BUG FIXES:
Fixed a bug that could cause co-op clients to fail to trigger game-completion achievements (like Survivor). We may have more work to do here, but this should get us most of the way there.
20XX 1.00.1 Patch Notes - August 17, 2017
Hello! Today's day-after-launch patch fixes up a few bugs players have found during 20XX's first day in 1.0, as well as a fix to make lower-end systems gracefully exit cutscenes they don't have the system resources to actually load instead of crashing. It also makes a certain helper less likely to be garbage.
(Note for folks still having trouble with the Soundtrack - get in touch! We're trying to get this fixed ASAP.)
Also: we've reset the all-time leaderboards. The game's "all time" score and time pages no longer make any sense and are full of impossible scores from old Early Access versions of the 20XX. Good luck!
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CHANGES:
Level 9/10's fast-moving droplet background is now disabled on Less High. We're hoping to add a better, more granular vfx control set before long, but if you're just dying to turn that moving background off, this'll do the trick for now! (If you play on Less High and really like this background, tell us! We're going to build a better VFX control layer, but if this change makes a bunch of people have less fun we'll fix it ASAP.)
Un-hid a few Achivements that were stubbornly staying hidden.
Online game clears now set the same Glory Zone unlock flags as non-online game clears.
Kur can no longer follow up a cube-wave with a dash if the wave's safe spot is the bottom of the room. (Cheapshot removal)
There's now a three second grace period at the start of a certain lategame sequence.
(Sort of a fix) AL is now much more eager to bust up things that might be in your way.
BUG FIXES:
The Reveries achievement now triggers on lost runs.
Fixed the "Sorry to Jet" achievement.
Fixed a potential crash on super-low-end systems during cutscenes.
20XX Soundtrack - now available!
Hello! We hope you're enjoying 20XX's 1.0 patch (and if you're not, telling us why so we can help fix it).
We totally understand that some of you who bought the game today would have rather purchased the bundle and gotten the discount on the whole deal - if this is you, please drop me a line at chris AT batterystaplegames DOT com and we'll get you sorted out. We submitted the Soundtrack late, and it's our fault that it wasn't up at the same time as the game's 1.0 patch today. We'll pay for that, not you.
Thanks!
(EDIT: There was an issue preventing players from properly downloading the OST that has since been resolved. Please let us know if it's not working for you still!)
20XX 1.00.0 Patch Notes - August 16, 2017
Hello! Today, 20XX finally adds its Endgame content, including the perilous Station, two deadly new Bosses, a host of Steam Achievements, Trading Cards, and more! Patch 1.00.0 also marks the end of our time in Early Access. 20XX is a much, much better game thanks to the feedback we've gotten from our Early Access community - thanks for being part of this crazy ride with us. This is our final bi-weekly patch (for now) - 20XX will continue to update, but the exact schedule is yet to be determined. (Any bad bugs we find will still get squashed ASAP.)
Note: Today's patch will reset your 20XX save file. We're not touching leaderboard data or your .stat file at this time, but we'll probably have to do a mass cleanup of some of the older data some time soon. Have fun!
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BIG CHANGES:
The Endgame!
Added the Station, which comes after Level 8. The Station is comprised of two levels (9 and 10). Each of the two stages always has the same boss, but is otherwise randomly generated like the other levels.
Added two ferocious new bosses, Drs. Brighton Sharp and Arlan Flat, who'll stop at nothing from holding you back.
Added
six* new music tracks! Both levels 9 and 10 have unique level and boss themes, and we've added two more you'll hear when the time's right.
Added a new cutscene! All good things must end. (Or is it more than one cutscene?)
In Endless play, players can opt into the Endgame content at any time after Level 8, after which they'll finish the game as normal.
Achievements!
20XX has 50 Achievements, most of which are pretty difficult. Good luck!
Achievements cannot be earned on Reverent.
Since we're not wiping your stats file, some achievements may trigger faster than you'd expect.
Trading Cards!
Every Steam game does this, so we will, too. Come get your cards! They're tradeable!
Dally can now be pet if she's seen slinking around (or sleeping in) HQ.
SMALL CHANGES:
Updated charge-up visuals.
Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
The Game Over screen no longer shows Final Score in non-score runs.
Seed Racer no longer requires Destiny.
Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)
Sharply reduced the game's loading time.
Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
Air dashing tweaks:
Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.
Rush Job now locks Toxin instead of Final Destination.
Bracer of Battle is now slightly less common lategame.
Resurrection Capsules (co-op) now go away 5 seconds after resurrecting your partner if players don't move off of it.
Maceknights now have a maximum detection range of 12 units (down from too many), meaning they'll only swing if they can actually hit you. (Sorry, Nina!)
BUG FIXES:
Fixed a cutscene-related crash.
Fixed a crash that could occur when loading a saved run.
Fixed a bug causing Powers that can hit multiple enemies with the same individual projectile (Force Nova, Shadespur, Boomerang Blade) to occasionally hit enemies with complex hitboxes more than once per frame, resulting in higher-than-intended damage.
Fixed a bug causing Spirits to sometimes have ineffective attacks.
Fixed an issue where Vera could, under a certain control setup, fire down without boosting the player.
Fixed an error with displaying controller names.
Fixed an error preventing some players from setting P2's keybinds.
Fixed an error causing Windows to indicate more controllers are connected than actually are.
Corrected Rollster Beta's spawns not showing their HP correctly for the client.
Fixed a bug causing new clients to sometimes not be able to jump for a bit after joining a game.
Fixed a case where the game could sometimes ignore alt-f4, closing the window but keeping the process alive.
Thanks for playing!
20XX 0.99b (Pre-1.0 prep) Patch Notes - August 14, 2017
Hey, folks!
Just a small update here today - we won't be doing the usual note breakdown here. This patch contains a fix for a cutscene-related crash some users were experiencing, fixes up the slidy/frozen Gromes, and contains a handful of other minor fixes and tweaks.
(Update for our update - hotfixed an issue that'd cause spooky 9th levels to show up, then crash loading "level 10". The content you may have seen in "level 9" is not the real level 9!)
We're pushing it today hoping it's the last one we push before 1.0, but we'll keep an eye on our crash reporting system to make sure we're crash-free on launch day, and we'll post another fix before then if need be.
Patch 1.0 will land on Wednesday, August 16 as scheduled - it'll probably be well before our usual patch time of 6PM EST.
Thanks for your support! Only a few more days to go.
20XX 0.984b Patch Update - August 9, 2017
Hey, folks! With one week to go before our release into 1.0-ville, we wanted to get some of our last updates, tweaks, and changes in front of the public before the game goes live - basically, everything but the actual endgame content itself.
So, here goes! (For folks reading these every two weeks, most of these notes will be repeated in the official 1.0 notes.)
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BIG CHANGES:
Sharply reduced the game's loading time.
Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
Air dashing tweaks:
Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.
SMALL CHANGES:
Updated charge-up visuals.
Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
The Game Over screen no longer shows Final Score in non-score runs.
Seed Racer no longer requires Destiny.
Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)
BUG FIXES:
Aug icons in the Pause screen now get a little smaller once you have at least 49 different kinds (so they don't overlap the bottom menu buttons).
Fixed an issue where the Undeveloper might fail to undevelop some things in co-op.
Fixed the Weekly Challenge's quick restart mysteriously adding Skulls.
Fixed a bug causing controller device names not to show up when changing Input Device settings.
Dead players no longer trigger item tooltips.
Fixed activating the Start Game teleporters after you've already triggered the game's start.
Fixed some long-standing momentary jankiness in Ace's model when picking up a Core.
Fixed an issue where two players couldn't simultaneously enter a teleporter in co-op.
Fixed an issue where the Astrals wouldn't disappear on death for the client in online co-op.
Fixed Rollster Beta's online facing during his bounce attack.
Fixed issues with Interesting Times and Consuming Fury (and on-level items in general) in online co-op.
Fixed an issue in online co-op where a client might fail to pick up a post-boss reward.
Fixed client run timer ticking up while waiting for the host to send level data.
Fixed tutorial being playable in online multiplayer. (It was sort of playable, but super broken.)
Fixed Spectator camera taking awhile to catch up if the a player is still dead on level transition. (In general, the camera being really far from where it belongs will also now make it auto-jump to where it's going.)
20XX 0.984b Patch Notes - August 2, 2017
Hello! Today's 20XX update adds midgame cutscenes and a ton of tweaks and fixes as we get ready for 1.0.
Disclaimer, seriously this time, y'all: 20XX is in beta, but not for long! Next patch is 1.0, and we'll be resetting your save data. Be aware!
TL;DR for today's patch: Cutscenes! A million fixes and tweaks!
For next patch: 1.0! The Endgame! Achievements! Trading cards! Savegame resets!
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
Dashing now very slightly lowers the character's enemy/projectile hitboxes, so it's now possible to dash under some attacks.
Dally now shows up mid-level (usually). Her rewards are spicier, as well.
The Twins at level 8 now auto-enrage at 10% HP (down from 25%). Their enraged attack speed bonus has been reduced to 100% (from a whopping 300%).
In the interests of sorting out any remaining issues with loading into a level in co-op netplay, we've added a second logfile (netlog.txt) and some basic diagnostic info in the client's load screen. If you fail to load into a level, tell us what's on that screen and send us netlog.txt! (And try waiting for the retry timer.)
Shadespur nobly embiggened by 50%.
Updated lots of visuals - track platforms, wind platforms, HQ's play game teleporter, fireballs, Flameshield, magnetic ceiling effects, and more!
Cutscenes! 20XX now has four additional cutscenes, with a little more to come (ending!) by 1.0.
Today's mid-game scenes involve dying, so don't be surprised if you play all the way through and don't see any.
We have a little polish & smoothness work to do on the transitions here, which'll hit some time in the next week as part of a 1.0 prep minipatch. Let us know if you encounter any issues!
SMALL CHANGES:
Agnisort's late level generation is now a bit less harsh. (The generator is less likely to pick the most difficult variatons of Agnisort's level pieces when generating an Agnisort level between levels 6 and 8 of a run.)
Ace's Plasma Blender reworked to take his new Attack Queuing system into account.
Pressing "attack" now queues up to an additional two swings, not including the one caused by the button press.
Attack Delay (technically) increased from 50ms to 100ms. If you were using an autofire controller, this is a nerf. If you're human, this is probably a buff.
Rollster Beta's HP reduced by 10% if fought between levels 5 and 7, and by 20% if fought after that.
Reworked Entropy Lock's inner workings, and fixed a bug with it. Re-enabled it in Challenges. It now works immediately on pickup, instead of starting next level.
Halved all Flapp's non-charging vertical speed.
Gamma Shield Drones and their icicle retaliate have been recolored.
Added a maximum netplay extrapolation factor for heavy packet loss scenarios. (This means the game won't launch your partner into the abyss if one of you temporarily disconnects.)
Reworked the game's CPU lag buffer to suck less when your computer locks up for a moment for whatever reason.
In online play, the CPU lag buffer is now disabled (to prevent time desyncs between players).
The Weekly Challenge/Hardcore's "End Run" menu now has a Quick Restart button. This isn't available in online play, and will be disabled if you try to restart after the challenge has rolled over to the next weekly.
20XX's credits are now viewable from the Main Menu. People made this game! View their names.
I've stuck to this one for a long time, but have heard enough comments to sway me - vending machines now never explode on the first or second use. They're now also more likely to blow up on each use after the fifth.
Vile Visage's enemy spawncount changed. In general, he'll now spawn more enemies per wave.
Beta Arkor's double shot attack is now a little closer together (less spread out).
Added Datalore for foes.
BUG FIXES:
Fixed an issue with Ace's new Attack Queueing system that could cause him to look like he's not attacking to his partner. (This is only a cosmetic fix - the attacks themselves worked.)
Fixed a long-standing netplay bug where Ace's weapons would occasionally appear to fail to fully retract after an attack for his partner.
Fixed an issue that'd cause client-side pickups to spawn in slightly-wrong places.
Fixed an issue causing some enemies to still deal touch damage to client-side players. (Beta Lotus, looking at you.)
Fixed an issue where Rollster Beta would sometimes appear to ignore the client's Flameshield power while bouncing.
Fixed a Seed Racer translation text bug.
Fixed the double "Reset Controls" display bug in Change Controls.
Fixed a co-op bug (both online and local) where primaries/cores spit out of Slot Machines didn't have owner tags, allowing one player to troll the other one if desired.
Fixed a (rare) issue where bosses would sometimes get super confused when a player dies with Rebeginner during an attack pattern and give up on life.
20XX 1.0: Coming August 16, 2017!
Hello!
We're thrilled to announce that in (almost) four weeks, 20XX will leave Early Access and enter 1.0. We're also a little nervous about it. After almost three years in Early Access, it's gotten comfy.
The 71st bi-weekly Wednesday 20XX Patch (on August 16, 2017!) will be the final bi-weekly Early Access patch. We'll still update the game after reaching 1.0, but we're not sure what that schedule will look like just yet -- of course, we'll continue to do our best to fix the really bad stuff (crash bugs, gamebreakers) as fast we can!
The 1.0 patch will include 20XX's Endgame, the final set of challenges that cap off every run. The other side of that Level 8 teleporter will soon be live to the world, and the answers our heroes have been fighting for are finally right around the corner.
If you've been part of our Early Access community -- you're the best. Thanks for helping shape the game these past few years! 20XX is a much better game for having had you, especially if you've done us the kindness of giving us feedback, reporting bugs, and telling your friends.
If you're not part our Early Access community and have been waiting for your chance to snag 20XX in its "finished" state, hold on just a little longer! You've only got four short weeks to go.
We're almost there! Four more weeks. Two more patches. 20XX 1.0, coming August 16, 2017.