Hello! Today's 20XX update introduces Permanent Upgrades (in Normal and Reverent), Netplay Reconnect, Teleport-to-Ally in co-op, and includes a major overhaul of our netplay data transmission architecture, which should cut down on netplay failures. It also adds some major QOL items for Ace's combo system!
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Permanent Upgrades! Netplay Reconnect! Teleport-to-Ally! Ace QOL changes! Lots of new icons!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
Permanent Upgrades!
There's a new Soul Shop in between the current two - it sells a set of upgrades that applies at the start of every Normal/Reverent difficulty run.
Permanent Upgrades can be toggled on or off as you see fit via the nearby Permalever.
In online co-op, the host controls the applied Permanent Upgrades (just like it controls most things about game setup).
Some of the upgrades enable Dally, a chill helper who'll deliver upgrades during your runs. Dally's functionality is pretty simple for now, and will be updated next patch. (We ran out of time.)
Implemented Netplay Reconnect!
Reconnect lets you rejoin your friend's game in case you're disconnected before you're done playing.
Reconnect allows the player who exited early to join their host's game through the Steam overlay, or allows the host to use the Overlay to re-invite the player. It should load the player into their last known location with all their stuff.
Reconnect uses Steam IDs to identify who the disconnected player is, so other players won't be able to "reconnect" to someone else's game. Reconnect is designed to work as long as one player stays in the game, even if the other player voluntarily quits, crashes, or has to restart their computer. (It should even work if the reconnecting player switches computers!) If the host is the leaver/crashing player, host should automatically pass to the old client, who then becomes host.
Reconnect is in a pretty early state, namely because properly testing it is super time consuming, and a mostly-finished Reconnect is a lot better for our players than no Reconnect at all. We're going to continue to build on it as we polish for release - so please report any bugs you find with it!
Added teleport-to-ally to Reverent and Normal.
Teleport-to-ally requires the teleporting player to be grounded, and the ally to be alive. On Normal, it costs 1 NRG if the player has it or 1 health if the player's out of energy, but won't take a player's last HP. (Teleport-to-ally costs nothing on Reverent.)
To use Teleport-to-Ally, hold down Activate Thing for two seconds or longer while on the ground.
Teleport-to-ally doesn't work on any mode other than Reverent and Normal (so it doesn't work on Defiant, any Challenge Mode, or Rush Job/Seed Racer).
Perforator now pings his movement track before moving. (There's also a little more sound and a rumble effect.)
Several item icons (18) introduced a few months ago now have unique icons. The "full set" icons have also been updated.
Reworked Ace's attack-wall-detection logic to be more forgiving.
Reworked Ace's combo input system. In addition to the 75ms input buffer at the end of a combo, the game now stores inputs up to the full combo length at any time in the combo. (So if you tap "Attack" three times with Ace's basic Saber, it'll perform the full combo even if you press super fast.)
We've rebuilt parts of 20XX's online multiplayer code - the result should be fewer janky desync issues.
This work should result in improvements for most online players, but will definitely have its own bugs we need to fix. We'll get right on whatever comes up -- please let us know!
SMALL CHANGES:
All of 20XX's translations have been updated, and many previously-untranslated text entries are now properly translated.
Lotus Spawns during non-Boss-fights are now less aggressive.
The Signal Wheel is now available during local co-op. In all modes, the Signal Wheel now requires the player to be on the ground to activate.
Increased Lotus turn rate. (After the bugfix for their super-fast turn rate last patch, they became too slow to be threatening.)
The "really continue?" Soul Chip warning no longer triggers if the only thing the player can afford is an Undevelopment.
Your current run's Soul Chips now show up on the Pause screen.
BUG FIXES:
Fixed a netplay bug where the player UI wouldn't immediately update on lobby join.
Fixed a netplay bug where a player occasionally can't jump for awhile after joining a game.
KNOWN ISSUES: <*>Netplay reconnect may cause the reconnecting client to incorrectly see the host's max HP. This issue should not affect gameplay.
<*>Trap Zones occasionally fail to give netplay clients their original Powers back afterwards. May be related to reconnect. (If you trade your "fake" power for the Boss Power, you'll get your originals back as a temporary workaround.)
20XX 0.982b Patch Notes - July 5, 2017
Hello! If you had a holiday yesterday, here's hoping it was well-lived.
Today's 20XX patch adds (finally!) one new Skull, updates singleplayer control input and a few visuals, and fixes a bunch of netplay (and non-netplay) bugs!
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: New Skull! Better input! Fixes!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
New Skull: Final Destination!
Final Destination turns off all Augs except for post-level Boss Powers. Nuts don't drop, Shops and Labs don't show up, and sidepath Chests/Glory Zone Chests turn into Silver Chests. Your choice of a Heart Container or Potato Battery is also available with the Boss Power (and is the only way to increase Max HP or Energy in a Final Destination run).
Final Destination doesn't stack with Purist or Bankrupt, and is not part of the Hardcore Skull pool.
Updated our previous "single player now uses all control inputs at once" change. Now, 20XX will dynamically choose which controller to use based on which one changed state last, and only use that one. (This means that having input devices plugged in that are effectively holding down left/right won't do anything unless you actively use them. It should also mean that devices that are being doubly detected (say, as both a keyboard emulator and a controller) should pick one and stick with it.)
Increased the game's enemy declustering radius - larger enemies are much less likely to spawn super close to one another. We'll keep an eye on this one in case we overdid it.
SMALL CHANGES:
Updated visuals for "oops, I fell in lava!"-style effects.
Holding down right/left after a double-tap dash (with double-tap dash enabled) will no longer act as "holding down dash" (so you can still dash with the normal dash button without releasing left/right first).
In online co-op, "damage taken" should now sync much better.
Eliminated giant fireball geysers.
Normal geyser fireballs are now smaller, to more closely match their real hitbox.
BUG FIXES:
The Reverent life counter no longer displays when loading from a Reverent game into the menu/HQ.
Fixed an error causing your online partner's weapon-swaps to not show up properly for you.
Added a fail-over for the client Power pickup issue that should prevent it from happening.
Fixed a local co-op sound bug causing the "charge done!" sound to play incorrectly.
Fixed a bug causing Oxjack's Blitz (air dash) to travel too quickly when dashing vertically.
Fixed a bug causing some weirdness with Frostor's camera behavior in some sidepath areas.
20XX 0.981b Update - June 23, 2017
Hello, friends!
This is an update to Wednesday's 0.981b release, adding support for Spanish, Portuguese (Brazilian), French, German, Russian, Chinese (simplified), Japanese, and Korean to 20XX.
If you don't have an existing .opt file, 20XX will try to detect the right language based on your Steam Client, the Language you set for 20XX, and your operating system. Else, you'll have to change it manually!
Thanks, and enjoy! Let us know if anything seems off with the translations (ideally in the form of a mantis bug post.
20XX 0.981b Patch Notes - June 21, 2017
Hello! Today's 20XX patch overhauls Casual into Reverent, comes very close to adding several new languages to 20XX (see below if you want to help us out!), and more!
This patch comes very close to adding support for several new languages to 20XX - in preparation for the new Language option to the Settings menu, we've reset your options file. Your keybinds should be fine, but player-specific control options (quick drop, etc) are reset.
NB: This patch is hitting a little early because I'm out of town, and won't have access to a computer at the normal update time. I'll be around to engage with folks later tonight/hotfix as needed.
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Reverent mode! Almost languages! Save nuke option!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
Very shortly - hopefully as a hotfix to this patch - 20XX will be introducing support for new languages. We've been working really hard on it, but need a little help testing the languages for folks whose primary language (and ideally operating system/keyboard layout) is Spanish (Latin American), Portuguese (Brazilian), French, German, Russian, Japanese, Korean, or Chinese (Simplified). If this is you and you want to lend us a hand, click here and get into the language beta!
Casual Mode's being replaced with a different "lighter" mode: Introducing Reverent Mode!
Before we get into the details, let's talk about our rationale a bit.
When we first implemented Casual, our goal was to provide an easier way to get into 20XX so that newer players could find their footing if Normal wasn't their thing.
Casual did kind of a bad job of this. Casual isn't that much easier than Normal at first (since a new player's limited unlocks don't let them start with very much), and starting on Casual also forces new players to make a choice about something they know very little about (choose 3??). The name "Casual" is also a little rude to some players - we can do better.
We understand there's a market for the current Casual Mode - some folks like the scaling that comes along with being able to choose your powerful new unlocks, and some folks just like being able to experiment. Our goal is for the Power Progression update (which we're still working on - see the big FEEDBACK PLS thread from previous patch notes) to scratch this itch.
With Reverent, we're adding a mode that better serves the goal Casual was meant to fulfill - a lighter, more accessible 20XX mode that new players can jump into to learn the game. (Or play indefinitely. You do you.)
Reverent pays homage to 20XX's ancestors, granting players three lives to complete their quest (instead of choosing 3 Augs to start with).
A life is consumed any time you'd've otherwise gotten a Game Over (so in co-op, a "life" is only gobbled up when you both die).
If you die before the boss hallway, you'll respawn at level start.
If you die after the boss hallway, you'll respawn in the boss hallway, right before the boss.
When you die, shop items and chests don't reset. All items collected are still collected, and all nuts spent are still spent.
All enemies and machines respawn.
Glory Zones stay locked if you succeeded at them before dying, but will give the player another shot if they fail, then die.
Respawns spawn all players at full Health and Energy.
No achievements can be unlocked on Reverent (once they're available in the live build).
Other forms of progression (Soul unlocks, to-be-implemented power progression, one-run Augs, Undeveloper) all function normally on Reverent.
We totally understand that this might be super controversial - we're keeping a close eye on it. Reverent's definitely easier than the previous Casual!
SMALL CHANGES:
There's now a "delete save data" option from the Main Menu. It won't show up while in the lobby/in a game. It'll reset the game as though you'd just installed it, but it won't reset your controls.
Modified player speed scaling slightly. This change does nothing at all before +9 speed - all speeds after +8 are now slightly faster.
Jump now scales the same way. Jump will be slightly less effective past +8, and much less effective past +16.
When equipped with the full Dracopent set, charge particles now skip the first color (to reflect the fact that all attacks are at least normally charged).
BUG FIXES:
Fixed a bug causing Lotuses to rotate far faster than intended.
Fixed a bad Frostor icicle thrower.
Fixed an Agnisort bug causing the game to sometimes count platforms with blue flames as "safe" after falling in lava.
KNOWN ISSUE:
The Reverent lives counter still displays when navigating menus after a Reverent run. It'll likely be hotfixed tonight or tomorrow morning.
Thanks for reading!
20XX 0.980b Patch Notes - June 7th, 2017
Hello! Today's 20XX patch introduces the Undeveloper, who'll help players that've completed 20XX's unlocks fine-tune their item pools a bit. It also overhauls the tutorial, uncheapens some enemies, and fixes a bunch of bugs.
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: The Undeveloper! New Tutorial!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
Introducing: the Undeveloper!
As per last week's big thread, we're rolling out one of the discussed features today. (The other one's still pending.)
The Undeveloper is a late-game feature that shows up once you've unlocked everything, and serves to put some things back away.
Taking the place of the normal Unlock Shop, the Undeveloper will
remove* an item from the pool for your next run for the low, low price of 1 SC. Using the machine to the left, players can spawn 3 new potential Undevelopments.
Basic Augs can't show up via the Undeveloper, so be careful going lock-crazy!
The Undeveloper may be empty the first time you visit - it'll populate next time (or you can pay 1 SC to populate it). This shouldn't be an issue for players completing their unlock set after this patch hits.
For now, Cores are in the Undevelopable List. We may change this - it could be too OP, but we're pretty sure locking out enough Cores that you're guaranteed a set will be super expensive. It's possible to Undevelop all the Cores with enough SCs, in which case Core Chests will yield nothing, and you'll have deserved it.
20XX's Tutorial has been reworked. Overall, it's a little bit longer, does a better job of teaching the player to dash and dash-jump, and has a different boss.
This isn't a super visible change, but we spent big chunk of time overhauling the way 20XX displays text to prepare to translate 20XX into different languages. I'm mentioning it here because there might be some savage text bugs I haven't seen yet - drop me a line if you see any stray unicode characters! (No non-English language modes are available for 20XX just yet.)
SMALL CHANGES:
Greatly reduced the charge range on Beta Flapps (and slightly for Gammas). They should both only be capable of starting a charge while on-screen. (Gamma Flapps will still dodge from out of range, but they won't charge afterward.)
Rollsters no longer have unbounded speed physics, and will no longer sometimes speed up when rolling down slopes. Additionally, Soul Rollsters (Soulsters?) no longer move faster than non-Soulsters.
Capped how quickly Creepers can fall.
Removed a bunch of potential Glory Zone enemy spawn positions that could overlap with the Teleporter (and not obviously look like a spawning enemy).
We've scaled back the Twins a bit:
Homing flames slowed down by 33%.
Attack speed and salvo count scaling reduced sharply (each by about half). This means they'll fire less quickly lategame, and fire off fewer attacks before teleporting.
Death Lotus' Vaculab Spikes now stand out more. (Tell us whether or not you agree!)
Re-enabled window resolutions near max (in Windowed mode). If it'd make the resulting window not fit on your screen, it'll crunch the window a tiny bit.
Added a few netplay unhappy-path failovers. If your host disconnects while you're in the stat rollup screen, it should reload the screen and let you return to the Ark. If your host disconnects during level generation, 20XX should attempt to re-home the game to you and have you continue on your own. If your client disconnects during level generation, the game should recognize it and let you continue on solo.
BUG FIXES:
Fixed a bug causing Nina to shoot her charge if a Power is used while charging. (The right behavior is that the charge should go away, the Power should fire, and a new charge should start.)
Fixed an ancient bug causing some landing sounds to be played several times in a row, making them sound super loud.
Potentially? fixed an issue causing the screen to be displayed shifted a bit up and right - if you still experience this, tell us! (This is the bug we may have fixed.)
Re-Flapps will no longer vainly try to attack the Swarm.
Fixed Skytemple Windplat behavior at extremely high framerates.
(Hotfixed immediately after last patch) Fixed an issue causing enemy shields to do a very poor job of blocking.
(Hotfixed immediately after last patch) Fixed a netplay crash.
Thanks for reading!
20XX 0.979 Patch Notes - May 24, 2017
Hello! We've spent most of the last two weeks polishing the beans out of 20XX's Endgame, but today's live patch still has some juice to it. We've finally made some long-overdue controller detection improvements, given AL a fresh coat of paint, and fixed a bunch of bugs.
Note: We're considering a pretty big change to Normal/Casual play. Read about it on the Community (click me!) and tell us what you think!
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Controller detection! AL! Bugs!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
AL's received a fresh new chassis!
20XX now detects controllers as they're plugged in or removed, instead of only on startup.
Outside of local co-op, 20XX now reads input from all devices simultaneously (and will ignore your Input Device setting). This'll prevent issues where new players think their controller isn't working because the input's set to use KB only.
SMALL CHANGES:
Added a little charge-distort effect.
Postprocessing effects no longer affect the UI layer.
The Mortar has a new Juiced effect. (It might be OP - we'll keep an eye on it.)
Phase Blocks in Glory Zones are no longer artificially slowed down early.
BUG FIXES:
Fixed a bug causing stats to apply to Nina (instead of to Ace or to Co-op) if you save and quit mid-run.
Fixed a bug causing HP/Energy stats to record in multiples of 1000.
Fixed a bug causing certain end-level statements to incorrectly take your HP/Energy into account.
Really fixed a bug causing Soul Chips at level end to spawn in the ground. (If this isn't fixed, we'll grind on it and hotfix it.)
Thanks for reading!
20XX 0.978b Patch Notes - May 10, 2017
Hello! Today's 20XX patch is mostly about fixes for the game's live build. We're doing a ton of work behind the scenes getting the game's final challenges ready, but still have some more to do! This patch contains a few more netplay tweaks, but doesn't represent our second wave of Official Netplay Improvements. We've also done a little Skull balancing for 20XX's Hardcore Challenges.
Also, we finally stood the Visual Editor on the 20XX wiki back up, so if you're the wiki-contributing type, have a look! (wiki link click me yeah)
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Hardcore Skull changes! Bugfixes/polish!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Lightning is no longer in the Hardcore Skull rotation.
Rock has been replaced in the Hardcore Skull rotation by Stone, which quadruples the damage taken from spikes/lasers/etc instead of being instantly fatal.
Rock and Lightning are still available for Defiant play. Rock and Stone don't stack; turning one on will turn the other one off.
SMALL CHANGES:
Most of our fancier new VFX now draw behind enemies/their attacks.
The camera's default bottom limit has been bumped up a bit, so you can't see "below" most level pieces when standing near the bottom.
In online co-op, the client can now skip the stat rollup in the endgame stats screen.
Vaculab's falling blocks now do the same bump-logic on respawn as Phase blocks.
Added some "hey! I'm still alive!" code during loading screens so the game doesn't report "Not Responding" on some slower machines.
BUG FIXES:
Fixed a bug causing folks to get stuck in Glory Zones.
Fixed a janky laser node in Vaculab.
Fixed an issue causing Skytemple's Windplats to not show up on time.
Online co-op: fixed the first Rollster Beta death triggering the stage-end whiteout/gate opening for the client.
Fixed an issue causing the rare Nutspewers from doing their job when discovered.
Fixed an issue causing level-end Soul Chips to spawn below the walkable surface.
Fixed an Ace animation glitch we introduced last patch.
Thanks for reading!
20XX 0.977b Patch Notes - April 26, 2017
Hello! Today's 20XX patch contains our first wave of netplay fixes, as well as some shinier alternate Vaculab visuals (similar to the work we did with Agnisort and Vaculab last patch). We've also made a few performance tweaks, and removed some gameplay-unnecessary visual elements from Less High GFX in Agnisort.
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Netplay fixes/improvements! Vaculab visuals!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Added a few hopefully-substantial performance improvements. Additionally, Agnisort's "filler" pieces (the non-playable, visual-only border chunks that make Agnisort a fully "indoor" area) no longer display on "Less High" GFX. Folks who experienced FPS slowdowns in Agnisort - tell us if this helps!
Online co-op changes!
Signals! While in online co-op, hitting Activate Thing with no Activatable Thing nearby will pull up the Signal Wheel, allowing you to send a signal to your partner.
Teleporters no longer wait for dead players. The corpse will still teleport. (This one also applies to local co-op.)
The Boomerang Blade now only picks up items based on where the thrower thinks the items are.
Clients can now broadcast the "I think this thing is dead!" message to the server (instead of that being a server-to-client-only message).
Chat removed from the pre-game lobby. Instead, 20XX immediately adds players you connect to to your Recent Players list (shift+tab, view players) so Steam's chat system can be used instead.
We understand this one might be a bit controversial. 20XX's chat system was super primitive, and we feel that the Signals system handles most in-game communication needs much faster than text chat, and for situations where it doesn't, Steam's chat system is better than ours anyway, so providing players easy access to that when they're not already friends seems like a good way to handle it.
Added some better signaling indicating that the host controls starting items in online co-op.
Death Lotus' Vaculab version now has an updated palette. Both versions of Vaculab now have updated, spikier hazard tiles.
Nina's shot-limits reworked a little to function more smoothly/intuitively.
Instead of Fork/Star bullets counting as a fraction of a shot, the entire group of bullets counts as one shot, and is a "shot" for "can I shoot again?" purposes until the entire group is gone.
Forkalator's base shots-on-screen-at-once increased to 3 (from 2).
We're using a new bugtracker for 20XX, which'll hopefully help organize the issues we're working on better for both us and for you guys. Click here to check it out!
SMALL CHANGES:
Reverted an earlier change that increased the Twins' homing-fire speed. (Velocity unchanged, but turn speed reduced by 33%.)
If the game somehow starts with multiplayer-banned items (Smuggler, Magnet if online), they'll be replaced with Heart Containers on game start (instead of starting with busted items).
The pickup text when picking up less than one NRG (probably because of a few Vera shots) is now more informative.
BUG FIXES:
Online co-op fixes:
Vile Visage's teeth-spawns are no longer the wrong size for the client on level 8.
Interacting with a Token Machine no longer pops up a "-3 nuts" message as the client. (It'll now say "-1 token".)
Fixed the boss-gate-lag protector sometimes failing to save clients from being locked out of boss fights.
Fixed an issue causing the client's music to sometimes cut out early.
Fixed an issue causing a resurrecting player to fall below 3 HP. (When being resurrected, your HP should be the higher of (3) and (half your teammate's HP, round down), and if you're the resurrector, your HP after resurrection will be the higher of (half your HP, round up), and (3), unless you had less than 3 HP before resurrecting (in which case you'll keep your previous HP).
Thrift Actuator no longer sets every item on sale as the client.
Rollster splits are now fully colored instantly as client (instead of being looking like they're being spawned in).
Glory Zone foes are no longer attackable early as client.
Death Lotus is no longer invisible as client.
Client's Force Nova should now chain properly when appropriate.
Charge-up effects now properly play for the other player.
Fixed an issue causing controller-only setups to sometimes fail to prevent screensavers when using Windows 10.
Thanks for reading!
20XX 0.976b Patch Notes - April 12, 2017
Hello! Today's 20XX patch adds a bunch of new Vaculab and Frostor pieces, polishes up our Skull icons, and adds better alternate Frostor/Agnisort visuals!
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
For pretty much every patch from here on out: Polish forever! Forever. (Netplay.)
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
We've added a ton of new Vaculab pieces! Most of these are platform-heavy pieces and sidepath pieces.
We've added a bunch of Frostor sidepath pieces, too.
New Skull icons! (Ones that actually read like the Skull they represent.) Active Skulls are now displayed below the Level Info box in the Pause Screen.
New alternate visuals for Agnisort and Frostor. (See ya, Red Frostor. You were an interesting placeholder!)
SMALL CHANGES:
Tiny Flamespewer no longer targets enemies based on the closer of your position and its position. (It now uses only its position, so it doesn't spit from out of its own range only to see its flames fizzle out.)
Repros no longer try to attack invulnerable targets. (They'll still shoot at shields, but they won't shoot at enemies that can never take damage.)
Dash echoes now fade gradually, instead of instantly-on-dash-stop.
Lots of new/polished up enemy animations.
One-way teleporter exits are now invisible.
BUG FIXES:
Fixed a few Frostor visual bits (floating snow!).
20XX 0.975b Patch Notes - March 29th, 2017
Hello! Today's 20XX patch kicks off our Piecemakers experiment (come try and make level pieces!), fixes some bugs, and adds a bunch more polish.
Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!
TL;DR for today's patch: Piecemakers! QOL! Polish!
For pretty much every patch from here on out: Polish forever! Forever.
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
The Piecemakers experiment is now live! If you'd like to take a crack at making 20XX level pieces, see this thread: http://steamcommunity.com/app/322110/discussions/0/154643785753857539/
Note: The level-building tools are not terribly user-friendly yet. We'll continue to build on them as we go.
Double note: Having a place to ask questions is super great, so the friendly folks over in the (still technically unofficial) 20XX Discord set up a discussion channel. https://discord.gg/H7KU5Uw
Triple note: Patch 0.975 (this one) also features the first user-made level piece! The next time you die in Agnisort and throw your controller across the room, blame Scironex.
<*>Slot Machines now pull from a universal pool, and can't contain unstackable items after the first few rolls.
<*>New more-fitting visual for the 'ol Minimech (guardian Repro).
<*>The Corp's Chief Lore Officer has paid the Datalore section a visit.
<*>The Tutorial is now replayable. (We'll be reworking it pretty soon, too.)
<*>Boss deaths are now fancier.
SMALL CHANGES:
Fixed up a pretty bad new Glory Zone. (We still have intro-explanation work to do on these, though.)
Changed Shatterbeak's Ice Wave ability slightly so the up/down waves aren't cheeseable.
Changed up the Frostor tileset a little bit. (We're finally using a new version of it with a few additional details. There may be some buggy looking Frostor chunks for a bit.)
BUG FIXES:
Got rid of the upward-air-dash fly bug.
Fixed a save-and-quit bug involving lots of nuts and more than 8 Minimechs.
Fixed Seed Racer in netplay.
Fixed a long-standing netplay issue where the Client's Geysers/Throwers would display half a tile off.
Fixed the recent Challenge RNG issues.
Fixed floaty 'ol Predecessors in Agnisort.
Fixed an issue where Swarm/Finesse Zones could lock the player in an endless teleporter loop.