Hello! Today's patch adds some new power-control options, adds fancy new explosions to 20XX, and polishes some other stuff up.
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: Power controls (part 1?)! New explosions! Fixes/QOL stuff!
For the next few patches: Polish forever! Forever.
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
New explosion effects! (Disabled if graphics quality is set to Less High.)
Power selection changes:
In each player's Change Controls panel is a new option: Power Selection Type.
"Normal" is what you're used to - three powers, equippable in the pause menu.
"Cycle" lets you use the Power 2 and Power 3 buttons as "Cycle Left" and "Cycle Right" - your set of powers will be displayed each time you hit one of these so you can see how far away your desired power is. (Only Power 1 actually fires a Power with this setup.)
"Wheel" lets you use the Power 2 button to bring up all of your current Powers at once. While holding Power 2, press the direction corresponding to your desired Power (they're always in the same slots, regardless of pickup order), and let Power 2 go to equip the selected Power.
(We may have some art/gamefeel work to do for these options still - let us know what you'd find most useful!)
Quick Drop, Double Tap Dash, Joypad Dead Zone, and Arcade Stick Test Mode are now also part of the individual player control menus (so they can be different per player if desired). In general, your current Options file will assign the old saved values for these to player 1's controls, so player 2 may need to re-enable stuff like Quick Drop if you're playing local co-op.
SMALL CHANGES:
Glory Zone teleporters now automatically unlock after 5 seconds. Using an unlocked teleporter during a challenge causes the challenge to automatically fail.
Quantum Spook now turns off in Splinterfrost Trap Zones.
Sanity Converter now turns off in Trap-type Glory Zones.
System Restore now properly restores the actual amount of health you lost when picking up Final Shell, instead of an arbitrary fixed value.
With Oxjack's Blitz (leg part) equipped, players can now air-dash upward from the ground.
Vitality Converters changed to be a little more challenge-friendly:
VCs no longer count as "damage taken" for efficiency purposes.
VCs no longer cause knockback on use.
Players can no longer take damage after a boss dies. (This prevents awkward business like dying to a falling platform during the Twins' fade to white, or falling in an Eternal Star/Death Lotus hole you can't see.)
On keyboard: if holding down "move left" and "move right" at the same time, "move right" now takes priority (instead of the buttons canceling one another out).
BUG FIXES:
Fixed an issue causing Interesting Times to not grant the appropriate health/energy on level.
Fixed the Purist Skull. (Lots of non-Purist items were spawning that had no business doing so.)
Sanity Converter now properly boosts Power Damage by 100% (multiplicatively) to account for the ramping Power Strength it grants. (Down from +150%.)
Fixed a bug that'd make Gorillas slide along spike walls (most notably, the thorns in Vaculab).
I've taken a stab at what may be causing Agnisort loads to fail for some online co-op players - please let me know if you notice a difference!
Players can no longer trigger teleporters while in the "challenge failed!" animation. (This is to prevent a weird case where you trigger the exit you're standing on as you fail, which basically breaks everything.)
Thanks for reading!
20XX 0.973b Patch Notes - March 1, 2017
Hello! Today's 20XX patch is on the smaller side - we're doing a lot of behind-the-scenes work that isn't ready for the public! We've made some Glory Zone tweaks (many of which were hotfixes in 0.972), and changed up the way Challenges are scored. We've also fixed up a few bugs, and added some QOL bits.
NB: We're going to be at PAX East in the PAX Rising section next weekend (3/10-3/12) - come say hello! This means next patch will probably be a bit smaller.
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: Glory Zone tweaks! Challenge scoring! QOL bits!
For the next few patches: Polish! PAX prep!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Several tweaks to the new Glory Zones:
Early game Swarm Zones' Deathswarm speed reduced substantially, reducing pressure on the player.
Early game Finesse Zones' platforms and hazards slowed down.
Early game Trap Zones now give increased Energy, and often contain fewer traps.
Early game Light Zones have fewer hazards.
The above changes happen on a scaling basis from levels 1 to 4 - by 5+, all Zones are in full effect.
Late game Swarm Zones' Deathswarm speed increased (levels 7+).
(These were mostly hotfixed in during 0.972b, but haven't been mentioned in patch notes yet.)
Challenge scoring changes:
Each boss now grants half points by default, and grants the other half as an Efficiency Bonus (EB).
EB starts at 50 points per level (example: 300 points at level 6) and is reduced by 10 per point of damage taken. The EB bottoms out at 0 - so, for example, you'll start level 2 with a potential EB of 100 points, which'll be reduced by 10 per point of damage taken, down to 0 (no bonus) at 10 damage taken, after which further damage won't affect your score.
The EB takes the place of the "remaining health" bonus - health/armor at the end of a run is no longer worth points.
In co-op, players take damage (and have their EB reduced) as a pair. Each damage taken will still reduce the EB by 10 points.
This one's super experimental. We fully acknowledge that this removes a degree of skill from Challenges, but we also think it's going to make the more fun: we've removed the Leftover Nut Bonus (LNB).
In normal 20XX runs, players make nut-spending decisions based on the future value of those nuts - should I buy this thing when I might see something I need more later?
In challenges, the LNB incentivizes players to spend as little as possible, and to only buy Augs when the purchase will be worth at least that item's nut cost in Time points (and, after today, efficiency points).
So we're going to try removing the LNB - we suspect Challenges will be more fun without being forced to maximize your remaining nut supply for score reasons (instead of maximizing your ability to buy the things you really want). Please give us feedback on this!
Completed Glory Zones now award points. Enemies killed during active Glory Zones no longer award points.
We'll be making sure Normal play can be optionally scored like Challenges in a soon-to-come patch (and otherwise not be scored at all).
SMALL CHANGES:
Ace's Glaive combo (aerial->land1->land2) now works properly vs. bosses.
Using a teleporter now explicitly triggers the player's invuln frames.
Added some menu button prompts (accept/back) on menus where it isn't super clear.
Pending further investigation, Entropy Lock's banned from Challenges. (Picking one up can cause a cascading effect that changes items down the line - we either need to remove it or make it so Slot Machines can't drop items that impact other drops, and we're not sure which is right yet.)
BUG FIXES:
Fixed a Crisis Overdrive issue that'd bork your mobility if you picked it up while in the red.
Fixed an exploit allowing a user to repeat a Daily Challenge.
Thanks for reading!
20XX 0.972b Patch Notes - February 15th, 2017
Hello! Today's 20XX patch reworks the game's Glory Zones, fixes up the Toxin Skull, and fixes a few 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: Glory zone stuff! Toxin Skull changes!
For the next few patches: Polish! Lots of polish. (And a ton of behind-the-scenes work -- SF folks, prepare yourselves!)
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Glory zones overhauled!
Total number of Glory Zone layouts increased (from 4 to 55).
Glory Zones now come in five flavors:
Combat Zones are mostly the same - however, all Challenge Conditions other than "Be Swift!" and "No damage!" have been removed.
The new Swarm Zone pits the player against an invulnerable creeping swarm - can you reach the end of the gauntlet without being caught?
Light Zones put players in small gauntlet rooms with plenty of little light beacons that need to be activated in a certain amount of time.
In the Finesse Zone, players must navigate sets of obstacles flawlessly, in however much time they need.
Trap Zones put your current Power set and Energy on hold, giving you one specific Power and a limited supply of Energy. Using only this limited supply, players must clear the room's obstacles out to earn that juicy Core.
Trap Zones ignore the player's current Attack/Power lockouts, but do benefit from things that restore or alter your Energy spend.
SMALL CHANGES:
Toxin Skull reworked:
Timer now only affects the level, and ends when entering the boss room.
Timer decreased accordingly.
Damage decreased to 1 per 10 seconds (down from 1 per 5 seconds).
If Toxin deals damage, the remaining time until the next Toxin tick no longer counts as score at level end.
Moved the Jeering Comment section of the Game Over screen down a bit (so a fourth row of Augs doesn't clash with it).
Skittery Smuggler no longer appears in Challenge runs. (May be temporary - it's causing too many seed-consistency issues.)
BUG FIXES:
Fixed an online issue causing the exit Boss Gate to fail to open after defeating a boss. (Kind of a workaround - may need more work!)
KNOWN ISSUES:
We're currently trying to track down the causes of a few MP bugs. We've got a big MP polish pass coming before too long, so please keep sending in your online bugs!
Gamma Lotuses don't display properly on the client when they chomp. (We know what causes this one, but we haven't had time to fix it yet.)
Thanks for reading!
20XX 0.971b Patch Notes - February 1, 2017
Hello! Today's 20XX patch adds some much-needed netplay improvements, a handy Save and Quit feature (for non-online play), and polishes up our floating Repro pals.
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 improvements! Save and Quit! Repros!
For the next few patches: Glory zone stuff! (Seriously, Glory Zone stuff.)
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Save and Quit is here!
Save and Quit lets you stop a playthrough mid-run, and pick up where you left off later. It's available in the game's basic modes (Normal, Casual, and Defiant).
To use it, check out the new Save Capsule near the end-level teleporters. Save and Quit is only available via this teleporter (so saving is only possible in between levels).
Save and Quit is not available during online play, but does work in local co-op.
To continue a run, select CONTINUE from the main menu. This button will not be available if there's either no save data, or if your save data is bad (perhaps because you tampered with it).
To ignore a saved run, select NEW GAME from the main menu - this will wipe your saved run and send you to HQ.
Save game data is not intended to "back up" your play - your file is deleted once you load it!
Gamma foes no longer spawn in platform-heavy chunks. (Tough enemies in brutal positions lead to cheap shots, which aren't what we want from our super-tough foes.)
Soul foes no longer spawn in platform-heavy chunks. (Same basic rationale.)
A bunch of Repro changes!
All: General on-level coloring/size updated.
Target-attacking repros (Re-Flapp, Murderdrone, Flamespewer) can now pick targets based on either their or their owner's position (so, overall, they'll be a little smarter about attacking).
Re-Flapp: animations updated. Client Re-Flapps in online co-op should now behave properly.
Rebeginner: animations & gamefeel on trigger updated.
Smuggler: animations updated and tightened. Now actually explodes on item delivery! No longer consumes more than its fair share if it happens to run across extra nuts.
Online play improvements:
Client-inflicted damage is now tracked by the client, and the client now trusts itself about when non-Boss enemies should be "dead".
This means no more blasting a bat and having it die one ping-loop later; it'll just die.
This also means no more swinging at Chests in close areas and seemingly being unable to destroy it. (The items from the enemy/Chest will still wait for the host to confirm them, however.)
There's now a short frame of client trust when it comes to picking up restoratives (health/energy pickups).
When a health/energy pickup is nabbed by the client, he'll get the restorative immediately instead of one ping-loop later - if the host decides that the pickup wasn't available, it'll be rolled back.
This is specifically intended to address the feel-bad case where the client touches a health pickup while at 1 HP and then immediately takes damage. Previously, the host wouldn't have confirmed the health pickup yet, and the client would die.
Button presses that exit menus while in online multiplayer are no longer immediately reapplied. This is a bug fix (and is repeated below), but the bug was sufficiently annoying and long-standing that we're also mentioning it here.
SMALL CHANGES:
In preparation for our incoming greater Glory Zone work, all Glory Zones now pull from any stage's enemies, and use a different tileset.
BUG FIXES:
Fixed an exploit causing the Daily Challenges to be replayable.
Fixed a long-standing issue in online multiplayer causing the button press that exits a menu to also be applied in game.
Fixed a medium-standing issue causing players in online co-op to have different Challenge conditions in Glory Zones.
Fixed an issue causing post-Boss reward Augs in co-op to also apply to the other player, preventing them from picking up a Boss reward of their choice.
Fixed an issue in online co-op causing the client to be unable to see the Core Chest after completing a Glory Zone.
Fixed an issue in online co-op causing Vile Visage to sometimes fail to generate collision surfaces as the client.
Fixed a crash involving Brutish Augmentation.
Removed a bunch of items (and a shop, if you happened to be in Vaculab) spawning in Bankrupt that had no business doing so.
KNOWN ISSUES:
We're currently trying to track down the causes of a few MP bugs - if you experience one of these, please tell us as much as you can about the situation!
Sometimes, the boss gate doesn't open for the client after the Twins fight. Suspect it's related to letting one of them resurrect.
(unable to reproduce to date:) Rarely, the client tries to pick up a Boss power, and gets nothing. The host sees the client with the Power, but the client doesn't receive it.
Gamma Lotuses don't display properly on the client when they chomp. (We know what causes this one, but we haven't had time to fix it yet.)
Soul Foes may die early on the client, but continue to act. (Having some trouble reproducing this one consistently.)
Thanks for reading!
20XX 0.970b Patch Notes - January 18, 2017
Hello! Today's 20XX patch is on the smaller side - we've added a new Aug and a new Prototype, polished up Seed Racer a bit, and made a bunch of smaller tweaks and bug fixes.
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 Aug/Prototype! Lots of fixes/tweaks!
For the next few patches: Glory zone stuff! Repro pass (part 2)!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
New Prototype and Aug! (Placeholder icons - real ones coming soon!)
Zookeeper's Burden (Proto) - Lose the ability to attack or use powers. Gain one of each repro. (In multiplayer, you don't gain a Smuggler.)
Seed Racer now behaves more like a Challenge:
No Soul Chips spawn.
Runs use the Challenge item pool instead of your unlocks.
Just-unlocked or one-run items don't apply.
Destiny is no longer selectable. It's always on.
Seed runs no longer interact with the previous-self mechanic.
Seed Racer level gen now works properly if you switch to a different game mode, then re-enter Seed Racer without entering a new seed.
SMALL CHANGES:
Twin Astrals now auto-enrage later when fought on after level 8. (25% HP instead of 50%).
We've overhauled how 20XX tracks things like health and energy to prevent a few edge case bugs - there's a pretty good chance we introduce a few in the meantime, so let us know what you see!
Cut back on Gamma Penguin's dash speed a bit.
Landing on an area that also contains a non-wall spike (like an Agnisort blue flame) no longer counts as "safe" for purposes of resetting your "where do I go if I fall?" position.
BUG FIXES:
Fixed an issue in online co-op causing the client's wall-jumps to sometimes be a little stunted.
Fixed a performance issue in online co-op.
Fixed a bug causing the Casual Pick menu to behave weirdly.
Fixed Hoarder's Might.
Fixed an old bug about unlocking the other character's weapons.
Contractor Plus & Omega, Hypersash, Leafwind, and Mixmatch Mastery no longer spawn during Purist runs.
Hoarder's Might no longer spawns during Bankrupt runs.
In co-op, fixed end-level Nutstacks applying to both players, and a single player being able to pick up both items.
Fixed a Frostor bug causing some enemies/objects to draw in the wrong color.
Thanks for reading!
20XX 0.969b Patch Notes - January 4, 2017
Hello, and Happy New Year!
Today's 20XX patch takes a critical look at the game's Prototype items, adds some new Augs (with unique effects!), and adds a few player QOL changes (more-accurate energy bars & attack input buffers).
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: Prototype pass! New Augs!
For the next few patches: Repro pass! Glory zone stuff!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Prototype iteration pass! (Thanks, folks who chatted about this on the Steam Community and on Discord!)
Brutish Augmentation: Attack Damage boost is now a multiplier (1.5x) instead of a flat boost. System Restore now restores the Energy lost when taking Brutish (instead of giving a flat 8).
Focusing Sagelens: Power Damage boost is now a multiplier (2.0x) instead of a flat boost. Now sets Attack Damage to -18 (-90%). System Restore restores all lost Attack Damage on pickup.
Consuming Fury: Grants +2 ATK/PWR on pickup. On level start, grants 2 ATK/PWR and -2 Max HP. Consuming Fury won't reduce Max HP below 1. System Restore stops the HP loss on level, but doesn't restore consumed HP.
Leafmetal Plating: Now a normal Aug. Gives -2 HP, +4 Speed, +4 Jump.
Sanity Converter reworked slightly for flavor:
Power Damage multiplier is now 2x (down from 2.5x).
On Power use, grants +1 PWR permanently. Powers that don't use a full point of energy (Vera) grant an average of +1 PWR per energy spent.
Power use grants +1 PWR even if a different effect prevents the Max Energy from being spent (Owlhawk's Focus, for example).
Freecasting effects (like Owlhawk's Focus) now work with Sanity Converter.
Charged Powers (Quint Laser) grant +1 PWR per Max Energy spent.
System Restore stops the +1 PWR per Power use, and does not return lost Max Energy. The 2.0x Power Damage bonus and any +PWR accumulated by the Converter stays.
Interesting Times: Now 500% more interesting.
Picks two stats (hp/nrg/atk/pwr/spd/jmp) on level start, then reduces one by an amount and increases the other by the same amount.
Amount scales with game level.
On level start, any existing Interesting Effects are cleared before the new ones take effect.
Each stat has a minimum (especially spd/jmp) so an unlucky roll doesn't make your run impossible.
System Restore eliminates the negative penalty on level start - the random stat bonus still applies.
Earthmetal Plating: Now doubles max HP on pickup, but locks damage at +0. System Restore removes the lock, but does not restore lost damage.
New Prototype: Defiant Decree: All bosses gain 50% extra HP and grant an additional chest.
More new Augs!
Mistimed Protector: Doubles invulnerability time.
Quantum Spook: Causes all attacks to ignore walls and shields.
World Slug: Slows down all platform timing (after this level).
Charging Magnet: Pulls in minor pickups while you charge your weapon.
The Volunteer: Causes a Very Safe Lab to spawn every level. Does not spawn in Challenges.
Thrillseeker: Causes a Glory Zone to spawn every level. Does not spawn in Challenges.
Mixmatch Mastery: Increases stats (except hp/nrg) while wearing pieces of different Core sets (0/1/2/4 for wearing pieces of 1/2/3/4 different sets).
Hoarder's Might: Increases all damage, scaling with nuts held (20 = +1).
Contractor Plus & Contractor Omega: All stats +1 (+3 if Omega).
Player basic attacks now have a 75ms input buffer. (Ace's Blender has a 25ms buffer.)
This means that if you press attack, but your attack isn't quite ready -- either because it's still on cooldown (Ace combos) or you have too many shots on the screen (Nina) -- if the attack becomes available within the buffer time frame, it'll go off anyway.
The goal here is to make Ace's combos feel smoother. Let us know if this feels better!
SMALL CHANGES:
Jump stat rebalanced - all existing Jump items give twice as much, but each point is worth half of its previous value. (We're doing this so that the new Interesting Times and Contractor Plus/Omega make more sense.)
Added an indicator to Beta Shield Drones and their protected pals.
If a Chest would take less than 10 damage from an attack, it takes 10 instead. (This is mostly so the new Focusing Sagelens doesn't have the side effect of "super frustrating chests.")
Perforator HP reduced by 10%.
Minor QOL changes to the UI (box highlight colors, power swap flow).
BUG FIXES:
Fixed new Shield Drone Beta/Gamma shields not displaying properly as the client in online multiplayer.
Fixed Beta Bees (the little tiny ones) spawning early in Glory Zones.
The Energy bar should no longer accidentally say the player has 1 energy (enough for most abilities) when he really has something slightly less than 1 (perhaps because of a few Vera shots).
Thanks for reading!
20XX 0.968b Patch Notes - December 21, 2016
Pre-notes note: if your 20XX performance has dipped some time in the last few patches, please check your graphics control panel and make sure 20XX is still set to use your discrete/non-integrated graphics card instead of integrated graphics.
Hello! Today's 20XX patch reworks our Agnisort enemies, adds some new visuals (toggled off in Less High GFX), brings back 8 Power Slots, fixes up Ace's Axe, fixes mid-game load-stutters, and more!
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 the next few patches: More new Augs! Glory Zone work!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Reworked Agnisort enemies!
Snomps (Snake guys) now come in 3 varieties, with different attacks. Snomps now take damage across their entire model, even in their later forms (instead of the head-only thing we had going on for awhile).
Turrets reworked only slightly - the Alpha and Gamma models are very similar to our existing two models in game, and we've added a new Beta model to fill the gap.
Rollsters reworked - Alpha is mostly unchanged, Beta tweaked some, entirely new Gamma model.
Hornets reworked! Alpha is pretty similar still - Beta & Gamma are brand new. Fixed a long-standing bug where a Hornet would sometimes fail to blow up after a divebomb, too.
A few new visual effects have been added to 20XX. (We'll be adding in more of these as we finish them. For the most part, setting GFX quality to "Less High" will turn them off.)
We've removed the old 3 Power Limit. 3 will still be bound to your keys at any given point in time, but you can hold onto the other 5 if you so choose. (Powers can be remapped/equipped in the Pause menu.)
This means Powers are never "discarded" - when picking one up into a slot you previously had a Power in, the old Power will be moved to the first free slot it finds (which may be in the Reserve).
Ace's Rippling Axe changes & fixes:
Aerial smash can now be canceled by pressing Attack again (or activating a Leg Core's ability) during the downward-moving part of the attack.
Now grants knockback immunity during its aerial smash.
Hitbox at the beginning of the aerial is no longer hot garbage.
SMALL CHANGES:
Augs that grant Max HP or Max NRG now only report the Max change. (For example, Heart Container now says "+2 MAX HP" instead of "+2 MAX HP, +2 HP".) The items still grant the HP/NRG - this is only a visual pickup tooltip change.
Furor (Skull) no longer affects Flame Geysers.
Track Platforms (mostly in Skytemple) mechanics improved.
A few graphics loading changes:
Glory Zone enemies now load pre-level.
Several in-game effects that were not being loaded at level-generation-time or game-load time now are.
These changes are going to mean slightly longer loading times, but no more brief stutter the first time one of these effects happens during gameplay.
We'll also be doing more loading work up-front, which should mean lower load times later in the game.
If you see any other on-effect stutters, tell us!
Glory Zones no longer spawn Gamma-model foes. (This may come back when we do our Glory Zone improvement work.)
Players can no longer turn while air-dashing. (You already couldn't change the direction of your dash.)
BUG FIXES:
Seriously, actually, I mean it this time: fixed the "shop/bonus above the boss hallway" bug.
Fixed a bug where a Re-Flapp would refuse to acknowledge dead enemies for a few seconds.
Leafmetal Plating (Prototype) no longer shows up in Purist runs.
Fixed an issue where the new Lotus enemies' lashes could stick around for a moment after their death.
Vitality Converters now longer spawn while Bankrupt is active.
Shop Teleporters no longer spawn while Bankrupt is active.
Soul Foes no longer drop 5-nut pickups while Bankrupt is active.
Fixed an edge case where Level 1 crates could sometimes contain a few nuts while Bankrupt is active.
Slot Machines no longer dispense nuts while Bankrupt is active.
Enemies no longer take increased damage in later Endless stages. (That scaling should only apply to the player!)
Vitality Converters now properly display the increased damage their user takes in Endless play after level 8.
Fixed a bug where Beta Lotuses sometimes had one of their lash arm hitboxes in the wrong place.
Fixed a bug where Gamma Lotuses would occasionally have hitboxes in weird places.
Fixed the Twins' ghost-laser bug.
Fixed a bug where air-dashing into a wall could prevent wall jumping for a few frames. (It'll now be available immediately, as you'd expect it to work.)
KNOWN ISSUES:
Thanks for reading!
20XX 0.967b Patch Notes - December 7, 2016
Hello! Today's 20XX patch contains a huge iteration pass on in-game items and economy. It also adds a new graphics-setting toggle, and resets your options settings. (Sorry!)
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: Huge item/economy overhaul!
For the next few patches: More enemy work! Some graphics things!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
20XX 0.966b Patch Notes - November 23, 2016
Hello! Today's 20XX patch makes our Shield Beetles more shield-y, our lategame Creepers more dangerous, our Penguins dashier, and our Gorillas more awesome. (We've reworked all four enemies.)
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: More enemy reworks! Fixes!
For the next few patches: More enemy work! Game economy & item acquisition work!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Frostor's Shield Beetle has been reworked! It now (like our other new enemy types) comes in 3 stages. It's now much more shield-y.
Frostor's Penguin foes have been reworked! They now (surprise surprise!) come in 3 forms that better perform the Penguin's ultra-aggressive tasks.
Frostor's Creeper (spider) enemies have a new third form - the other two are largely unchanged.
Vaculab's Gorilla also joins the fray as a heavily reworked enemy (also with three forms).
SMALL CHANGES:
Player remains no longer drop items that don't stack.
Crisis Timestopper no longer affects bosses.
Frostor's Bombhives have improved visual effects and sharper timing.
Items are now less likely to naturally be on sale. We want it to feel like a lucky reward, not like an expectation. (Lots of economy stuff is coming very soon that'll touch on this more.)
BUG FIXES:
Fixed a bug that could cause the game to hang on level-load.
Added some protections for "bad" window sizes - if you've had any resolution change-then-game-dies errors or game-starts-into-a-white-screen errors, this is probably the fix for you!
Fixed a bug causing the Twins to display weirdly on their ceiling (and be invulnerable, which is maybe more important).
Fixed a netplay bug with the new Gamma Lotus.
Fixed a bug causing Oxjack's Arm Core to fail to reset on game-end.
Fixed a bug causing Splinterfrost to require diagonal presses instead of just up/down to fire diagonally.
Fixed Windowed resolution to include the window borders and not look super janky.
Nina's image should be some sharper.
KNOWN ISSUES:
The 20XX loading splash
may* be busted for some players - please tell us if it's broken for you!
Thanks for reading!
20XX 0.965b Patch Notes - November 9, 2016
Hello! Today's 20XX patch reworks most of our Vaculab enemies, and the game's Flapps! (Gorilla's next patch.) It also tunes Eternal Star and Vile Visage, makes System Restore friendlier, and fixes some 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: Jungle enemy rework! Eternal Star & Vile Visage tune-downs!
For the next few patches: More enemy work! Game economy & item acquisition work!
As always, let us know if anything's busted or if we missed a change.
--
BIG CHANGES:
Flapp changes!
Flapps now come in 3 varieties, the latter two of which have new abilities (instead of just having HP scaling). The third flavor still has higher HP than the other two.
Advanced Flapps don't spawn as close together as low-level ones do (they're less swarmy).
The thinking here is that the basic Flapp is supposed to be a pain, but a fragile pain - so we're doubling down on making them tricky to deal with without making them little bullet sponges.
Lotus & Spirit changes! Both enemy types come in 3 varities -- in both cases, the first two are similar to existing enemies, but the third in each case has a new ability, and we've tweaked the art and HP scaling for all three.
Gorilla's got some tweaks coming, but we weren't able to get him done in a way we were happy with in time for 0.965b. Expect him next time!
All of today's changed enemies are using placeholder SFX - we've got better ones coming.
Eternal Star rebalanced a bit. He should be less of a terror lategame.
Vile Visage scaled down a bit lategame. Breaking his Shield Horn should significantly increase the time between his attacks. Health reduced by 20% at all levels.
SMALL CHANGES:
System Restore changes:
System Restore can no longer show up in a run before a Prototype has spawned (and should never show up in the same level -- only in levels after the Prototype).
The old "not until level 5" restriction has been removed.
System Restore's availability is based on a Prototype having spawned, not on the player having taken it.
Meganut no longer shows up in stores.
Bombhive's Bomb Beetles now change colors from yellow to red as they're about to blow up. (More coming on these next patch.)
BUG FIXES:
Fixed a long-standing bug where players would sometimes stick to walls at high speed, instead of sliding down.
Fixed another bug that could cause duplicate shop items.
Fixed a bug that could cause online multiplayer games to load levels multiple times on the client, often resulting in bad lag and collision.