Hello! Hope you've had a lovely summer - today, we celebrate the season's sunset with two twin releases - 30XX Patch 1.3, the ETERNAL CHALLENGE update, and Dally's Feline Fury DLC!
Patch 1.3 introduces Dally's deadly Catastrophe Armor to 30XX as our first DLC character. All of Patch 1.3's other features are totally free to all players, including:
Dolto, beloved training dummy, as a playable character (Delta's Revenant)
Boss battle updates - all bosses have been updated to be more dynamic both early and late in your runs, including a new EX-mode Entropy Cluster option for spicier battles
Eternal Challenges - new permanent non-leaderboard challenge runs with wild rulesets to overcome
Altphases for all 8 levels - alternate level flows & miniboss encounters for every stage!
Full patch details below. Thanks for playing!
GAME CHANGES & FIXES:
Introducing Dally's Catastrophe Armor, a fully new character with 15 unique rapid-firing Primary Weapons, 9 new Powers, 8 Supers, and a bevy of new mechanics:
Powerful NRG restore mechanics: Each of Dally's whopping 15 Weapons has a distinct NRG restore stat - she regenerates NRG via combat much more quickly than most characters, allowing for free-flowing use of her Powers
Unique Charge mechanics - Dally's weapons cannot be charged. Instead, attack hits build Charge that fuels her mighty Supers, and effects that impact Charging affect these instead
Brilliant Bells: Instead of normal Character Augs, Dally finds Bells, which are upgrade items that can be applied to *any* of her abilities (Weapons, Powers, or Supers) to boost their effects! Attach the Homing Bell to grant any of your other ability projectiles homing properties, the Bell of Novae to make any ability fire more projectiles in random directions, or the Vengeful Bell to make her abilties free to use when taking damage!
Between the 11 upgrade Bells, 15 Weapons, and 17 Powers (8 Supers, 8 Normal) Dally has access to, her loadout variance is near-limitless.
While Dally is paid DLC, the rest of patch 1.3's content is free for all players. You can get her DLC here!
Everyone's favorite punching bag, Dolto, enters the battlefield with a few punches of his own!
Dolto is Delta's Revenant character - a special hardmode variant with a twist. While Delta is offered three choices in his own Challenges, Dolto must take all three any time they're offered - even in action, he's sometimes still fate's punching bag.
Like Delta, he can use all of Ace and Nina's Weapons and Powers as he comes across them in runs, and like Vika and Jest, he starts with lower HP and damage, but can take all offered Prototypes instead of having to choose, and rerolls the Trader more efficiently.
Like the rest of patch 1.3's content, Dolto is free for all players, and is unlocked by having both Delta and the other Revenant characters unlocked. (If you have both Vika and Delta, you'll already have Dolto.)
Introducing Eternal Challenges!
Eternal Challenges are a permanent spin on our Flavored Leaderboard challenges - instead of only being able to play a given Challenge Flavor when it's available in a daily/weekly, Eternal Challenges introduces 21 new rulesets for you to dig into.
Each Challenge comes with some combination of starting loadout changes, penalties, and bonuses for the player, designed to change the way you interact with the game and make decisions
These are not leaderboard seeded, and available whenever you want to play them (hence "Eternal").
A few of them are character-specific, and all but one work in co-op (it adds an item that doesn't spawn in co-op).
Completing one awards 3 Shards on your first completion.
Boss updates! All 8 main stage boss encounters have been updated to varying degrees, including one total rework (Lethal Tempo).
In general, these updates have a few major impacts:
improving fun & fight replayability, usually involves making fights more dynamic,
letting bosses scale more naturally from earlygame to late via their moveset (all bosses will have abilities they don't use in the first few levels, and abilities they only use late - many of these are brand new!)
the addition of an EX bossmode Entropy Condition - when enabled, bosses will spawn at their toughest moveset, with special EX-only abilities for maximum spice
Introducing 5 new altphases!
Altphases are alternative level generation flows that change the way a level works, including new chunks, altered miniboss encounters, and more!
We introduced 3 of these in 1.2 - today, all 8 stages have one!
By default, you'll see ~2 of these a run, but the spawn chances can be changed via the Environment Configurator Memory Index upgrade.
Added 10 new Augs and 3 new Prototypes. (This doesn't count Dally's new Mod Bells.)
Added the Signal Wheel in online co-op! Hold Activate Thing to use.
Nina now gains 1 NRG per hit (up from 0.5). The previous bonus ensuring 1 NRG on hit for enemies killed in one hit has been removed (increasing Nina's regen vs. bosses and tanky foes while not changing it vs packs of Flapps).
Added the Day of Midgard upgrade in the Memory Index. When enabled, a portal spawns at the end of every level leading directly to level 9 - enter if you dare.
Added some new character palettes!
Owlhawk's Reign (Body Core) redesigned: Power Kills now charge a barrier (2 stacks per kill, 3 with Resonator, barrier activates at 20 stacks) instead of healing you.
Owlhawk's Focus now increases Power Efficiency by 50% (75% resonated), up from 33/50.
Lara (Ace Weapon) damage increased to 35 base (from 25 - +40%).
Shadowdash effects (Volt Tackle, Crushing Slam) no longer move faster with higher speed - they didn't feel super predictable to use. They still scale damage with speed, though.
Shield Statues in Zen Primus' fight no longer scale their HP with Faithmetal Flock.
Dashing attacks (Dig Zones, Unstoppable Force, etc.) no longer have their damage decreased when below 0 speed.
Fixed shops items from your previous run persisting when a saved run exists, but you decide not to load it.
Fixed a Nina Juice Beam Bug.
A certain lategame event now changes the NPC lineup in HQ. Also added a new endscreen to one of the game's endings.
Entering a Digzone now immediately refreshes the cooldown on Digdashing (so if you dash from one Zone into another, you can dash again immediately).
Improved camera smoothing when leaving a Digzone, resulting in a little less "snap" back toward the player. (This especially helps when the player quickly enters and exits multiple zones.)
Improved Digzone entrance detection slightly (especially from below).
The Environment Configurator (the Memory Index entry) now lets you control how frequently altphases appear for each level.
Environment Configurator options are now saved between sessions.
Added the Phase Modulator to the Environment Configurator Memory Index entry, which lets you control the spawn frequency of each level's altphase.
As Ace/Delta, picking up a Technique while holding Secret Techniques now resets the buff (for all techniques, but practically this only affects the end-of-stage tech).
Edges of Madness (Prototype) can no longer reroll Scrapbits.
Improved background transition fades in a few places where it could behave poorly.
Fixed Ellie sometimes spawning Shield Statues in incorrect locations.
Contemplation Room enemies now count for Dracopent/Owlhawk Body Cores, Renewal Pod, & Armoreal Pod.
Dustria Contemplation Room timers up to 20 sec.
Updated or removed some outdated tips.
Homing effects no longer seek a certain endgame boss's first phase.
Fixed Shopaholic not respecting Best Friend.
Fixed potential softlocks when obtaining both Zookeeper's Burden and Best Friend.
Overkilling Loot Omega now limits the potential nut drop count to 2x the normal max (the normal max is 10). This means using massive overkill effects on Loot Omega still gets you way more than you normally get, but doesn't endlessly shower nuts every frame until it reaches the end of its death-path.
Fixed Copy effects being able to target Revenant characters' explainer augs.
Fixed an issue that could cause camera slowdown if a player plays the game for awhile, completes Echocave, then joins a fresh game session hosted by another player.
Fixed Angle Bolters sometimes being misaligned relative to the Maker.
Gauntlets will no longer spawn in new Mega Mode files with Asceticism turned on.
Chaining effects (anything that causes a homing bounce) now reset projectile acceleration to zero.
Fixed Delta not properly showing the icon for Power 6 once acquired.
Fixed Bashing Dash activating on certain already destroyed enemies.
Bashing Dash now grants recoil when hitting invulnerable enemies (as opposed to dashing into them and taking damage).
Fixed an issue causing black borders on high resolutions in loading screens.
Fixed an error causing your partner's projectiles to have incorrect lifetimes on your screen. (This was an old one!)
Fixed a few instances of enemies being slightly misplaced sometimes relative to their Maker placement.
Entropy Conditions no longer reset after Rush Job.
Laser Snakes (Deepverse) now grant a base of 5 seconds in Contemplation Rooms, up from 2.
Fixed Deepverse's Patrollers sometimes getting stuck on walls.
An HQ object that was not previously interactable is now interactable.
Added corpse visuals for all characters.
Stance Lock now locks your movement in the air.
Fixed Delta sometimes not using the proper animation for Osafune.
Fixed Delta's torso sometimes having an incorrect offset when using a Nina power.
Fixed homing enemy projectiles not always targeting players under reverse gravity.
Fixed Severing Link not refreshing Dolomite Link when hitting Anchor Mines.
Fixed Exploding Barrels not colliding with one another.
Fixed Conveyors hit by Ryuusei still animating.
Fixed Conveyors hit by Ryuusei emitting a bunch of sparks after the game was paused.
Improved hit detection on the Leg Guardian's dash attack.
The "leftover Entropy" prompt no longer appears for the client in online co-op.
Fixed Exploding Barrel spawners sometimes having wonky hitboxes for the client in online co-op.
Fixed Bounce Beam and Remnant of Sound affecting Highvault's meteors.
Fixed players sometimes being visible before teleporting in.
Fixed a sound persisting in the true ending when it shouldn't.
Unstoppable Force's dash is no longer stopped by ceilings.
Fixed an endgame boss sometimes spawning statues in weird locations.
Fixed rendering issues with the item display panel.
Fixed a community level camera issue when placing Dustria's boss arena and miniboss arena too close to each other.
Updated icons in the World Configurator.
Background transitions now have a brief fade, in case the chunk doesn't cover it up.
Fixed an online co-op community mode issue where the host would sometimes think the client has an Autotank.
Fixed Maker music not playing while the game is paused when playtesting a level or chunk.
Made Lethal Tempo's achievement more lenient (destroy all clockfaces within 3 seconds, up from 1 second).
Fixed minor mistakes in some datalore entries.
Fixed an issue where the final boss could teleport abruptly.
Fixed Re-Flapp not working if you have exactly 2 of them, then sell 1 to the Trader.
Fixed Anchor Mines rendering their chains early in Contemplation Rooms.
In community levels, items placed outside of chests no longer produce explosions and screen shake.
Still Waters 2 now removes all of Delta's Hype stacks on hit.
Glorious Returns no longer causes Cosmic Flapps and Exploding Barrels to drop Nuts.
MAKER UPDATES & FIXES:
Added support for Dally and her new weapons and Bells.
Added the relevant new Augs and Prototypes.
Added Dolto (the target dummy) to Level Mode.
Highvault's Cloud Shooters now show a preview of the clouds they spawn, and how far they travel.
Deepverse's Patroller now has a more accurately sized sensor.
30XX 1.2.4 Patch Notes - April 26, 2024
Hello! Delta's been out for the better part of two business-type weeks, so we're just posting the collective fixes we've made over the past bit here. 1.2.4 released last night, but these notes contain most of our fixes (and changes) since last Monday.
Hope you've been digging Delta's design - thanks for playing! 30XX will remain on sale on Steam for a few more days through the weekend, then it's back to normal.
--
GAME FIXES & CHANGES:
Delta's Lethal Evade now always damages foes (even without charge - but charged will deal more!), and no longer costs NRG.
Fixed enemies sometimes dying to lava when they shouldn't.
Fixed an issue that could cause an invisible, sometimes damage-causing entity to annoy you in Level 9.
Fixed Water Block Switches having a slightly incorrect position.
Charm now affects the Mega Mode shop.
Fixed an issue where salvaging a Repro after picking up Best Friend would prevent you from picking up future Repros.
Charging Magnet now draws in pickups by holding the attack button, regardless of character or equipped primary.
Fixed the palette machine having incorrect text in some languages.
Fixed being unable to pick up unsalvageable Augs with Soul Scrapper active.
Fixed Deepverse's Wall Lasers granting nuts upon disappearing with Glorious Returns.
Fixed a typo in Hoot Omega's datalore.
Fixed the Charm Aug having incorrect text in some languages.
Attempted a fix for players sometimes being visible before teleporting in.
Fixed Delta loading the wrong combo fx palette (only really relevant to modders).
Fixed a few mapdata issues.
(Switch, when available) Fixed an issue causing the Character Select highlight in the Level Catalog to fail to appear.
(Switch, when available) Fixed an issue with Nina's Powers in co-op picking up oddly.
Fixed a mapdata issue causing a potential Watergrav softlock.
As Ace, Autoloader now swaps both your equipped Weapon and the Weapon you have on Bladeswap (so it effectively gives you a fresh Weapon pair every time it triggers).
Fixed some weird Leviathan interactions.
Thirsting Glory (Delta Aug) now triggers on-kill, vs. on-hit, but restores 2 per (up from 1 per). Might still be too strong. (Non-English tooltips will be updated soon.)
Fixed Vibroharvester for Delta. (It charges both weapons.)
Fixed a few Vagrant Arm interactions with Ace. (It's now slightly better than before, but mostly the same average.)
Fixed an issue where Delta with both Negation Pulse and Shield Link could be Real Bonkers.
Fixed an issue causing Nina augs to spawn for Delta in Challenges.
Fixed an issue where encountering certain alt-stages at levels 6-8 could cause extra crashy portals to spawn at level's end.
Fixed an instance in online co-op where the host rerolling the Trader could occasionally also reroll the client.
Fixed an incorrect draw offset when using Lara and Void Double at the same time as Delta.
Fixed an incorrect chest orientation when shooting as Delta with a Resonant Chestplate.
Fixed a typo in Capital Punishment's datalore.
Delta's Dawn: 30XX 1.2 Patch Notes - April 15, 2024
Hello! Hope you've had a fine 2024 to date - it's about to get a little more GLORIOUS!
Today's 30XX 1.2 Patch, DELTA'S DAWN, introduces Delta as a playable character to the game. Delta plays as a highly variable hybrid character between Nina and Ace with unique spins on weapon charging and NRG that reward fast play and calculated aggression, and he's unlocked the same way the Entropy Cluster is (spoilered details on that below). 1.2 also introduces the first of our ALTPHASES, new level alternate level design features added to Burning Temple, Highvault, and Deepverse that'll shake things up from run to run. It also adds a new enemy, a handful of new Augs, a new button for all characters (most notably providing Ace with a new Bladeswap ability), a new Shortmode option called Ephemeral Journey that makes the game a tighter, tougher 5 level run, and much more!
Delta is free for all players of 30XX - unlike 20XX, we've decided to try releasing 30XX's first new character for free, instead of making it into a paid DLC. This is kind of an experiment for us - we'll see how it goes! To celebrate his release, 30XX will be at its lowest price ever on Steam - 30% off, or $14 USD - for the next two weeks. He'll go live on Switch soon, as well - just waiting for the update to pass their certification.
GAME FIXES & CHANGES:
Delta debuts! I'll spoiler tag the character's mechanics below in case you'd like to discover them for yourself. Unlock note (spoilers): Unlocked the same way the Entropy Cluster is -- either a game win or 5+ level 5-or-higher runs will unlock Delta. Players who have already achieved this will see a Delta unlock pop-up immediately when starting the game, and will not have to re-unlock him.
Delta wields both Ace and Nina's weapons and powers, and is encouraged to aggressively switch between them as the situation demands to sate his need for Glory.
Weapons: Delta can use most of Ace and Nina's weapons, and begins the game with both the N-Buster and the A-Saber bound. He can only use one Nina beam at a time (no stacking). When completing a Contemplation Room, he'll receive either an Ace or a Nina weapon at random. Delta can't find Ace's weapon augs.
Instead of charging normally, Delta charges his Weapons by using them - three Nina hits charges the next Ace attack, and vice versa.
Weapon hits build Hype. At 20+ stacks, Delta can press RT (the previously unused button) to consume them and become Glorious, fully recharging his NRG and giving a damage/speed boost for 5 seconds. Hype does not decay when hit (unlike Ace). Activating Glory is Delta's primary NRG recovery mechanism, so you want to time the activation such that it'll give you lots of extra juice for your Powers while also being in position to utilize the damage or speed buffs Glory grants.
Powers: Delta can find both characters' Powers - at the end of each boss fight, he'll be offered one at random. Delta can find Power Augs, but can't fuse Powers. Because of his rapid NRG recovery via Glory, Delta's Nina Powers have a base cost of 2x their Nina cost. Delta's Powers are bound like Ace's Techniques (and his Nina Powers default to their Ace-technique-counterpart keys). Delta doesn't have Unleash Blade - a few Ace weapons work differently to account for this (For example, Edgewall is the shield by default, and fires the charged boomerang when the attack is charged). Aiming Gear aims automatically.
Added Alt Phases, intended to spice up level variety between runs. As of this patch note, three levels have alternate phases (Burning Temple, Deepverse, Highvault) - if you encounter these stages on level 3+, they might spawn with a few twists!
Added a new button that performs a different action depending on your character.
Nina's action is Stance Lock, keeping you in place and letting you aim your weapons more easily.
Ace's action is Blade Swap, letting you quickly switch between primary weapons.
Delta's action is Glory, which consumes active Hype Stacks (if 20+) to grant full NRG and a temporary speed/damage boost.
Added a new Highvault enemy, the Storm Demon! Watch the skies. Caw.
Added a new Aug: Charm, which lowers shop prices by 20%.
Added datalore for enemies and bosses. (Note: These are currently in English only. It's a lot of words.)
The Entropy Cluster now shows your current entropy level on the machine.
Entropy Conditions are now saved between sessions (Standard Mode only).
Moved a few Entropy Conditions that did not increase Entropy Level into the World Configurator, a new device next to the Entropy Cluster.
Added a new World Configurator option: Ephemeral Journey, which halves the amount of levels in a Standard run. (The run will generate five levels instead of 10, at difficulties 2, 3, 5, 7, and 9.)
If you've completed a run before, you can now skip the escape sequence through a green teleporter.
The final level is now guaranteed to have a slot machine.
The Speedwalker achievement now requires a completed run within 32 minutes (was 28).
The Speedy Pilgrim achievement now requires a completed Pilgrimage 2 run within 40 minutes (was 35).
Repros are now a bit rarer, and have increased shop costs.
Vagrant's Dissonance (Arm Core) is now less insanely busted than before. Mathematically, it's about a 25% increased damage multiplier still. (Down from.. a lot more than that.)
Vagrant's Waltz (Leg Core) reworked a bit
instead of the unwieldy blinkdash, dashing while overheating now starts an Unstoppable Force-style movement. This is usable while horizontally airdashing, and is awesome.
Vagrant's Yearn (Body Core) now uses a small amount of Corruption when releasing a damaging Nova while overheating (so it isn't permanent, endless giga-damage with the resonator and full set).
Added some new Character Palette options.
Ace, Jest and Delta can now re-order their Powers even with Still Waters active.
Zen Disciples now have a minimum time before they can divekick at you, so they're a little easier to get under from point blank.
Slot Machines now have the very rare Super Jackpot, granting three Augs at once.
When attempting to salvage an unsalvage-able Aug, the game now displays a popup to inform you. (Instead of just picking it up.)
Astral Terminus (Power Aug) now lets Ace destroy vending machines with Ryuusei.
Fixed vending machines visually sticking around when destroyed with Crushing Void.
Arrow Blocks now have a tell when they're about to disappear, and give a bit more leniency before losing their collision.
Improved behavior when Arrow Blocks collide with each other.
Fixed Water Platforms and Hydrophobic Platforms appearing a little higher than they should.
Fixed background filters sometimes not covering the whole screen with certain scrolling backgrounds.
Fixed Doppelgel being able to duplicate Triplicate Spirits (and causing weird behavior).
Laurent's Evade now ends when making wall contact (so you can jump immediately).
Autoloader now grants additional benefits when Resonated (more Beams for Nina, Weapon Aug benefits for Ace).
Fixed corpses displaying ERRSTR.
Fixed a misalignment in L10's "inside" background.
Chronovane pieces can no longer spawn in Slot Machines (preventing an awkward situation where one is slated to spawn late in a run in one - this makes it easier to complete).
Spoilers for updates to a certain endgame quest below - click at your own risk!:
Removed the Symbol of Peace as a prototype. You can now start a "peace run" through a portal in the Rev Device room. (This was done to eliminate the inherent RNG involved.)
You can now talk to bosses when you have the Symbol of Peace.
MAKER FIXES & CHANGES:
Added Delta and his new Augs.
Added the Storm Demon enemy to Highvault.
Moved character-exclusive Augs into their own categories, for clarity.
Echobeast now has the correct palette.
1.1's new Augs now have localized text.
Fixed an issue where background tiles could not be deleted if an asset on a disabled layer overlaps them.
Fixed Power/Weapon Augs being selectable for Weapon Blocks.
Revenant's Rise: 30XX 1.1 Patch Notes
Hello! Today's 30XX patch is our first Content Update since release a few months ago: 1.1, Revenant's Rise, is here! It's free for all players (no DLC or anything, just new stuff).
Patch 1.1 adds two new Challenge Characters -- Revenants -- who use Ace and Nina's mechanics, but with substantial limitations to offer a fresh challenge. It also refreshes Glory Zones and Contemplation Rooms by adding a new type of Zone objective, an Entropy Condition that spices them up, and new ways to score both! 1.1 adds four new Entropy Conditions, including fan-favorite Endless Endeavor, which lets you continue to play stages to your heart's content before entering the Endgame. It also adds 21 new Augs and 4 new Prototypes to keep the spice flowing, reworks resurrection in co-op play, updates most of our menu UI screens with better visuals and layouts, updates how files are created in Mega Mode, and fixes a million other smaller issues! Please see the details below for more info.
As of this week, 30XX has also sold 100,000 units! Thanks for choosing to spend your time and money on us so we can keep making great stuff for you to enjoy. 30XX will be 25% off through the end of the week on Steam.
Special thanks to our Superfriends and folks who played the game on publictest to help get 1.1 ready for you to devour - we hope you enjoy it, and look forward to even more content (and more playable characters!) in 1.2 in a few months.
--
GAME CHANGES & FIXES: - Added Challenge Character variants for Nina and Ace! - Unlock spoiler - do not hover if you want to discover this on your own: Complete a run at Entropy 5 or greater. - Added 21 new Augs and 4 new Prototypes! - Added four new Entropy Conditions! One of them is Endless Endeavor, which will keep the journey going past level 8 until you decide to finish the fight. - Updated Glory Zone and Contemplation Room mechanics! -- Timed versions of both zones return! Slaying enemies during these events will push the timer back slightly (in a way that scales with Faithmetal Flock Entropy ranks). -- Added a new GZ type, "touchtargets"! These are more open-ended platforming segments that ask the player to sort out how to efficiently navigate dangerous rooms, rather than being linear challenges. -- The new "Twisted Glory" EC adds additional hazard conditions to GZs & CRs. - Revamped Mega Mode's campaign setup & generation. The "File Select" screen is now a playable space, and is where you'll set up the parameters for the run you're about to generate (players, characters, Entropy Conditions, etc). Accordingly, these devices have been removed from Mega Mode HQ. - Updated file save system for the "core" game save file. The game will now create an automatic backup save in case something awful happens to the first one. When attempting to load, the game will automatically load your backup save if the first one fails. --- NOTE: This version of the game attempts to read save files in the order "30XXv002.sav, 30XXv002backup.sav, 30XXv001.sav". This build will write to 30XXv002.sav and 30XXv002backup.sav, and will not write to 30XXv001.sav. (This means your old save file will remain untouched once starting to play 1.1.) - Added a character palette selector to HQ! Several new character color palettes can now be unlocked during gameplay. Unlock 'em all! - Updated the visuals and layouts of several menus and UI elements. - Reworked co-op Resurrection! Revival Pods are gone, and players can now be revived when the other player has killed 20 enemies by pressing Interact, or when defeating a boss or miniboss. This action also no longer requires the reviving player to sacrifice HP. - Loot Omega now flies to the end of his chunk when slain (so its reward always drops in the same place, preventing some feelsbads with rewards dropping in bad spots). - Unified Entropy progression for Mega and Standard modes. The game now also checks on startup to make sure that your purchases and the number of Shards you have align with your current Entropy progress, granting you any missing Shards. (You may see your Shards increase after this patch in case your file was missing any - you will not lose any.) - Mega Mode save files now require the correct number of players to start. (A file started as a singleplayer file is now forever a singleplayer file, and the same for co-op. Co-op files may be started as local co-op or online co-op, however.) - Network disconnections in Mega Mode now return both parties to the Title Screen. -- The two above changes are for gameplay stability purposes - completing a level as a disconnected client in Mega Mode, for example, didn't accomplish much, since the host saves the game data, and completing a level with a disconnected client could result in lost items/etc for the client. - Event hazards that target a player directly (mostly special events in alternate levels and Delta's "Haunt" condition prior to this patch) now target one player at random in co-op play (instead of both). - Fixed an issue causing recently spawned Cosmic Bats to not always deal contact damage. - In online co-op, the free Core granted when acquiring a Resonator with no matching cores is now synced between players. - Acquiring a Chronovane piece now greatly increases the chance of another piece spawning. - Acquiring a piece of the Vagrant's set now increases the chance to find the others if you have at least one victory, and haven't completed the relevant event. - Gave Ace "dash up" and "dash down" animations. - The effect that Ace creates upon releasing a level 3 charged attack now turns green alongside his Saber. - Updated the lives icons in Ellie's Gauntlet. - Fixed the Memory Index toggle not always working correctly for overclocked upgrades. - Blocked several items from spawning in Rush Job that don't do much without full levels to play through. - Dally is no longer infinitely farmable in Level 1 of Mega Mode. - Hysteria no longer increases the amount of Scrapbits acquired when trading items away to the Trader. - Re-enabled Interesting Times in co-op, and better synchronized its effects (and those of The One And Only) in online co-op. - Significantly improved online co-op stability for the final boss and miniboss. - Improved local co-op teleportation in the final level's miniboss. - Fixed a cutscene in the last level as the client in online co-op. - Fixed bosses disappearing upon defeat as the client in online co-op. - Fixed boss health bars sometimes overflowing as the client in online co-op. - Fixed "-$0" sometimes displaying when the other player collects a pickup in online co-op. - Fixed a rare crash relating to Void Orbs. - In online co-op, fixed not always being sent back to HQ when your partner exits a secret level. - Fixed the client treating some secret levels as community levels in online co-op, yielding weird behavior. - In online co-op, ending a run no longer forces a disconnect. - Fixed the Soul Scrapper challenge condition in online co-op. - Secret levels no longer give extra metacurrency in co-op. - Metacurrency from secret levels is now properly synced in online co-op. - In online co-op, the client can no longer interact with the Rev Device in HQ, preventing softlocks. - Fixed Core Extender & Useless Garbage Trader sync in online co-op. - Fixed an online co-op issue where the client can sometimes not ready up at secret level teleporters. - Community chunks now get their play count incremented when players find them in Community Run. - Fixed a typo in a secret ending. - Fixed an animation bug when Ace dashes with Mobile Shell active. - Fixed a rare online co-op issue where two Deltas could spawn on top of each other in HQ. - Fixed the collision of Dustria's Exploding Barrel Grinders in online co-op. - Fixed community chunks not showing up for Deepverse's DPADS phase in community run. - Tremendous number of misc. smaller fixes reported both during PT testing & from the live build. - The end screen is now animated. - Fixed "dash up" and "dash down" animations being swapped under reverse gravity. - Fixed the colors of the roof in Zen Primus' boss arena. - You can no longer take damage while dialog is active. - Fixed a slight misalignment in Ace's Saber animation. - Fixed graphical issues with player HUDs. - Fixed Li'l Hoot's tornado freezing Waterfall Platforms. - Pity cores from Resonant Armor are now synced in online co-op. - Fixed Renewal Pod not clearing their petals correctly after dropping an item. - Updated how Community Mode select chunk difficulties to allow more Spicy player-made chunks to be selected.
MAKER CHANGES: - Added the Maker-compatible new Augs and Prototypes from 1.1. - Added Doppelgel to the Aug list. - Moved Surging Lubricant to the Special category to match its new behavior, and updated its description. - Fixed grid rendering issues at high resolutions. - Fixed the "Spicy" difficulty filter not working in the chunk and level catalog.
Hello! We're back from vacation, so we're back with another set of fixes and changes in today's 1.00.19 patch.
These patch notes summarize the changes since our last Steam post (1.00.16), so they include the fixes in 1.00.17 and .18, as well.
We're working on scope for 30XX's first major post-release content patch (1.1) this week - if there's something you'd love to see in the game now that we've got time to make it (items? systems? polish?), we'd love to hear it!
Here's a sneak preview of some of the things we're working on that might be part of 1.1:
Hey, folks! Quick summary of the fixes leading up to 1.00.16 today. We'll be a little slower this week as we get ready to show at PAX West here in Seattle!
Also, we've received confirmation that 30XX will be up on Nintendo Switch in North America this Friday, Sept 1. (It'll be out Sept 12 in the EU and Australia, and Sept 28 in Japan.) Thanks for your patience!
Thanks for playing!
NOTE: On Thursday of this week (8/31), we'll be adjusting 30XX's regional pricing. Steam has adjusted their recommended pricing a few times since 30XX launched in Early Access, and we'll be adjusting the game's regional pricing to fit their current suggestion model. This means the price of the game will stay the same in the US, but will increase in most other regions (to be comparable to a $19.99 USD price in the States). The new pricing will be as follows:
GAME CHANGES AND FIXES: - Fixed a few Nina projectile types not properly scaling their size when at various levels of charge. - Fixed Deadly Precision (Ace Tonbokiri Aug) interacting poorly with Unstoppable Force. - Fixed Facesmasher not properly shutting off Penumbra's Megavoids on hit. - Corrected a few sync issues in Seed Racer. Disabled rerolls, as they have a tendency to send seed consistency off the rails. This change will affect Delta challenges and Trader Offers, too. - Pressure Strikes and Coup de Grace now grant one stack per hit per copy held (instead of not stacking). - Fixed Ol' Reliable not ol-reliably-triggering as Ace. - Changed the settings menu structure. A new category for Outline Options has been added, and some of the Advanced Options have been moved to Visibility Options. - With "Reduce Projectile Clutter" active, Verity Beam can no longer trigger bullet transparency on its own. - Fixed some effects, such as Burning Temple's petals, counting towards the projectile limit for "Reduce Projectile Clutter". - Fixed Vital Crystal's explosions not respecting the "Reduce Projectile Clutter" option. - Having multiple Hoarder's Might and selling one to the Scrap Trader no longer takes away your damage buff. - Voltage Vampire can now damage the final boss. - Enemy-chasing weapons and Repros no longer target an inactive part of the final boss. - Zen Heretic no longer passes through the final boss. - Zen Heretic now destroys itself when rising for too long. - Fixed the final boss sometimes teleporting when defeated during one of its attacks. - Fixed an Autocharge exploit that let you charge normally unchargeable Ace primaries. - Fixed Leviathan's Power Augs having no effect. - Fixed Coup de Grace not working with Leviathan. - Fixed incorrect sprite rotation when using Arc Beam in combination with Seeker Beam. - Fixed wall explosions building up while the game is paused after an endgame boss fight. - Fixed the Body Guardian bumping into walls from too far away. - Fixed Zen Vortex, Zen Protector, Seeking Striker and Zen Heretic not respecting reversed gravity. - Fixed Crushing Twin spawning too high up under reversed gravity. - Fixed a rare "Help, I'm stuck" issue in community runs that could softlock you in boss rooms. - Fixed instances where the player would visually and audibly appear to take damage during certain invincible states. No damage was actually being dealt, but it gave the wrong impression. - The cutscene skip button has been moved to Activate Thing, so players don't accidentally skip a cutscene while trying to charge their weapon. - Fixed some decoration misalignments in Penumbra's Leg Guardian room. - Fixed a softlock in the Maker's Chunk and Level tutorials. - Fixed a visual issue causing Hoot Omega's "frozen" animation to not play properly. - Contractor Beta now grants 3 to all stats when picked up with Prototype Resonator (up from 2). - Burn for Glory now grants 50% of its benefit after being System Restored (up from 0%). - Fixed players sometimes being unable to navigate their own Trader or Reward Selection menus for a few seconds in local co-op. - Cloud Aura's wings now draw correctly under reversed gravity. - If Delta refills your empty Autotank, the visual on the pause menu is now updated accordingly. - Fixed Facesmasher sticking to Delta (as a miniboss). - Absolution's Scythe no longer triggers an off-screen warning indicator. - Hopefully fixed a character clipping through the ground in a secret ending. - Fixed a bug where collecting multiple health pickups that count towards an Autotank, wouldn't display the (T) behind the number. - In the last level, teleporters now disappear at the end, to prevent weird interactions. - Fixed Shield Link's barrier deactivating too early. - Fixed many Augs incorrectly losing their effect when having at least two in your inventory, and selling one to the Scrap Trader. - Fixed an issue where having more than 8 Orbital Barriers, and selling one to the Scrap Trader, would incorrectly leave you with only 7 of them. - Fixed the position of the Shield Statue barrier on Laser Snakes. - When playing a community level, the name of the level is now displayed on the pause menu. - Fixed an issue with Gears of Industry where picking up multiple Nuts at the same time would only subtract from your HP once. - One of the endgame bosses now displays damage numbers properly. - A certain Echocave event is now guaranteed to spawn when the appropriate conditions are met. - Delta is now guaranteed to show up on level 7 to help you achieve a certain level-related objective (if his help will get you over the line). - Fixed one more Gapminder issue causing him to slack on the job. - Fixed Ace's starting loadouts in a few replayable alt-levels. - Added an extra "stop this dialog box talk sound" check. - Fixed an issue with the "Soul Scrapper" challenge flavor causing the granted Shopaholic to behave poorly. Soul Scrapper now also properly starts you with Smuggler Attractor. - Trader deals now respect Scrap Sleuth. - Reviving your co-op partner now sets their gravity to that of the reviving player. - Remnant of Flame's barrier check now happens after Vagrant's Yearn (Body core), so it won't be spent if Vagrant's Yearn would have prevented the damage anyway. - Fixed Shield Bash and Fatal Fury tooltips. - Fixed an issue where defeated enemies could still block attacks while Delta's "Spectres" condition is active.
What We're Working On - August 21, 2023
Hey, folks! It's been a week since our last post, so we're updating here to sum up this past week's various fixes and tweaks to 30XX, and indicate what we'll be chewing on this week. Today's hotfix summary brings us up to 1.00.12, the current live build - 1.00.13 will be coming today or tomorrow.
As long as we're patching frequently enough to warrant it, we'll continue to make these posts - eventually we'll slow down and start working on the game's first post-1.0 content patch.
I'm sorry to report that we still don't have an update about our Switch release - we'll update you as soon as we do.
NOTE: Please see this thread if you're having issues with your game saving. We've seen four players have a related problem so far, and in all four cases, something in their computer's config was preventing access to Documents/30XX - it's usually Windows Defender flagging the game incorrectly.
Thanks for playing!
--
WHAT WE'RE WORKING ON: <*>Permanent Upgrade toggles, so you can customize active upgrades from the set you've purchased (in case you want to turn some of them off) <*>Updating a few out-of-date tooltips & fixing some text errors <*>Updating localizations in several languages in response to player feedback <*>Misc. game fixes
GAME CHANGES & FIXES: <*>Fixed an issue causing text overlap in some languages in the Memory Index and Entropy Cluster. <*>Fixed weird behavior when completing multiple runs with different endings in one session. <*>Fixed some Memory Index entries having overlapping names and descriptions. <*>Fixed some instances of text being larger than their containing button. <*>Buttons on the pause menu are now larger in certain languages to make their text fit. <*>Fixed the final boss gates potentially locking out the client in high-lag situations. <*>Level 8 boss achievements are no longer achieve-able in alt level versions. <*>Absolution's dropped Scythe no longer triggers a warning indicator once you walk offscreen. <*>Rerolling items can no longer result in character specifics Augs in co-op games with both characters active. <*>Fixed an error causing Watergrav FRO-6 acid to split the wrong way in online co-op. <*>Fixed an issue causing alt levels to roll during Leaderboard Challenges. <*>Fixed a rare issue that could cause Glory Zone teleporters to fail to teleport the player to the correct place. <*>Renewal Pod no longer drops an item immediately when loading a save (allowing a patient player to load/reload over and over for health or nuts). <*>Fixed an issue where toggling Autocombo in the pause menu, then changing another option, could revert your Autocombo toggle. <*>Fixed an issue causing text to not properly reload in a few places when switching language settings. <*>When rerolling the Trader's Offer, the exact item offered is now blocked in case the same reward type is rolled again. <*>Fixed an endgame miniboss occasionally not being attackable by Ace after a certain move. <*>Instances where the client gains nuts in online co-op (say, because of a duplicate Core) now properly sync nuts gained. <*>Instant teleporters in online co-op no longer trigger the "warp" effect when your partner enters them. <*>Fixed Deepverse Wall Lasers not respecting Armatort's set as the client in online co-op. <*>Fixed the host being able to start the run without the other player having readied up. <*>Re-enabled trader re-rolling in online co-op. <*>The Client in online co-op can now accept Delta's Boast. <*>Fixed an error causing the Trader to offer player 2 more Core Extenders than intended in online co-op. <*>Disabled Shopaholic in multiplayer while we rework it. <*>Fixed an endgame issue that could prevent progress online if the host is dead entering a certain endgame area. <*>Fixed a rare crash that could occur when starting local co-op in an old Mega Mode file. <*>Save and Quit now properly remembers what items were in the last level's shop. <*>Reboot now properly scales with bonus Reboots & other Repro effects. <*>Fixed a potential crash as you defeat Legacy. <*>Fixed a hitch on some lower-end systems when defeating Lethal Tempo <*>Fixed a rare online co-op crash. <*>Fixed the background during the last level in Rush Job. <*>Fixed the first phase of the final boss sometimes facing the wrong way. <*>Hopefully fixed the final boss sometimes dying early (for real this time). <*>Fixed Sage Beam being able to trigger some old Autodrone fusions. <*>Gave a hitbox to one of the attacks of the stage 9 boss. <*>When the health bar type is set to Hybrid, bars of Armor can no longer overflow off the edge of the screen. <*>Fixed dialog boxes in HQ sometimes not showing up after you complete a run. <*>Fixed a softlock in a secret level if the player has too little Max HP. <*>In Rush Job, Augs that increase a stat on level start, now immediately apply their effect when picked up after defeating the boss. (This means items that apply on pickup and on level change will now apply twice if picked up after the boss room.) <*>Fixed an error causing Save and Quit to occasionally save/reload incorrect run timers. <*>Added some new Visibility Options! <*>"Show Chunk Name" is now disabled by default. <*>Added an option to hide the version number on the top-right of the screen (the option to hide this is enabled by default). <*>Added options to reduce projectile clutter when there's a lot going on on screen. This option has four values - currently, the default will alpha fade your partner's Repro attacks in online co-op. You can also make it fade all of your partner's attacks when the screen gets busy, *all* attacks, including your own (again, only when the screen gets very busy), or disable this setting entirely. We may change the default here in a later patch. <*>NOTE: This Option's definitely a little on the experimental side - tell us what you think! <*>Added an option to disable boss hit flashes. <*>Vital Crystal's damage now scales with bonus health again. (+50% per additional Vital Crystal level, +1% per additional Bonus Health.) <*>Fixed Gears of Industry and Market Fluctuations' new interactions with Prototype Resonator. (They now correctly give +7 nuts per pickup instead of +5). <*>The Shape Respecter achievement no longer minds if you hit the floaty Legacy faces in phase two. (This makes the achievement slightly easier, but it's still tricky, and it's easy to think the face doesn't count as a "shape".) <*>Wincing Clover's damage taken no longer triggers negative damage-taken effects. <*>Fixed Final Shell's interaction with Prototype Resonator. <*>Added a few extra Whirls to Aiming Whirl to visually cover its entire hitbox. (It went a bit further than its previous visual indicated.) <*>Two particular Prototype Symbols no longer spawn in Leaderboard Challenges. <*>Fixed an error causing Honor and Glory to occasionally trigger incorrectly. <*>Fixed some ending timings. <*>Fixed certain text on the victory screen sometimes not showing on some languages. <*>On the pause menu, the "End run" button now says "Main menu" when appropriate.
What We're Working On - Aug 14, 2023
Hello! We've been hard at work fixing up the issues that y'all have reported since 30XX entered 1.0 on August 9th. We wanted to share where our focus is this week, as well as list most of the issues we've fixed in the past few days.
Today's post is only focused on fixes & Quality of Life stuff - after we've got all the 1.0 kinks worked out, we'll be publishing our plans for Content Patch 1, the game's first post-release content patch. Those plans aren't final yet, but we're looking at adding new challenge characters, updating Glory Zone variety, adding new Augs of all sorts, and much more!
Fix updates will continue to roll in this week and next - I really appreciate folks taking the time to tell us when something doesn't match their expectations! This list is accurate as of 1.00.8, which'll go live shortly after this post. We'll report another hotfix roundup later this week.
We don't have an update about 30XX's Switch release yet. We'll update you as soon as we do.
WHAT WE'RE WORKING ON: <*>Options & defaults to reduce visibility clutter in certain late-game situations (usually involving repros, co-op partners with giant beams, and a mix of the two). <*>Permanent Upgrade toggles, so you can customize active upgrades from the set you've purchased (in case you want to turn some of them off) <*>Updating a few out-of-date tooltips & fixing some text errors <*>Updating localizations in several languages in response to player feedback <*>Misc. game fixes, largely targeted at (but not limited to) online co-op
GAME FIXES SINCE AUG 9: <*>Fixed two rare potential issues blocking progress in the Endgame. <*>Fixed an issue causing players to visit certain alternate level at an inappropriate time. <*>Fixed said alternate level not being exitable without dying. <*>Restored Ace's brilliant Combo Flame. <*>Delta no longer offers character-specific Augs in co-op play where both characters are in use. <*>Fixed Experiment 9 sometimes attacking corpses in co-op play. <*>Fixed Vibrodevourer being circumventable by toggling autocharge on and off. <*>Fixed the Untouchable achievement triggering improperly. <*>Fixed the Fully Loaded achievement not triggering properly. <*>Fixed nuts resetting to 0 when dying in or completing a stage in Mega Mode. <*>Fixed Capital Punishment's fist sometimes flying out of the arena at higher levels. <*>Fixed Penumbra's Orb Blocks/Switches sometimes desyncing. <*>Fixed your online co-op partner's health and NRG not being visible if the health draw type is set to "bars only". <*>Fixed Nina sometimes shooting an endless stream of bullets when Hoot Cheerleader is used with Autocombo enabled. <*>Fixed Nina shooting 2 bullets instead of 3 if Hoot Cheerleader is used with Autocombo enabled. <*>Fixed the final boss sometimes dying early. <*>Fixed said alternate level not being exitable without dying. <*>Fixed dialog not showing when using the Community hub's Memory Index before the regular hub's for the first time. <*>Fixed controllers not registering input for the first few seconds on the main menu under certain conditions. <*>Fixed a crash that could occur when selecting the "Replay" button after completing a level playtest. <*>Level catalog levels now pause when the game window gets out of focus. <*>Fixed an error causing Assist Mode's player damage taken to not save between sessions properly. <*>The game now always plays the level music while playtesting your level or chunk, and stops it when the level or chunk is completed, or when the game window gets out of focus. <*>Mega Mode files now display icons for the final levels. <*>Fixed the button prompts on Ace's technique HUD sometimes being incorrect. <*>Fixed Crushers sometimes being able to damage you when standing on them with reversed gravity. <*>Fixed Osafune sometimes having a broken animation after using Thanatos in the air. <*>Chests and Slot Machines on ceilings now apply reversed gravity to the items they drop. <*>Fixed L9's miniboss sometimes getting stuck on a wall. <*>Fixed sliding on slopes during NPC dialog. <*>Fixed the final boss sometimes getting inappropriately jammed. <*>Hopefully fixed the final boss dying early under rare circumstances. <*>Any active lasers at a certain point in the endgame are now disabled at an appropriate time.
30XX 1.0 Patch Notes - August 9, 2023
Hello! Today's 30XX 1.0 patch sees the game exit Early Access into full release!
1.0, first and foremost, brings 30XX's Endgame into the spotlight! We'll avoid too many spoilers here about the new levels, but all 30XX runs will now go past level 8, until you've truly saved the world that remains.
We've also fixed up all the remaining major bugs we've found, including some long-standing issues in online play and Mega Mode.
Of course, there's still a lot we're excited to bring to 30XX in the coming months. While we believe 30XX 1.0 fulfills our original vision for the game, there's lots more 30XX in the pipeline - more game content, additional characters, even more Maker flexibility, better mod support, and so much more! We see 1.0 as a fresh start for the game, and we can't wait to be able to share what's coming next.
Our launch trailer's available here on Steam, but it's also here on Twitter if you're into that. https://twitter.com/batterystaple_g/status/1689320798375538688?s=20
We'll also be doing an AMA on reddit today on /r/Games - the post'll go up at 2PM PT!
As always, thanks for playing. We hope you enjoy digging into 1.0 as much as we've enjoyed making it.
--
GAME CHANGES & FIXES: <*>Added 30XX's Endgame! More levels past level 8 await you. We wish you luck, hero.
The Endgame is available in all game modes except for the Maker for the time being.
Like our previous new-level updates, you'll have to create new Mega Mode files to see these.
Achievements requiring game completions are now available.
New narrative events are available past the ones in the pre-1.0 version of the game. You may want to talk to a few NPCs to find a hint, or check up on a certain device.
<*>Updated several early UI elements, including the game's splash screen & mode select menus. <*>Updated Flapp visuals. <*>Added support for Traditional Chinese! Also improved loc display in most non-English languages. <*>All narrative text content is now available in all game languages. <*>Fixed a handful of issues relating to 0.57's Achievements. <*>Fixed an issue where Unstoppable Force, Crushing Slam, Digspinning, Lethal Evade, and Vagrant's Waltz damage weren't scaling with some effects. (They still all scale with the user's Speed stat, but now also benefit from lots of other effects.) <*>Lucavi's homing effect after a charged attack now also considered Phase Knives' effect when determining how far it can go. <*>Copy effects no longer copy Challenge Flavor benefits. <*>Fixed an online co-op issue where the non-pausing player's inputs were counted immediately upon a menu opening (say, for an Aug choice). The non-active player can still move the menu after two seconds. <*>Added a menu to Community Run to choose between Verified Only and Wild West. This option has been removed from the settings menu. <*>A certain Prototype no longer does its thing in a certain alternate stage. <*>Nina's shot groups that hit multiple enemies now correctly restore 0.5 NRG per enemy hit. Additionally, enemies that Nina defeats in one hit always restore 1 NRG. <*>Fixed a host of bugs that could cause performance issues in online play. If you have a smooth single player experience but have online performance issues, tell us! <*>Updated boss health bar graphics. Each boss now has its own icon on the health bar, too. <*>Added various new sound effects. <*>The world is now frozen during NPC dialog. <*>The barrier created by fusing Rending Whirl and Negation Pulse now disappears when the player unfuses those Powers. <*>Fixed an issue where playtesting the same level through the Maker multiple times may not update it properly on the game side. <*>Fixed Core Augs not showing on the end screen if the counting animation is skipped. <*>Fixed the Trader floating in mid-air when upside-down in Watergrav. <*>Fixed Very Safe Labs spawning slightly inside the ceiling when upside-down in Watergrav. <*>Corpses on ceilings now properly flip their orientation in Watergrav. <*>The player is now affected by gravity after (not during) a boss door transition. <*>Spring Knights now respect the laws of gravity while swinging their mace. <*>Fixed an issue where in online co-op, pausing in Clockzone's end chunk, then unpausing, would cause many Flapps to appear at once. <*>Fixed an issue where replaying the tutorial and quitting mid-way would trick the game into thinking the tutorial hadn't been completed, forcing you to complete it again. <*>Fixed Dally sometimes spawning inside a wall or in the air in Mega Mode's HQ. <*>Fixed the Leg Guardian visually shifting around when changing directions while dashing. <*>Fixed a weird transition when selecting Mega Mode after completing the tutorial. <*>Fixed a bug causing Rocket Beam to deal far more damage than intended when combined with multiple projectiles. <*>Fixed Sage Beam not properly casting Autodrone Fusions properly. <*>Fixed Shield Statues being offset half a tile from their Maker placements. <*>Fixed an issue where dead enemies could occasionally still block movements of other enemies. <*>Fixed an issue causing fully charged extra Nina projectiles to not pierce slain enemies. <*>Fixed a long-standing issue causing Echocave Digspikes (blue pathblock spikes) to appear permanently active. <*>Fixed an error causing some level themes to display their later backgrounds early. <*>Fixed the visuals on many of Nina's beams for the other player in online co-op. <*>Fixed an error causing L'il Hoot's damage to not properly scale with familiar level or Repro damage. <*>Thorned Hull effectiveness reduced to 1 ATK per 30 Bonus HP. Additional copies of Thorned Hull (say, from Hysteria) have no effect. (It was already a once-per-run Aug.) <*>Juiced Reserves is still 1 PWR per 20 Bonus NRG, but also now obeys the new non-stacking rule above. <*>Fixed the Trader occasionally behaving poorly in Mega Mode. <*>Removed a few Delta Conditions from Mega Mode that didn't make a ton of sense. <*>Fixed a weird Delta animation bug that could occur when defeating him. <*>Fixed boss health bars going into the negatives when dealing a lot of damage to the boss in one hit. <*>Fixed bosses living slightly longer than their depleted health bars would suggest. <*>Fixed a long-standing online co-op issue where the host's tiles could appear glitchy for a moment when coming out of a Teleporter. <*>Fixed Slot Machines sometimes giving more rewards than they should in community mode. <*>Fixed many objects despawning in community mode when crossing or spanning large distances. <*>Fixed Sonicrabs sometimes being able to walk off ceilings. <*>NRG should no longer drain during scenes where the player can't control their character. <*>End-of-level items no longer drop in community mode (they don't do anything in that mode). <*>Fixed Lethal Tempo dropping a broken item when defeated in Ellie's Gauntlet. <*>Void Persistence now properly makes the scythe stick to walls. <*>Fixed Gauntlet teleporters being offset too far down when on a ceiling in Watergrav. <*>Fixed weird downward movement when transitioning through boss gates. <*>Fixed some Aug names overlapping with their descriptions in the pause menu.
30XX 0.57 Patch Notes - July 19, 2023
Hello! Today's 0.57 patch cinches up some loose ends in 30XX as we prepare for full release on August 9. It fixes a bunch of online play issues, updates HQ and the Tutorial, adds Achievements, adds some missing Prototype Resonator benefits, and a bunch more!
As we did during the 0.56 patch cycle, we'll likely push several smaller updates these next few weeks as we continue to buff out 30XX's remaining bugs.
Some other news: We're going to be at PAX West from Sept 1-4 this year, and as always, we're looking for volunteers to come help out at the booth and hang out with Cityfires and I! Details here. https://forms.gle/kBUWFMCok65vd4AV6
30XX will also be at Gamescom in Cologne from August 23-27, and we're looking for one more person to come help out - if that might be you, info's here! https://forms.gle/wuzn5628AYDtqSn47
Thanks for playing!
--
GAME CHANGES & FIXES: <*>Added 50 achievements! Many achievements require beating the game in some fashion, and will not be earnable until 1.0 on August 9.
The hidden achievements are all narrative-flavored, and may require re-completing to unlock.
All achievements that don't require either the game's finale stages or a game completion are fair game now - the others will activate alongside 30XX's Endgame patch when we release 1.0 in three weeks.
<*>Ace and Nina now have Character Cards that pop up the first time you select the character, explaining some of their basics. These can be re-viewed by pressing Power 1 instead of Interact at their respective capsules. <*>Added Prototype Resonator effects for the following Prototypes. Remember, Prototype Resonator only applies to future prototypes acquired.
Burn for Glory: Charged attacks remove 3 HP (down from 5).
Charging Force: Damage bonus increased to 75% (from 50%).
Elliecare, Focused Repair, Healing Flair: Health/NRG increase increased by 50% (so a small health pickup restores 25, instead of 20).
The One and Only: Provides 50% more copies of the chosen Aug.
Edges of Madness: Also provides 1 Scrapbit per two items rerolled.
Gears of Industry, Market Fluctuations: Nuts are worth 7 (instead of 5).
Patchwork Integrator: Damage dealt reduced by 3% per Core (down from 6).
Patchwork Overloader: Cost to equip Cores increased by 1 (down from 2).
Violence Enhancer: Damage bonus increased to 50% (from 30%).
Wincing Clover: Rerolling items costs 20 HP (down from 40).
Vexing Clover: Rerolling an item with this effect also grants 1 Scrapbit.
<*>Updated the Tutorial with a little extra polish. Kur's gate now properly closes, the player can't be hurt during scenes, Zen Mortar is in a proper Weapon box, and there may be a condition under which you're much more capable of dying. <*>Updated HQ's tileset coloring. <*>Added info cards for Nina and Ace the first time playing as them in HQ. (This can be re-viewed by pressing Power 1 over one of their capsules.) <*>Beta and Gamma Workers (Dustria) now have a longer time in between their two wrench attacks, so they should be more avoidable at close range. <*>Echobeast now summons one fewer Sonic Bouncer before level 8 (the second summon will only summon one more), and two fewer Bouncers before level 5. <*>Updated the Game End screen to show Cores, Prototypes, and Weapons found as well as Augs. Removed the "Slain By" box, since it wasn't implemented for many enemy types. <*>Talking to Delta in levels now halts enemy AI and movement. <*>The Trader now always appears in Rush Job boss hallways, and doesn't replace the natural-spawning currency chest there. <*>Legacy's Circle shapes now have 50% less HP and take 50% less damage. (This means they take the same damage to destroy as before, but hurt Legacy less when you obliterate them all at once.) <*>Delta's "Haunt" condition no longer happens in co-op (not super fun for multiple players). <*>Fixed an issue that could prevent the Maker from sending level data to the game. <*>Fixed an issue with Ace's charged attack damage. <*>Fixed an online crash when trying to start a second run in a session. <*>Fixed a handful of performance issues in online co-op. <*>Fixed an issue causing a sound to be spam-played deep in Watergrav. <*>Improved and optimized a number of inefficient network traffic scenarios that could result in degrading performance in online multiplayer. <*>Removed a bunch of log info that we don't currently use (which should improve performance for some players). <*>Removed Blinding Hysteria. <*>Fixed the Energy bar sticking out a little bit. <*>Fixed a netplay issue causing Capital Punishment to double up on fists in online play. <*>Fixed an issue with Penumbra Orb Blocks sometimes having improper state. <*>Fixed a few uncommon crash states. <*>Community Modes (other than Community Run) no longer use or reset your Next Run shop purchases. <*>Fixed an issue where Healing Flair was incorrectly blocking healing from Dracopent/Owlhawk Body Cores. <*>Fixed Thrift Actuator not properly stacking in the level you find it in. (A second Thrift would not put a second item on sale in this level.) <*>Fixed The One and Only and Grey Goo behaving oddly with Save and Quit. <*>Acquiring duplicate Powers (mostly only possible in Community Mode) now grants 25 nuts instead of a second copy of the Power. <*>Acquired Scrapbits now display all at once (e.g. "+3 Scrapbits") instead of showing +1 three times. <*>Improved Deepverse Wall Turret visual as the client online. <*>Player corpses no longer appear outside of Standard Mode. <*>Fixed a bug where Mirror Pulse could also make Negation Gears persist after blocking attacks. <*>Resolved an ancient issue where lots of persistent sounds playing at once could garbolate the game's audio. <*>Fixed an issue where losing Marksman's Might wouldn't remove the benefit. <*>Fixed an error where Orbital Barrier could eat Raijin Call. <*>When regenerating NRG because of *healing* done, Pain Circuit is now limited to the actual amount healed (so Dracopent's Body Core will still give you 1 NRG per proc, but not 10). Was super busted. <*>Gamma Gear Elemental Barriers now properly launch at players as the client in online co-op. <*>Negation Gears and Power Within now display in line with the player's interpolated position in online co-op. <*>Fixed an issue causing the tileset to appear wonky for a moment when teleporting in online co-op. <*>Fixed an issue causing the client to sometimes be unable to hit Watergrav Anchor Mines in online co-op. <*>Added an additional second of invulnerability when teleporting.