Also! Today, at 4PM PT, we'll also be streaming some of the awesome community-made levels that players have built since the Maker Update on June 7. Tune in and see us get destroyed by player creations! We'll be live at twitch.tv/batterystaplegames.
30XX Patch 0.56 contains most of the remaining systems work as we prepare for 1.0 in six weeks! We're trying out one new Nina NRG regeneration mechanic (see below), so let us know what you think! We've also updated the HUD, with more changes on the way as a mini-patch during the 0.56 cycle. We've done an iteration pass on Power Augs, Weapon Augs, and Remnants, aimed at improving or reworking Augs that turned out not to be super fun in practice - all Power and Weapon Augs should be useful in the right situation. We've also toned down the power level on a few Cores that are performing a bit out of line.
While we prepare for 1.0, we're likely to make a few smaller patches containing more than just hotfix content in between our "major" patches.
As always - thanks for playing!
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GAME CHANGES & FIXES: <*>EXPERIMENTAL: We're trying one more Nina NRG system in the next few days here - we'll likely hotfix this out if it's not popular (instead of waiting for 0.57). Nina's attacks now restore up to 1 NRG per two enemies hit (or 0.5/ea). Reduced Nina's NRG-on-health-pickup by half. Owlhawk's Arm Core increases this by 50% (100% with Resonator). <*>We've updated several HUD elements, with a few more on the way:
Health bar visuals are granular (blocks of 10 HP) again. Partial HP blocks will be partially filled.
Updated positioning & spacing of main player HUD elements. In addition, Ace's HUD now shows the Powers he currently has on his HUD bars, and shows more Powers when he has more than 3.
Updated currency displays. (This will be more elegant in a hotfix shortly after the patch.)
In online co-op, your partner now displays much more limited information to save screen space. (In local co-op, the "Hybrid bars" setting now kicks in Numbers Only at 16 units, down from 30).
<*>The Chronovane components no longer spawn in runs after they've been properly used. The area involved can be re-entered from a special area in HQ. <*>Rush Job bosses now drop Memoria. (They drop slightly less than Standard bosses.) <*>Scrap Trawler's buff is no longer removed when purchasing an Aug from the Trader. <*>Fixed an issue causing crashes when Quick Restarting Weekly Challenges. <*>Fixed an issue causing Delta's offers to sometimes show smaller rewards than the player actually receives. <*>Fixed weird positioning when P2 enters a Mega Mode session. <*>Fixed an issue causing Aiming Crystal to hit the player for 0 if fired into a wall at point blank range. <*>Armatort's Pound's shot erasure now triggers Defend effects (like Counterstrike and Reboot). <*>When exiting a Digzone while spinning, the dig/spin state is now maintained for up to 0.5s as long as that direction is held down. <*>Ace once again gains "half-charge" damage. This currently has no visual. <*>Dracopent's Set bonus now guarantees all attacks happen at at least half charge (instead of raising the effective charged level of all attacks by one). In combination with the rest of this set, this led to really degenerate damage too quickly. <*>Vagrant's Sonata (Head Core) now lets you use Powers during overheating as intended while you don't have the NRG to use the Power normally. <*>Zookeeper's Wrath (Arm Core) now fires up to 3 Repro attacks per fully charged attack (5 with Resonator). (This limit doesn't count Repros that naturally attack alongside charged attacks, like Facesmasher. It does count Reboot (if it resets Reboot's laser). <*>Updated several Power Augs, Remnants, Weapons, and Weapon Augs:
Swapped the names of Wild Mortar and Serene Mortar. (Wild increases Echo effects - Serene gives NRG back.)
Serene Mortar now grants 4 NRG per enemy killed by it (up from 2).
Metal Gear (Aiming Gear) now reduces damage dealt by 50% (down from 75%).
Whirlspur (Rending Whirl) now also increases damage dealt by 20%.
Supersonic Bolt (Jagged Bolt) now increases speed by 150% (up from 50%), and increases damage dealt by 20%.
Bouncing Bolt (Jagged Bolt) now chains homing effects to a second nearby target, even if the first target isn't killed by the attack.
Mimic Drone now increases Autodrone (and other damaging Autodrone fusions) damage by 25% instead of its previous effect.
Devoted Drone now grants +100% Power Efficiency for Autodrone and its fusions instead of its previous effect.
Void Double (base Power) now fires one scythe on effect end that seeks a nearby target (instead of 2, that fly off in the upper diagonals). Stacks capped at 20 (for a base 100 damage Scythe).
Enter the Void (Leviathan Power Aug) redesigned. Now increases explosion area of effect and damage by 30%.
Sacred Minnow (Leviathan Power Aug) redesigned. Now applies a debuff to enemies that heals Ace for 3 when defeating enemies with Leviathan.
Striking Leviathan no longer grants Style.
Remnant of Time (Clockzone) redesigned. Now increases buff effect durations by 50% instead of infinite coyote-time. (This currently includes Ace's Style stacks.)
Remnant of Wind (Highvault) redesigned. Now grants a bonus jump when dealing damage with an Attack in midair. This effect can be repeated.
Increased the size of Grandmaster's hitbox by 30% so it's a little easier to use.
Increased Grandmaster base damage to 14 (from 10).
Lingering Fist's previous effect (Grandmaster Unleash still sends enemies flying after death, even if it isn't the killing blow) is now a baseline Grandmaster ability.
Lingering Fist redesigned. Now increases the damage dealt by enemies sent flying by 50%.
Rapid Fist redesigned. Now doubles attack range while charged.
Dawnbind's charged attack now grants 6 style stacks as a bonus, instead of hitting all 3 aim directions. (The weapon's fun to aim - the charged strike hitting all angles made it a bit less fun to use.)
Chainbind tooltip corrected (Damage bonus is 50%), and now properly works on bosses and minibosses.
Stylestrike (Dawnbind Weapon Aug) redesigned. Now increases all damage dealt by 30% when Dawnbind is equipped at full Style.
Lara no longer costs CP to equip.
Wavethrower (Lara Weapon Aug) now increases damage and NRG cost of its Unleash, instead of its previous effect.
Edgewall base damage increased to 13 (from 10). Charged damage reduced to 40 (from 50). Edgewall no longer multi-hits large enemies. (This was a little silly - it could hit very large enemies 3-4 times.)
Edgewall's Unleash shield no longer consumes next-attack effects like Coup de Grace and Rage Circuit. (This is a buff - it was eating these effects for 0 damage.)
Tonbokiri base damage down to 15 (from 18).
Plasma Beam base damage per tick reduced to 3 (from 5). Duration reduced from 1 sec to 0.5 sec. Plasma Beam can now only spawn a damage zone on an enemy once every 0.5 sec. (Plasma Beam's damaging zone was almost tripling the damage of charged shots all by itself!)
<*>Removed the attack stat bonuses from Arm Core Augs. (They're already very powerful as is!) <*>The Trader now offers 1 Core Extender per encounter (down from 2). She'll still stock up to 2 if you don't buy the first one. <*>Hazard indicators for off-screen enemies/projectiles now scale in size the closer they get to entering the screen. <*>Added over 70 new sound effects! <*>Fixed an error where starting Community Mode would fail to check for existing Standard runs, letting you overwrite your data without a prompt. <*>Fixed an "empty" support showing if you have a Power in a support slot with no Power above it. <*>Fixed Zen Vortex's mini fireballs spawning on the player. <*>Vital Gambit now properly leaves you at 10 HP (instead of 1). <*>Fixed an Ace animation error involving airdash & Thanatos. <*>Dash duration is now snapshotted when starting a dash, fixing an issue where Vagrant's Waltz could cause super long blink dashes or super short normal dashes. (It was usually the former.) <*>Item Copy effects no longer try to copy Quest items, Scrapbits, or Resonated Armor parts. <*>Autocharge can no longer be toggled on/off to fire charged shots with Zookeeper's Burden active. <*>Charmed Flapps no longer block additional enemy spawns in Contemplation Rooms. <*>Fixed an issue causing Delta's battle theme to fail to play sometimes. <*>Fixed Charging Magnet behaving oddly on gravity-flipped pickups. <*>Fixed Reboot's laser positioning when in reversed gravity. <*>Fixed Aim+Arc behavior with reversed gravity. <*>Fixed an issue allowing Fatal Fury to be rerolled after picking it up at least once. <*>Fixed Zen Vortex (Mortar+Whirl)'s mini-mortars not properly scaling with player Augs. <*>Fixed Dolomite Link & Raijin Call not properly scaling with temporary player buffs. <*>Fixed an inaccurate hitbox on Clockzone Spring Knight attacks. <*>Homing effects no longer try to target Deepverse Glitcharcs. <*>Mini Crystals no longer respawn with Delta's Spectres condition active. <*>Fixed some animation stuff w/ Edgewall's shield. <*>CQC Enthusist now also benefits Edgewall. <*>Zen Heretic no longer destroys Dustria springs. <*>Negation Pulse properly destroys Echobeast's summons again. <*>Seeking Striker is no longer neutered by Seeker Beam. <*>Buffed Seeker Beam's seeking ability. <*>Fixed Counterstrike's tooltip, and increased the buff time to 3 seconds (from 2). <*>Fixed some weirdness when digzone-dashing near the edge of a Contemplation Room. <*>Clockzone Swarmers no longer respawn with Spectres active. <*>Changed Arc Beam + Rocket Beam interaction. <*>Fixed Graceful Strikes' stacking. <*>Fixed level catalog searches breaking when using nonstandard characters. <*>Fixed a crash in the level catalog when your Windows username has characters that don't appear in the English alphabet. <*>Fixed a crash in the level catalog that could occur randomly (we weren't handling the server response properly). <*>Fixed an issue where in community mode, objects with a "path" parameter could prevent other objects from loading. <*>Fixed miniboss arenas sometimes disappearing when the player is too far to the right of them in community mode. <*>Fixed camera weirdness in Burning Temple's miniboss arena in community mode. <*>Fixed lava sometimes not drawing in community mode when the player is too far to the right. <*>Fixed certain objects not behaving correctly when crossing large distances in community mode. Some objects still have this issue though, and we'll continue to chip away at these. <*>Increased the speed of the endgame summary count (and fixed a bug where Damage Dealt was incrementing super slowly).
MAKER CHANGES & FIXES: <*>You can now log in with your email address. Logging in with your username still works as well. <*>When trying to upload a level with the same name as a level you've already uploaded, the Maker now displays a proper error message. <*>Improved keyboard navigation in the Create Level menu. <*>Fixed an issue where a duplicate of Highvault's post-boss arena could show up under certain circumstances, making it appear incorrectly in-game. <*>Fixed a softlock in the level tutorial. <*>Fixed Deepverse's "Front Hexagon" decoration not having a name. <*>Fixed a crash related to Highvault's boss arena.
30XX 0.55 Patch Notes - June 7, 2023
Hello! 30XX Patch 0.55 is the Maker Update, 30XX's next Major Update! The Maker Update re-introduces our level creator as 30XX Maker, expanded with tools that give creators full control over the levels they make.
Lots of details below - don't miss the Maker changes under the game updates here! The TL;DR here is that you can now make and play full levels, and place elements from whatever stage you want, whatever Powers and Augs you want, and control so much more to craft exactly the 30XX experience you've envisioned. Gone are the days of only being able to build level pieces that fit into our stage structure!
Today's patch also reverts back to the 0.53 Power Fusion model, introduces a new EC that preserves the current one (Still Waters 2), updates the Vagrant's set, and makes a few more tweaks.
Alongside the changes to 30XX Maker listed here, Community Mode now offers robust discovery tools for players looking to dig into the wild creations of 30XX's community.
By picking "Community" mode in the Main Menu (now listed alongside Standard and Mega), players will arrive at the new Community HQ space, where they can play fan-made levels one of two ways:
Using the Level Catalog, players can browse for individual levels to tackle.
If one level at a time's not enough for you, Ellie's Gauntlet lets you tackle a full 8-stage set of levels with a limited number of lives!
High-detail customization settings for finding levels are available in either mode, so you can play the kinds of levels you want!
Old "Maker Mode" is now "Community Run" in the new area, instead of being behind a menu. (This is the old "get player-made chunks" setting). The option is still in the Advanced Options menu - you can set it to Wild West before starting a Community Run to get Wild West chunks, else it'll pull from the Verified pool. (This will get more UI in a future patch.)
<*>Reverted to the pre-0.53 Power Fusion model. Without Entropy Conditions on, Nina can now fuse Powers freely again. We've made a few adjustments to some of the wilder combinations for balance reasons, but we'd like to see how Nina's Fusions settle without making major changes to individual Powers before making any sweeping changes.
Still Waters now goes to rank 2. At rank 2, Nina's limited Fusion system applies, and Ace loses all Style on taking damage. This EC rank is worth two points. We may break this out into its own Entropy Condition in a future patch.
We know this one's been a bit contentious - we're still working on this system - let us know what you think!
Zen Heretic base damage reduced to 60 while divekicking (from 70). Extra fireball damage reduced to 20 (from 40). (100+ damage from a 15 NRG ability at base is a bit too high.)
<*>Raijin Call lightning speed increased by ~30%. Base damage increased to 50 (from 40). <*>Reworked some Vagrant's Set pieces! In general, the goal is "overheating impedes the functions of the items of the set you *don't* have", while each piece of the set provides a way to spend Corruption to quickly get out of the overheating state. Accounting for this, we're also making it easier to build Corruption, since it's now more of a resource most of the time.
Vagrant's Dissonance reworked. No longer prevents the use of alternative Weapons. While overheating, attacks are automatically charged, and consume Corruption. Weapons that add projectiles reduce the Corruption buildup of each projectile. Glitch projectiles deal 50% increased damage. (Probably too strong, but we'll start here.)
Wave Beam currently overrides Vagrant's Dissonance's special projectile.
Vagrant's Waltz reworked. While building Corruption, dashes now complete more quickly than normal (the old "Boltdash" effect). While overheating, dashes consume Corruption to perform their current short-range teleport behavior, consuming Corruption in the process. The short-range teleport also now damages enemies.
Vagrant's Yearn (Body Core) now consumes some Corruption when it prevents damage while overheating.
Vagrant's Sonata (Head Core) unchanged.
Corruption now begins to decay 2 seconds after last hit (up from 1).
Vagrant's set bonus redesigned. Instead of always having a certain Corruption minimum, Corruption does not decay, and effects that spend it while overheating spend half as much.
<*>Beta Gear Elementals now attack less rapidly. <*>Clockzone Spring Knights now require line of sight to attack. <*>Vibrodevourer (Prototype) now allows Powers to be used without the required Energy at 40% damage effectiveness (up from 25%). (Effect boosted to 50% with Prototype Resonator.) <*>Charmed Flapps can no longer be re-ignited. <*>Homing effects now work properly on frozen targets. <*>If Doppelgel has nothing to copy, you'll now instead get 25 Nuts (up from nothing). <*>Absolution's Voids now have 1 hp (in the event that you have something like Utilifier MAX). <*>Fixed an issue where Pulse Engine (Negation Pulse Aug) stacks were being eaten by other abilities. <*>Effects that give you Energy or Health after a level now take place after effects that change your maximum. (This means if you get max HP or max NRG after a level, post-level restorative effects can restore it.) <*>Vibrodevourer is no longer sometimes locked out by extremely low Power Efficiency (multiple Heavy Juice stacks). <*>Focused Repair now blocks Dracopent/Owlhawk Body Core healing (as indicated in the tooltip). <*>Fixed a buff overlap between Autoloader and Rage Circuit. <*>Fixed Power Within (Void+Drone) disappearing when absorbing a Clockzone Gear. <*>Oxjack's Head Core projectile speed (dashing fires a bolt!) now scales with player speed. <*>Fixed an error where the Helmet Guardian would be set to the wrong speed after a wall bump, and just float horizontally.
MAKER CHANGES & FIXES: <*>Introducing 30XX Maker! The level editor now lets you create full levels from start to finish. This comes with several new features:
Give players any Augs, Cores, Prototypes and weapons that you want. You are no longer limited by the game's randomness.
New mechanics exclusive to full levels, such as checkpoints, weapon blocks and toll gates.
Use whatever enemies and mechanics that you want, regardless of the level theme. You can also choose where the boss and/or miniboss shows up.
An infinite builder grid
your levels can be as large as you want! There's also a minimap to help you navigate this massive space.
The ability to make your level coop-only, requiring the level to be played by two players.
And much more!
<*>Changed the logo to match the new branding (Editor -> 30XX Maker) and modified the main menu aesthetic. <*>You can now toggle fullscreen in the settings menu. F4 and Alt + Enter still work, too. <*>Tiles and slopes can now override previously placed tiles. <*>Tile placement now has a "smart offset" that should hopefully make the placement of "perspective tiles" more intuitive. This can be turned off in the settings, which returns tile placement to its old behavior (enable Advanced Mode to make the option visible). <*>You can now use Ctrl + D to switch between disabled layer drawing modes (advanced mode only). <*>While moving the screen, you can now hold Shift + Alt to move even faster. <*>You can now click on a chunk ID in the chunk catalog to copy it to your clipboard. <*>Objects with a "destination" parameter are now always rendered, regardless of how far out-of-view its origin point is. <*>Fixed an issue where the grid wouldn't cover the whole screen when fully zoomed out if the resolution is set to 1920x1080. <*>Fixed the rank symbol on Anchor Mines becoming displaced when stretching them.
30XX 0.54 Patch Notes - May 17, 2023
Hello! 30XX Patch 0.54 revises 30XX's HQ space (and the way it develops as you play 30XX), lets you find the corpse of your previous character mid-run to reclaim an item you held, makes earlygame Memoria acquisition smoother, and makes Dally's Gift more interesting early!
Most of these changes are aimed at smoothing out the new player experience - let us know what you think! Thanks for playing.
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GAME CHANGES & FIXES:
We've updated HQ! HQ now takes place in a new tileset, high above the Earth - a last refuge for you and your team while you gather the strength to challenge Ellie's Guardians.
HQ has been fully revised in terms of visual theming and layout.
HQ now unfolds as you play 30XX, instead of being fully unlocked all at once.
Most content has multiple unlock methods - a game clear will unlock all of it immediately, and players with an existing game clear shouldn't need to reclear to see everything.
Existing players will likely see most, if not all, of HQ unlocked from the start. Enterprising players might be able to slip around the locks and access content early.
Added several new dialogue flags for Alexia, Delta, and Dally. In general, characters now have something useful to say the first time you meet them, and Alexia usually has a comment when something new appears in HQ. We've also updated the dialogue box display - it's now larger, allowing for more text per panel, and larger font.
One area of HQ is still under construction - it's for next update.
Added a Memoria Bonus when finishing a run! This bonus scales with how far you make it into the run, and adds a sizeable bonus for a full completion. (This is intended both as a general boost to unlock rate and a targeted boost to unlock rate early in progression.)
We've re-implemented 20XX's Corpse mechanic. When you die in a Standard, non-Challenge run, you'll leave a corpse behind - in your next run, that corpse will be somewhere in your run (preferring the stage you died in). If you find it, you'll be able to reclaim either a Core or an Aug you had when you died.
(Experimental) Redesigned Dally's Gift Rank 1. Instead of offering low-value Augs, Dally's Gift at rank 1 now offers a single Weapon at the start of the run. Additionally, Dally's Gift Rank 1 automatically unlocks without spending Memoria after your first run.
Autotank now begins runs with 40 HP stored. If you somehow get additional Subtank uses, they start with 20 HP each.
Adjusted the costs of a few early Memory Index unlocks to help out with early progression:
Rite of Rebeginning (Autotank) costs reduced to 15/50/100/150 (from 30/100/150/200).
Dally's Gift costs reduced to 0/40/150 (from 20/75/150).
Salvaging Circuit costs increased to 10/50 (from 1/50). (Now that we have stronger earlygame Memoria gain, the "1" cost felt a little silly.)
Base Core Points increased to 10 (from 8).
Fixed a handful of issues involving Nina's Power Fusion update in online co-op.
Fixed an issue classifying Flaring Hysteria as a "less dicey" Prototype.
Advancing through dialogue is now done by pressing Attack (rather than Accept).
Fixed the almost-invulnerable-dummy at the end of a chunk granting score.
The Trader no longer sometimes offers to buy your Core Extender.
While not in HQ, currently held Scrap count is now part of the Pause screen alongside your Memoria, stats, and rerolls.
Loot Omega no longer benefits from Delta's +100% HP condition.
Laser Snakes (Beeg and not) now still segment properly with Delta's +100% HP condition active.
Charging Magnet now works with Edgewall and Grandmaster.
Kingseeker now allows you to pick up HP pickups for 0 HP (so you can restore NRG from them and trigger other on-HP-pickup effects, even though they don't heal). This curse still blocks the use of HP machines (for now).
Fixed Delta's "no healing" condition.
The "Powerful" Challenge Flavor now properly puts Ace's Techniques in their normal default positions.
Fixed an issue causing Crystal Pulse (Pulse + Crystal Wave) to not hit all enemies it passes through.
Fixed an issue causing Save & Quit to behave poorly with Autoloader (usually by giving you lots of extra nuts).
Reloading from Save and Quit now has proper level geometry where the boss room used to be, instead of an endless abyss.
Removed Lander's Essence from the Next Run shop item pool. (It's pretty low value since you start runs at full Health anyway.)
The One and Only now removes Zookeeper's Burden's penalty (to prevent the situation where TOAO rerolls all your Repros away, but you still can't attack.)
Sage Beam no longer works if your first Power slot is empty. (This is a buff.) This also resolves a weird interaction between Juice Beam and Sage Beam with Slot 1 empty.
Fixed a minor issue where purchasing the Smuggler's Beacon Memoria upgrade, then resetting HQ would result in a one-time Trader with no items for sale.
Fixed an issue where picking up The One and Only could look like it gives you copies of a Repro, then actually give you nothing.
Absolution's leftover Scythe no longer triggers a warning indicator.
Fixed an issue where pausing could fail to work after talking to Delta.
30XX 0.53 Patch Notes - April 26, 2023
Hello! 30XX Patch 0.53 overhauls Nina's Power Fusion system in a big way. We've updated every single Fusion, buffed most of them, and ~15 of them have entirely new effects!
Alongside that, we're experimenting with a new system where being able to fuse Nina's Powers together is a special, permanent condition, rather than something that's always guaranteed. Some Powers found in a run will be Fusible - you'll know it when you see it - and when you find one, you'll be able to Fuse it with an existing Power you already have, or just take the base Power being offered. In exchange for two precious Powers, every Fusion has been buffed substantially - we want the decision to take a Fusion be a choice you make as a player during your run, based on your preferences and build.
We know this change might be controversial, and we're excited to hear your feedback. We want Nina's Fusions to be powerful tools in her kit that aren't all available to her every run - we hope this'll add even more diversity to the way your runs play out while giving Nina lots of new tools at her disposal.
TL;DR - 0.53's new Fused Powers are much stronger than they were previously, but the decision to Fuse Powers together has to be made in the post-Boss room. You can experiment with the various potential Fusions there in the boss room before moving on. Tell us what you think!
We've also updated several of Nina's base Powers, made her shot limit a little less restrictive, and fixed a handful of other issues.
Thanks for playing!
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GAME CHANGES & FIXES:
Updated Nina's Power Fusion system! Fused Powers now have new unique names and descriptions as Fusions.
EXPERIMENTAL: Picking up a Fusion during a run is now a permanent decision for that run. Powers will sometimes drop as Fusible from bosses - when you find a Fusible Power, acquiring the Power will bring up a new menu where you can choose between acquiring the Power on its own, or Fusing it with an existing Power, along with the names and descriptions of the potential Fusions. This decision can be reversed or made differently as long as you remain in the post-boss room before moving onto the next stage, giving you the chance to play around with the fused power before deciding whether or not to commit to it. We've also added a target-dummy style enemy in each post-boss room to try your shiny new toys on.
Our design goal here is that fusing a power should feel more like a strategic decision you make when you acquire a Power based on the choices available to you - to compensate for making a permanent decision, we've updated the effects of almost every Fusion, and adjusted damage numbers and NRG costs to account for the fact that you're sacrificing having the two Powers separately when you Fuse them.
The blocks below this one are in SPOILER tags. We're including them here for completeness if you want to see details on the updated Fusions, but if you'd rather discover the effects in game, don't mouse over these!
Zen Mortar + Rending Whirl = Zen Vortex: The base projectile now travels forward in an arc instead of straight up, making it easier to aim the portal Echo. Base mini-mortar damage increased to 40 (from 10). Mini-mortars now obey shotgun rules. Base duration reduced to 1 second (from 2 seconds).
Zen Mortar + Aiming Gear = Aiming Mortar: Visuals improved and clutter reduced. NRG cost reduced to 10 (from 20). Mortars fired horizontally or downward are no longer affected by gravity, so they're a little easier to aim.
Zen Mortar + Crystal Wave: = Splintercrystal: NRG cost reduced to 10 (from 15). Crystal shatter now applies light shotgun rules (50% per additional projectile instead of the standard 12.5%). Base Crystal damage increased to 50 (from 40). Now also ignores shields (inheriting this property from Zen Mortar).
Zen Mortar + Negation Pulse = Zen Protector: Descend speed increased to 55 (from 35). Statue now stops directly in front of you when cast (instead of landing wherever it can land), guaranteeing protection where you expect it. On-death fireballs now align to a cardinal direction instead of directly aligning away from you. Fireball base damage increased to 40 (from 20). Shield lifetime down to 2 seconds (from 3). Fireballs now also fire when the statue expires naturally, and pierce shields.
Zen Mortar + Crushing Void = Crushing Twin: Hitbox size increased. Base damage up to 70 (from 50). Triggering the Echo now also sends two additional projectiles straight up and down.
Zen Mortar + Jagged Bolt = Seeking Striker: NRG cost down to 5 (from 6). Projectiles now align properly when spawned (which also makes them take off slightly faster).
Zen Mortar + Autodrone = Zen Heretic: Summon a Disciple of your own that uppercuts, then divekicks down when you press the Power button again. Base damage is 50 during the uppercut, and 70 during the divekick. Explodes into cardinal fireballs upon contact with a wall or an enemy it can't kill (shotgun rules apply). Costs 12 NRG.
Zen Mortar general note: All Zen Mortar fusion projectiles now also pierce shields, inheriting this property from the base Power.
Rending Whirl + Aiming Gear = Aiming Whirl: NRG cost reduced to 12 (from 20). No other changes.
Rending Whirl + Crystal Wave = Crystal Torrent: Redesigned. Now fires a rapid set of Crystals above and below the player, dealing damage and freezing enemies. Crystals go through walls. Cost down to 10 NRG (from 15). Standard shotgun rules apply.
Rending Whirl + Negation Pulse = Negation Barrier: Projectiles absorbed by this effect grant a stacking buff, empowering your next attack by up to 50%. No other changes (other than the change below, making this effect correctly consider Nina's Power Efficiency).
Rending Whirl + Crushing Void = Eviscerating Whirl: Base damage increased to 25 per tick (from 10). Base duration reduced to 1.5 sec (from 3 sec). Overall, this is a 25% damage buff per use, and it happens twice as fast. The super-long duration on the previous version of this ability was funny, but not super practical. The NRG cost on this one remains high (40).
Rending Whirl + Jagged Bolt = Tagging Bolt: Mostly the same. Base damage up to 25 (from 20). NRG cost down to 10 (from 12). Still marks enemies with a Tag, causing primary attacks to home in on the victim.
Rending Whirl + Autodrone = Hoot Cheerleader: Summons a L'il Hoot that increases attack rate for you and nearby allies (including other players and repros). Increases Nina's shot limit during the duration. Costs 10 NRG, and lasts 4 seconds.
Aiming Gear + Crystal Wave = Aiming Crystal: Base damage increased to 20 (from 1). Crystal still creates blocks when making contact with walls. Improved wall/block placement.
Aiming Gear + Crushing Void = Crushing Slam: Base damage of the dash attack increased to 40 (from 30). If this ability kills an enemy, it can be immediately recast for free (even in midair). Making enemy contact with this ability grants the player brief touch-damage iframes, similar to connecting with an enemy with Zen Ascent.
Aiming Gear + Autodrone = Twin Fangs: Fire two Gear Rollies that that split and fly orthogonally from the cast direction. Rolls along walls instead of disappearing. Aimable like the standard Aiming Gear. Costs 8 NRG, and each Gear deals 25 base damage.
Crystal Wave + Jagged Bolt = Crystal Seeker: Projectile speed increased by 25%. Reduced cost to 8 NRG (from 10). Fixed an issue causing weird curving if the Seeker's target is off to the left of the attacker.
Crystal Wave + Autodrone = Crystal Guide: Now fires a ride-able crystal block that'll also freeze enemies it makes contact with. Costs 12 NRG.
Crushing Void + Jagged Bolt = Electric Abyss: Now fires one salvo of eight Jagged Bolts in all directions. (Was super overpowered in its previous state.) Increased size of fired Bolts, slightly increased damage. Effect no longer sucks in nearby enemies (duration is too short to be useful).
Crushing Void + Autodrone = Void Within: Still projects a void from you. Damage radius increased. Damage per tick up to 30 (from 23). Effect no longer sucks in nearby enemies (since this usually just got you hurt).
Jagged Bolt + Negation Pulse = Pulse Bubble: Improved reaction time and speed of bubbles when negating enemy projectiles. Pulse Bubbles now do 10 damage each before activation (up from none), so they're still usable against non-projectile-shooting enemies (just not as effective).
Jagged Bolt + Autodrone = Voltage Vampire: Launches a small drone that latches onto nearby enemies, dealing 40 damage per second (and costing 10 NRG per second). Enemies that die after being drained by the Vampire restore 2 health to Nina. The Vampire will deactivate on its own if it can't find anything to Vamp on, or Nina can activate the Power again to turn it off.
Negation Pulse + Autodrone = Kindness Vector: Fires a friendly face forward that frequently casts small Negation Pulses (base 20 damage). Shooting the friendly face causes it to erupt into a major Pulse (base 50 damage). Costs 15 NRG.
It's likely the case that not all Power Augs have effects for every Fusion yet, but that's the goal.
Extra note: As of game version 0.53.0, some Fusions look a little wonky in netplay, but they should all work/not crash your game. We're anticipating a 0.53.1 to get in a few more updates before 0.54 - so if you see version 0.53.1 or later, these are probably fixed.
Other Nina updates:
Nina's base attacks stop preventing other attacks after 0.75 seconds (down from 1 second). This means missing is still penalizing, but not as much so.
Crushing Void (Base Power): Bullet lifetime reduced to 2 seconds (from 8 seconds). 8 seconds was
wildly* too long, and resulted in the projectile floating along several screens. Base damage reduced slightly (to 70, from 75).
Rending Whirl (Base Power): Tornado base lifetime reduced to 0.6 sec (from 1 sec) - this will make it hit a stationary target up to 5 times, down from 7. Rending Whirl is still the most damaging base Power against stationary targets, but a base damage of 105 was a bit excessive.
Jagged Bolt (Base Power): Improved homing detection - the Bolt will no longer curve when there's a closer valid target on its current path. This will prevent the situation where you fire Jagged Bolt aiming at a target along the default trajectory, then it curves to hit something much further away.
Autodrone (Base Power): Base movement (how quickly it sticks to its desired position) doubled, so it'll do a much better job of being where it belongs. Float range (how far it floats up and down) reduced by 50%.
Added bad luck protection to Contemplation Room spawns. If a Contemplation Room hasn't spawned within 3 stages, it's now guaranteed on the fourth. This also increases CR overall spawn rate by about 25%. (This also guarantees at least two CRs per run, which I'm a little iffy on.)
Ace now gains very brief invuln frames when close to his target with Dolomite Link. While Dolomite Link doesn't prevent projectile damage without the Shield Link upgrade, it still feels a bit bad to see an enemy attack the frame you reach it.
Rerolling the Trader's offer now costs 2 Scrapbits (up from 1). Resonators from the Trader now cost 4 Scrapbits (up from 3). The Trader's offers are a little too powerful right now - it's a little too easy to guarantee getting a bunch of amazing stuff by stockpiling Scrapbits - this should get us over the line here.
Improved performance in Echocave Digzones.
Fixed an issue where a few newer Augs (Doppelgel, The One And Only, Armor Integrator, Grey Goo) would re-apply when loading a save.
Corrected an error where Exploding Barrels wouldn't harm the player.
Player homing effects no longer sometimes target enemies that haven't spawned yet (for example, in Contemplation Rooms).
Player Powers that drain NRG over time now properly account for the player's Power Efficiency.
Added an "ignited" state that alters behaviors of enemies in Burning Temple. (This is technically a fix!)
Thorned Revenger now obeys the same shotgunning rules as Tiny Flamespewer (so subsequent hits from the same burst deal reduced damage, instead of bumping into a boss and dealing 200+ damage that ignores iframes).
Loot Omega no longer has increased health with Faithmetal Flock (entropy condition) active.
Fallspikes (Echocave) no longer respawn with Spectres active.
Froggos spawned by Watergrav's Beeg Frog miniboss no longer respawn with Spectres active.
Fixed an issue causing Delta's attacks to sometimes hit for very low damage (1-ish).
Fixed an issue preventing appropriate Powers from destroying Absolution's Voids.
Corrected some Boots Guardian hitboxes.
30XX 0.52 Patch Notes - April 5, 2023
Hello! 30XX Patch 0.52 polishes up our recent Legacy battle update with gameplay polish and visual updates, and fixes a bunch of bugs! We had a great time being back in Boston for PAX East for the first time since we announced 30XX 3 years ago (but it did take up a lot of our patch cycle).
Now that we're back in the office, we're working hard on 30XX's next Major Update -- the Maker Update -- which will overhaul the way creators and players alike interact with 30XX's Editor, offering much more powerful tools to make whatever kinds of levels creators want - as well as much better discovery tools for players to find and enjoy those levels.
Thanks for playing!
--
GAME CHANGES & FIXES:
Updated some of the new Legacy bossfight mechanics:
Legacy's X-lasers no longer intercept shots. (The X-shapes themselves still do, but you can shoot in between them.) They can still be disrupted with Jagged Bolt and Raijin Call.
Legacy's Circle shape barrier segments can now be destroyed (in addition to still sending their damage to the boss). Their health scales with stage level, but not Entropy Conditions.
Legacy's Circle chase vertical speed decreased by 20%. Added a 0.5 second delay in between the circles spawning and the chase starting.
Legacy's Triangle shapes no longer collide with/block projectiles.
Legacy now projects a tell hologram over his head as he begins to use each of his moves.
Improved Legacy's animations before each of his moves in general.
Legacy's max # of waves in Phase 2 down to 5 (from 10). The phase still ends early if 3 weakpoints are hit. (Updated weakpoint visual.)
Dying shapes no longer count as "kills" for things like Remnant of Flame.
Loot Omega now has a warning indicator while active.
In co-op play, Contemplation Shrines now spawn their health pickups offset two tiles in either direction (so one player doesn't immediately hoover them all up on teleport).
Charmed Flapps (via an upgraded Re-Flapp) no longer send out retaliation projectiles when they die with the Eye for an Eye Entropy Condition on.
Increased Charmed Flapp explosion range to prevent a few cases where the Flapp would bump into an enemy, but not blow up.
The following Remnants now have explicit stacking logic in case they're targeted by an effect that copies an Aug you have: Flame, Spirit, Determination, Kindness. (Kindness already had one - the others didn't.)
The other four Remnants will no longer be targeted by Aug-copying effects.
Aug-copying effects no longer target Prototypes or Power Augs. (We might make exceptions for popular copy targets in the future if we can also increase the penalties associated, but most of these weren't fully supported.)
Aug-copying effects no longer copy Nutstack unless it's the only valid choice. (This wasn't a bug, it just also wasn't very fun.)
Pulse Engine (Negation Pulse Power Aug) now has a duration of 8 seconds (up from 3).
Nina's Verity Beam no longer causes massive screenshake if another effect causes her very fast attacks to also be charged.
Corrected Rage Circuit's tooltip (50%, not 30%). Rage Circuit now stacks, both by taking multiple hits and by having multiple copies of Rage Circuit. Corrected an issue where Rage Circuit was giving Ace less damage for Techniques than intended.
Fixed Into the Fray not working properly in many cases. (It's really good now!)
Narrowed Highvault's Stinger's collision box, both for the player and for walls. (This means it's less likely to get stuck, and less likely to tag you while moving near you.) Fixed up some hitbox issues with all versions.
Highvault Cloud Platforms no longer trigger warning indicators.
Player homing attacks now ignore walls when finding a target if the attack goes through walls (for example, if the player has Quantum Spook).
Fixed a rare cause of enemies warping back to their spawn point (most common in Clockzone's vertical sections). Enemies that would previously warp back to their spawn point will instead just die.
Fixed an issue causing the Trader to offer character-specific Augs to the wrong character in co-op play.
The Trader no longer offers Fatal Fury or Core Extender.
Added icons for 0.51's new items.
Ace now properly benefits from Arm Resonator + Owlhawk's Talon.
Enemies revived by Delta's Spectres condition no longer trigger certain effects (NRG on kill, Remnant of Flame) - having the optimal play be "farm a respawning enemy until I'm full on NRG/shield" is not great.
Players can no longer change characters in HQ while readied for online play. (This prevents a weird situation where a player changes character at the last second before the game starts, and the host and client disagree about who that player is.)
Fixed an error preventing Beta and Gamma Angle Bolters from spawning in mid/lategame Dustria.
Fixed an error preventing Blood Price from working if you also had Charisma Protocol (but not enough Scrap to spend).
Fixed a few Highvault decorations that were layering incorrectly.
Fixed a few visuals with Lethal Evade (Laurent Weapon Aug) & corrected the left-dashing hitbox (it was not hitting enemies as reliably as it should).
Fixed an issue where Gear+Whirl could be spammed infinitely (instead of having the normal one second CD).
Fixed an issue causing Delta to throw some of his attacks in the wrong direction.
Fixed Delta's Spectres condition being Fully Wack in online co-op. (It now works properly.)
Fixed an issue causing Deepverse Snakes to behave weirdly with Delta's Spectres condition active. (They do now respawn at their initial spawn point - we may keep this behavior.)
Fixed an issue causing Deepverse Snakes to sometimes show the wrong number of body segments in online co-op (sometimes resulting in snakes disappearing before being killed).
Enemies killed before accepting Delta's Spectres condition no longer do odd things.
Updated Armor Integrator's tooltip. (It transforms current Armor into Max HP, and doesn't affect future Armor.)
30XX 0.51 Patch Notes - March 15, 2023
Hello! 30XX Patch 0.51 introduces a brand new version of Deepverse's boss battle, adds off-screen hazard indicators for projectiles and speedy enemies, fixes up some annoying enemy behaviors, increases earlygame Memoria gain, increases Nina's base range, and fixes a bunch of bugs!
Legacy's new fight will get some updated visual assets in a soon-to-come patch - making sure it's all tuned and fun before we do all that.
If you'll be at PAX East in Boston from March 23-26, come hang out! We'll be at booth 24084 showing off the future of 30XX's Maker tools (trying that name out! It's the Editor) with some fancy custom-built content.
This rework uses existing visual assets - if the changes prove to be fun, we'll be adjusting some of the assets accordingly (and adding a fourth Shape type).
Enemies that haven't displayed on the screen yet are now immune to damage. (In general, this just means you won't offscreen enemies you didn't even know were there.)
Increased the range (bullet lifetime) of Nina's basic shots to her 20XX levels. (Now that she can't offscreen enemies, it's okay if her shots go offscreen again.)
This range increase does not affect Scatterbeam or Spiral Beam shots.
Projectiles that are headed your way from offscreen now have an off-screen warning indicator on the edge of the screen. The same behavior also applies to certain enemies that have a tendency to show up on screen suddenly (Ticktock spawns, Bouncy from Deepverse, Bees from Burning Temple, and Stingers from Highvault).
Tiny Flamespewer now obeys Nina's projectile shotgun rules. (For each fireball wave it shoots, only the first hit against each target struck deals full damage, and the rest are sharply reduced.) Tiny Flamespewer was far too powerful, especially against Bosses, since Repros ignore boss invuln frames. (Before this change, a level 2 Flamespewer would hit a boss for 80 damage base each time it attacked, before any bonuses to Power damage.)
Repros in general are still super powerful - probably too powerful - and we'll be looking at them a bit over the next patch or two.
Clockzone Jumpknights now end their "jump & move" logic earlier if they have a short jump (perhaps because they hit a ceiling, or landed on a drop-through platform).
Clockzone Jumpknights now have a slightly taller attack detection box (so they'll swing at you if you're slightly higher or lower than they are). This means you're less likely to pre-jump their attack, expecting a swing that doesn't happen.
Clockzone Jumpknights no longer slide on slopes occasionally.
Enemies damaged by Dolomite Link have their on-death retaliation effects disabled for one second.
Dolomite Link no longer sometimes fails to complete the vertical boost part of the ability on some moving platforms.
Reduced maximum speed of Eye for an Eye projectiles by 40%.
Fixed an issue causing enemies attached to linear-moving platforms to fly off into the ether sometimes.
Fixed an issue causing enemies to fail to attach to linear-moving platforms.
Fixed an issue causing Ace's sprite to split during a dashing Dolomite Link.
Fixed an issue causing Rollies and Chaser Fish to sometimes slide down slopes at inappropriate times.
Shield Turtles now come to a complete stop when attacking and when not engaged with the player. Narrowed Shield Turtle player-collision box (so it's now harder to bump into it by accident and take damage.) Shield Turtles now function the way you'd expect them to around drop-through platforms.
Fixed the player healthbar not appropriately turning yellow or red at low HP.
Armor Integrator and Doppelgel no longer appear in the next-run shop (where they don't really do anything).
Enemy Barriers (Zen Primus, Shield Statue-protected-enemies) no longer look wack with Enemy Outlines enabled.
Fixed an issue causing Clockzone enemies to either fail to attach to their platform or reset oddly.
Fixed Scrap Sleuth and Scrappy Scrapper not properly interacting.
Fixed a long-standing bug that could cause enemies to fail to render as the client in online co-op after warping a distance. (This mostly applies to Burning Temple's miniboss.)
Fixed an error causing Client items to slowly float upward in online co-op.
Fixed an error causing Blinding Hysteria to pop up Mystery info for basic pickups.
Fixed Loot Omega's nut drops being invisible to the client in online play.
Loot Omega no longer respawns with Delta's Spectres condition active.
Absolution's spawned Voids no longer respawn with Delta's Spectres condition active.
Fixed certain effects raising the character's Max HP to 10 (from 1) unexpectedly.
Fixed Contractor Beta behaving poorly with 1 Max HP.
Fixed Charisma Protocol being too charismatic. (Scrap wasn't being spent as intended.)
Fixed an error allowing players to spend a Token at Slot Machines a few frames before the previous roll completed (resulting in lost rolls).
Fixed Scrap Sleuth not always working as intended.
Increased earlygame Memoria gain. Increased all Memoria gain from miniboss battles.
Fixed a minor visual issue where Wall Lasers would sometimes render one tile shorter than intended (resulting in a small gap between the laser ending on a wall and the impact effect).
Tweaked how Crystal Minis display their warning indicators to make it clearer that they're pointing at their spawner.
Fixed an issue causing the client to sometimes see no valid trade with the Trader in co-op (it happened when the client checked before the host).
Fixed an issue where Ace's Deadly Precision Aug could cause lower or higher than intended damage in Dig Zones.
30XX 0.50 Patch Notes - February 22, 2023
Hello! 30XX Patch 0.50 introduces Weapon Augs for Ace - they're powerful upgrades to his Primary Weapon drops that can show up in Contemplation Rooms!
0.50 also reworks Prototypes a bit, iterates on the updated Salvage mechanic, changes up some Delta conditions, adds 10 new Augs in addition to 3 new Prototypes and Ace's 18 new Weapon Augs, and more!
Thanks for playing!
--
GAME CHANGES & FIXES:
Added Weapon Augs for Ace!
Weapon Augs are upgrades for Ace's Weapons that can spawn in Contemplation Rooms in the Silver reward slot.
Weapon Augs will only spawn for Weapons Ace currently has - the chance to find one increases with the number of unique Weapons Ace currently has (up to a max of 3, at which point finding a Weapon Aug is guaranteed).
Each Weapon has two Augs (for a total of 18!) - in general, one buffs the basic weapon, and one buffs the Unleash.
Adjusted several aspects of Prototype Augs:
Prototypes now spawn as a choice of two (up from 1) when encountering a Very Safe Lab. Only one of these can be taken per player.
Labs are a little less common than before. On average, players will see more overall Prototype choices in a run, but fewer Labs. Due to the very situational nature of many Prototypes, this will still often result in more usable Prototypes per run.
Prototypes are now split into two buckets they're drawn from - "dicier" ones that have more punishing side effects, and "safer" ones that have less punishing side effects. The two-prototype choice currently picks one from each bucket (and rerolls also reroll among the current bucket).
Added three new Prototypes!
Removed the Final Bargain (all max HP becomes nuts) and Out of Business (augs become nuts) Prototypes.
Consuming Fury now reduces Max HP per level by 15 (down from 20).
Consuming Stamina now reduces Max HP by 10 (down from 20), and increases Max NRG by 30 (down from 40).
Consuming Habits now reduces Max HP by 15 (down from 20), and gives 25 nuts (up from 20).
Adjusted several aspects of the Trader:
The Trader now has a rarity table for the reward offers she makes the player in exchange for Scrapbits. Prior to this patch, the "trade all your Scrapbits for X Cores/Augs/Repros/Nuts/Armor" are much less common, and the other options are more common.
We're still exploring the new Salvage system, but one thing we aren't crazy about so far is how heavy the output RNG can be - in 0.49, players will almost always exchange several Scrapbits for a grab bag of rewards. While we're okay with this being the best thing to do every now and again, it shouldn't be every run.
Instead of "trade all!" being the intended way to spend excess Scrapbits, the Trader's main offer -- giving you a reward in exchange for your Scrapbits - can now be regenerated for 1 scrap, whether or not you've previously taken that offer this level. (This means you can spend excess Scrapbits to either get more rewards, or fish for a specific reward.)
In online co-op, the offer-regenerator function will be available in a hotfix shortly after the patch goes live.
The Trader no longer spawns on Level 1. Increased overall Trader spawn chance slightly. (This'll result in more usable Traders, since often a level 1 Trader could be found before the player really had anything to trade.)
The Trader will still spawn on level 1 if forced.
Added 10 new Augs! It's a mix of general-use Augs and Augs that support the revised Salvage system introduced in 0.49.
Fixed an issue causing Echobeast's bouncing sound waves to deal more damage than intended between levels 5-7.
Fixed an issue causing Experiment 9's Divekick attack to cause it to slide on the ceiling instead of stopping appropriately.
Powerless Void Rank 3 no longer contributes to Entropy Level. Better messaging about this will be added in a future patch.
Adjusted Contemplation Room spawn timing. The first few enemies spawn simultaneously, and spawn in more quickly if the player clears them fast. (The rate at which they spawn after the first few if the player isn't clearing them quickly isn't affected.)
Fixed an issue that could cause the game to hang when trading Scrapbits for Cores.
Retaliation effects can no longer trigger after a boss dies. (They didn't hurt, but it probably felt bad if it looked like they did.)
Rebalanced some of Delta's conditions and rewards. In general, numeric rewards now also scale. (Instead of nut rewards always being 20, for example, it now scales a bit depending on the Condition offered & the game level.)
Nutsmasher (Delta's Challenge effect) now costs 3 nuts when damage is taken, down from 5.
Inconvenient Assault (Delta's Challenge effect) now reduces attack damage by 50% (down from 75%) for the level.
Added a new Delta Challenge condition, Vulnerability. Vulnerability increases your damage taken by 2 every time you take damage, and resets at the end of the level.
Fixed an error causing higher level Clockzone Spring Knights to sometimes be invisible.
Head Guardian mines now only deal "explode" damage if they time out. (Destroying them no longer causes splash damage.)
Fixed a crash involving Maker Mode.
Fixed an error preventing online play clients from using the Trader more than once.
Fixed Trader deals Hysteria-duplicating some items it shouldn't.
Fixed Nina's shot origin being in the wrong place while in reverse gravity.
Fixed a bug causing Vagrant's Waltz (Leg) to increase the duration of the Oxjack's Blitz airdash duration.
Fixed a bug causing Shield Statues that have no nearby enemies to buff to stay invulnerable. (This fixes a problem where a Shield Statue spawns as the last enemy in a Contemplation Room.)
Fixed Grandmaster's Unleash not properly causing Exploding Barrels to detonate near enemies.
Fixed a memory leak with Glory Zone and Contemplation Room UI.
Striking an enemy while in a Dig Zone now resets the timer on the Dig Attack.
Fixed an issue causing Ace to show up/down movement animations while in a Dig Zone.
Added a load of new sound effects, including sounds for Spring Knights, Ticktocks, Dig Zones, Dialogue, and more!
Moving the camera while pressing Pause no longer moves the camera during the Pause screen.
30XX 0.49 Patch Notes - February 1, 2023
Hello! 30XX Patch 0.49 overhauls Burning Temple's enemies and mechanics, reworks how Salvaging items works, adds a new NPC that can visit you mid-run, and a bunch more!
Thanks for playing! Little light on bugfixes this week - we'll spend some more time there for 0.50.
--
GAME CHANGES & FIXES:
Updated Burning Temple!
We've added two new enemy types, the Zen Disciple and Shield Statue. Shield Statues protect nearby enemies, and Zen Disciples pursue the player with uppercuts and divekicks.
Most Burning Temple enemies have tweaked behaviors, and touching flames from any source in the stage (ground flames, spitter flames, flames generated by other enemies) will Ignite them, causing more dangerous behaviors. (Shield Statues currently don't have a special Ignited ability.)
Grounded Burning Temple enemies can now be placed on and anchored to moving platforms. (Mostly Snakes.)
Updated the Salvaging system!
Instead of awarding HP, NRG, Nuts, or Core Points, Salvaging items now always yields Scrapbits. The number of Scrapbits depends solely on the value of the item, and ranges from 1 to 3.
Scrapbits do nothing by themselves.
The Trader can now appear mid-run, and will make you some offers to either give her one of your items for some Scrapbits, take some or all of your Scrapbits to award you with one or more items, or sell you a Core Extender.
Augs that interact with the updated Salvaging system will come in 0.50 (next patch).
We felt that the current Salvaging system was a little shallow, not super fun, and gave too much access to extra Nuts, HP, and NRG.
Updated Clockzone's Spring Knight! Beta and Gamma variants now have frontal shields that rotate behind them while attacking, changing how the player approaches these enemies.
Effects that grant the player multiple items at once (often randomly) now also show popup text indicating what was acquired (instead of just the pickup flavor text). (Edges of Madness currently doesn't do this, since it's just... all your items.)
Fixed an error causing Gapminder to fail to protect the player from Dustria Grinders.
Burn for Glory now costs 5 HP to fire (down from 10).
Fixed an error causing Cursed Wounds 3 to prevent healing more often than intended.
Fixed an error in local co-op where using Save and Quit could result in only one player being able to choose an Aug from Choice Machines.
Fixed an error in local co-op where using Save and Quit could prevent players from teleporting to one another.
30XX 0.48 Patch Notes - January 11, 2023
Happy New Year! We've got a lot we're excited to show you in the months to come, but for today, 0.48 is a smaller bugfix patch aimed at tightening up a bunch of loose ends. We've all been off for the holiday period! Juicy stuff to come. Hope you had a lovely holiday break to see the people you love and play some great games.
Thanks for playing!
--
GAME CHANGES & FIXES:
Blood Price (Aug) now lets you buy Shop items 1:1 with your Health (instead of rounding up to the nearest 10).
Fixed an issue causing players to sometimes be unable to interact with level objects after interacting with Delta.
Fixed an issue causing Capital Punishment's fists to take a permanent break.
Fixed an error causing some objects to not render on screen when a lot of it was present at once. (Water Platforms in local co-op, explosions with certain Beam combinations, etc.)
Fixed a rare issue that could prevent the boss gates from opening after Lethal Tempo's fight as the client in online co-op.
Fixed a rare issue that could cause one of Lethal Tempo's gears to go AWOL.
Fixed another rare cause of Gear Rollies failing to attach to platforms.
Damage caused by touching Dustria Grinders now counts as "hazard" damage - it scales with Sacred Spines ranks, and is prevented by Armatort's set bonus.
Legacy's Barrier he creates when absorbing his Circle shape has been removed. (We're reworking the fight at some point, and it's confusing to new players.)
Fixed an issue causing spawn timers to be Quite Jacked Up when playing on higher than normal game speed.
Fixed an error causing damage taken to round up to the nearest 10.
Fixed an error causing damage taken to reduce Challenge score by more than intended.
Fixed an issue causing Grinders and Workers to sometimes be offset by half a tile or so.
Fixed an issue causing Frail Glory to restore itself when saving and quitting.
Fixed an error causing Cursed Wounds 3 to block health restore more often than intended, and CW1 to block health less often than intended. (Compared to last patch, CW3 is now a bit easier, and CW1 is now a bit harder.)
Also adjusted CW1/3 Health restore - instead of being 50/50 to give you the next step up or down, it's 50/50 to see which side of the next whole health point it rounds to. (CW1 will now cause health pickups to restore 7 or 8 on pickup instead of 10, for example.)
Fixed Gamma Gear Elemental's Gear Barriers being spawned while the elemental itself is still spawning (say, in a Contemplation Room).
Penumbra Mirrors now only extend the lifespan of projectiles for a finite number of bounces (to prevent infinite bullet situations).
Thrift Actuator now works on the level you pick it up from a Choice Machine. (It will immediately make the first shop item on sale.)
Fixed Quantum Spook not working on Echocave Shieldfaces for either Ace's attacks or Digspinning.
Fixed tooltips for Megaheart, Armorative Plating, and Armor Bloom.
Enemies that feel the wrath of the Giant Rolly are now respawn-restricted.
Fixed an issue causing Beeg Frog spawns to sometimes get wedged in the miniboss gate.
Frail Glory no longer rerolls into a different item if you've lost it.
Fixed certain explosion effects not properly sending Dustria barrels in the right direction.
Fixed an error preventing High Velocity (aug) from spawning for Nina.
Fixed an error causing some decorations to display oddly in Highvault Gauntlets.
Fixed Wall Beam splits not properly inheriting charged shot properties from other Beams.
Fixed an error causing Strike Blocks in Echocave to retain collision after warping (but appear off).
Fixed an error where Echobeast could damage you while teleporting as the client in online co-op.
Fixed an error causing a strange buzzing sound in some boss hallways as the client in online co-op.
Fixed Slot Machines not animating properly in online co-op.
Fixed Core equip/unequip synchrony in online co-op.
Fixed Health/NRG text not displaying properly while paused as the client in online co-op.
Fixed an error preventing the client in online co-op from toggling Autocharge/Autocombo from the Pause menu.
Took a stab at the bug causing the client in online co-op to sometimes be unable to swap Power slots. (Please let us know if this keeps happening - I found a cause and fixed it, but can't reproduce the issue on my end.)
Fixed Delta not appearing as Client at level start.
Fixed Spectre-resurrecting enemies from only displaying the "!" warning once. Also fixed Void Orbs not properly respawning their Void Aura on resurrect.
Fixed an error causing some Track Platforms to go flying off into the void in a particular Dustria chunk.
Fixed an error causing new Visibility outlines to not save color choices when reloading the game.
Fixed popup damage text for effects that cause you to lose one health on certain conditions (Burn for Glory, some Prototypes, etc).
Picking up a Core with Delta's Pure Drive condition active no longer equips the core automatically (bypassing the restriction).
I don't know why you'd want this with the current Health display system, but fixed "Bars only" still displaying numbers too.
Fixed an issue with Deepverse's Snake miniboss rotating oddly as the client in online co-op.
Fixed Edgewall's behavior for the other player in online co-op.
Fixed Delta's Zen Mortar attack not splitting properly as the client in online co-op.
Updated strings to reflect new Zealot's Wrath/Sacred Spines values. (Values are unchanged.)
30XX 0.47 Patch Notes - December 21, 2022
Hello! 30XX Patch 0.47 adds Assist Mode and new Visibility Options to 30XX, letting players fine-tune the game's base difficulty, add outlines to players, enemies, and projectiles, and apply background filters that make it easier to spot critical stuff during gameplay.
Patch 0.47 also makes a long-awaited move over to using Granular Health, taking our pip-by-pip health into a more continuous form that lets us be a little more picky about exactly how much damage certain effects cause the player. As a result, many abilities now deal slightly more or less damage to the player, and some RNG health effects have been smoothed out.
This patch also tones down a few tough enemy behaviors, reduces Shop costs, and adjusts a few Entropy Conditions.
Today's patch also includes Editor 0.11, bringing it up to speed with our recent game changes.
Full notes below. Thanks for playing!
--
GAME CHANGES & FIXES:
Health values have been reworked to be more granular. In general, 1 HP before today's patch is 10 HP after - this is very similar to our NRG rework earlier in the year. Today, this lets us make the following changes:
Zealot's Wrath (Entropy) now increases damage taken by 5 per rank (down from 10). Now goes to 6 ranks (up from 4).
Boss damage now scales with game level more smoothly. Boss damage dealt per level is now 10/10/10/10/12/14/17/20. Previously, boss damage dealt to players per level was 10/10/10/10/20/20/20/20. This should help smooth out the jump from 4 to 5 a good bit. (Damage reduction-wise, this means that bosses at level 5 now deal 40% less damage, 30% less damage at level 6, and 15% less damage at level 7.)
Beta Frog acid damage down to 15 (was 20).
Beta/Gamma Snomp flame damage down to 15 (was 20).
Beta/Gamma Turret blue flame damage down to 15 (was 20).
Dracopent and Owlhawk Body Cores now restores 1 HP per attack or power kill (up from an 8% chance to restore 10). Sources of healing prevention apply an RNG chance to prevent this (same as before).
Cursed Wounds now has smoother RNG. At rank 1, health pickups have a 50% chance to restore full value, and 50% chance to restore half (75% effectiveness, on average). At rank 2, all health pickups are half effective. At rank 3, health pickups have a 50% chance to be half effective, and a 50% chance to give no health.
For the time being, effects that give the player percentage damage reduction still do so on an RNG basis (50% damage reduction blocks 50% of incoming hits, instead of halving incoming damage). We'd love player feedback on this!
UI Healthbar scaling is a now non-linear process - instead of your health bar extending off the screen, it now scales a much more reasonable amount. The size cap is now equal to its previous size at 240 HP, but it doesn't reach that point until 1000 HP.
Added Assist Mode options! 30XX is easy to jump into and hard to master - with Assist Mode, you can customize 30XX's base difficulty to make the game more accessible. We encourage players to try out the game's base difficulty settings first, of course, but all that really matters to us is that people have fun playing 30XX.
Players can currently adjust Enemy HP (20-100%, in 20% steps), Player Damage Taken (20-100%, in 20% steps), and Game Clock Speed (25%-150%, in 25% steps).
Yes, this means the Game Clock setting can go faster than 100%. We added this in as an option for folks who miss 20XX's Lightning Skull.
In online co-op, the host's settings will override the client's, and the Game Clock setting is ignored in online play. (We may revise this in the future.)
Assist Mode settings do not apply to ranked Leaderboard Challenges.
We'll likely add more Assist Mode options in the future as players request.
Added a new Visibility Options menu! We've added the ability for the player to add colored outlines around player, enemy, and enemy projectile sprites, as well as to apply a background filter in case the background makes things hard to see. If you've ever found the game a bit tough to navigate visually, try this out!
There's an 8-color selectable palette for all types of outlines, and BG filter opacity moves in 10% steps. Experiment around and see what works best for you!
We've also reorganized the existing Options menu to accommodate the two new menu types, and moved some old Options into the Visibility Options screen.
Improved wall jump & slide collision handling on many kinds of moving surfaces.
Reduced Contemplation Room enemy count by 20%. Final room count reduced by 33%.
Adjusted general Shop prices downward. On average, items are ~15-20% cheaper than in 0.46. In general, they're now about halfway in between where they were when we increased prices several patches ago and where they were in 0.46.
Additionally, reduced cost of Core Extender, Core Expander, and a few other odd items by about 20% each.
Made some high-value items more common in the late-game.
Hyperinflation (Entropy Condition) now increases Shop costs by 40% per rank (down from 50%).
Fixed a few errors that could cause Clockzone enemies to detach from their proper moving platforms.
Gamma Angle Bolters (Dustria shooter enemy) now behave just like Beta ABs. This is a temporary change while we sort out what to make these guys do - the Gamma behavior isn't very fun. (They still have slightly more health than their Beta buds.)
Lowered enemy density in Clockzone and Echocave. (This lets the game take advantage of the new variety in enemy placements in these themes without their current levels of spamminess.)
Lowered Ticktock HP to 20/35/50.
Fixed Crystal Spawners not displaying properly in Contemplation Rooms.
Contemplation Room enemies now grant score (again) in Challenges.
Fixed a weird wall collision issue where the player would rarely fail to immediately grab the wall when making contact while moving downward.
Fixed Nina's Beam Enthusiast sometimes granting the wrong bonus value.
Aiming Gear is no longer universally swallowed by Boss Gates, letting you roll gears off them during boss battles.
Fixed Ace's Style indicator displaying incorrectly while upside down.
Fixed Edgewall's interaction with Resonated Dracopent's Helm.
Dustria Workers can now go up through thin platforms (if they spring up).
Spinning out of Echocave Digzones now properly launches you much higher than not spinning.
Updated Raijin Engine to properly restore the ability's new NRG cost.
Improved how Vital Crystal slings boulders when upside down.
Edges of Madness now removes Zookeeper's Burden's penalty when it rerolls all your repros. (This might be too powerful.)
Penumbra Acolytes no longer become eternally trapped if they jump into a low ceiling.
Improved Re-Flapp enemy-explosion-detection.
Wall clinging to Crushers no longer makes the player move up/down along with the Crusher.
(Experimental) Nina's shots now match her buster's height while dashing.
Fixed an issue causing Echocave Snake Blocks to remain "active" while invisible temporarily after a teleport.
Fixed a potential issue that could cause Delta's rewards to desync between instances of the same Seed.
Repros no longer target Flapps charmed by Re-Flapp.
Fixed an issue causing Dally to offer narrower options for player Cores and Weapons than intended.
EDITOR CHANGES & FIXES:
Added the Dig Zone tile and Crystal Spawner enemy to Echocave.
Added the Spring Knight and TickTock enemies to Clockzone.
Added a new ""Spicy"" difficulty option for chunks.
You can now force enemies to spawn with a certain rank (alpha/beta/gamma).
Clockzone's enemies can now be placed on Gear Platforms and Pendulum Platforms.
Improved tile layering when tiles of different tile sets overlap.
You can now select the level the game loads your chunk in when playtesting. For example, if you select level 4, the game will treat your chunk as if it appeared in the fourth level of a Standard run.
You can no longer select objects while holding Shift, to make shift-drawing more intuitive.
You can now press Escape to exit out of dropdown menus.
Improved rendering of backgrounds with transparency.
Fixed a bug where Dustria was not available as a theme filter in the Chunk Catalog.
Fixed a bug where in the settings menu of a Highvault Freefall chunk, the ""upward wind"" option did not have a header background.
Fixed a bug where a play count would display on the chunk thumbnail even for offline chunks.
Like the game, the Editor is now a 64-bit executable. This should yield improved performance, but may limit compatibility with older machines. Let us know if you encounter any issues!