Hello! 30XX Patch 0.46 updates Clockzone's enemy interactions, reworks Ace's NRG recovery system, and makes Contemplation Room battles spicier and more dynamic!
We've also updated several of Nina's new Beams, made Autocharge/combo unlocked by default and player-specific in local co-op, and fixed a bunch of bugs.
Full notes below. Thanks for playing!
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GAME CHANGES & FIXES:
Reworked Ace's NRG regen system!
If you've been playing 30XX for awhile, you might be aware that we've changed Ace's relationship with NRG a few times during development - our goal is to let Ace use Powers freely while engaged in heavy combat, rewarding players for balancing aggressive play and caution with lots of spicy Power casts. In general, this is a buff, but it likely depends a bit on your playstyle.
Ace now builds an internal Style meter while dealing damage to enemies with melee attacks and Weapon projectiles. (Power-fired projectiles don't count.)
Ace has four tiers of NRG regeneration based on his current Style count. The current Style count is visible on the HUD (Saber icon), and as a little flame effect on your character (both placeholder visuals). The Style breakpoints are 3, 6, 10, and 20 stacks, and the effect caps out at 25.
Ace regenerates 4%, 8%, 12.5%, or 25% of his max NRG per second, depending on his current Style tier. (Lower than 3 stacks = no natural regen.)
Stacks begin to decay if Ace doesn't gain a stack within three seconds. Enemies dying also resets the timer (in case your co-op partner is blazing through a section, at least you don't lose stacks).
Taking damage resets Ace to the bottom of the next tier down - for example, if Ace has 18 stacks (tier 3), taking damage will lower his Style to 6 stacks (bottom of tier 2).
The costs of all of Ace's Techniques has been doubled. We'll likely adjust this in a more fine-grained fashion next patch.
Void Double will almost certainly get some balance changes next patch, as the new system makes it pretty mighty. :)
Updated Clockzone's enemy set! We've added two new enemy types, revised a bunch of designs, and let existing enemy types use the level's platform types.
Reworked Contemplation Rooms! Earn your Weapon upgrades in a more dynamic three-room barrage.
On starting a Contemplation Room, you'll now be warped to two parallel Contemplation Rooms before returning to your home room (where you'll get a reward).
Instead of three waves of enemies in one room, you'll fight one wave of enemies in each room.
The number of enemies that spawn in a Contemplation Room wave has been increased, and will spawn in staggered fashion. (The spawn timer advances automatically if only one or two enemies is currently alive in the room.)
Contemplation Room enemies no longer drop health/nuts. (The reward you're fighting for is the choice at the end, after all.)
Existing Mega Mode saves will only spawn a single room still. (New Mega Mode saves will adopt the new behavior.)
Spiral Beam no longer deals more damage the longer a shot is active (it's powerful enough as is).
Spiral Beam now perform a "horizontal line of sight" check for wall collisions. Instead of ignoring walls entirely, it ignores floors and ceilings relative to the attack's origin - this means it's still functional, but you can't shoot it right through horizontal walls.
Scatterbeam now only causes Nina's initial projectile to Scatter into 5 close range shots (instead of all projectiles).
Verity Beam boss damage penalty increased to 60% (from 50%). (It's still a substantial boss bonus, but isn't so wild that we want to nerf it too hard here.)
Rocket Beam no longer causes non-Weapon attacks to explode. (This is a visual-only fix.)
Rocket Beam's explosions are now smaller.
Fixed Nina's Beam Enthusiast not properly stacking damage bonuses for Nina's new Beams. (This is likely way too good, but we'll see how it feels with the below CR bugfix.)
Fixed an error causing Vagrant's Dissonance charged shots to not benefit from all effects that benefit charged shots.
Fixed an error causing Dustria and Echocave to sometimes incorrectly spawn Contemplation Rooms. While this is a bugfix, it's also a substantial change, so we'll keep an eye on it.
Autocharge and Autocombo are now unlocked by default (no spending necessary), and have unique settings for multiple players in local co-op.
Fixed an issue with smooth weapon comboing while Autocombo is disabled.
If Facesmasher's seek target is killed before it gets there, it'll now see if there are any other targets it could go punch instead before returning to you. This includes any enemy targeted by Facesmasher that might die to the attack that triggered it, so it should trigger more reliably.
Increased Facesmasher's hitbox size so it connects with moving enemies more reliably.
Fixed an error preventing Facesmasher from hitting certain enemies (notably, Delta).
Shield Bash now has a maximum cap of 30% times the number of Shield Bashes you have, instead of being a flat 30%. (This means they now stack more effectively.)
Graceful Strikes and Bounding Blaster now stack properly.
Zealot's Fervor no longer affects Autodrones spawned by Experiment 9.
Sharply reduced Experiment 9's Autodrone health. (Health reduced by 33% at level 1, scaling up to 50% at level 8.) Entropy Conditions no longer affect enemy Autodrone health.
Revised a handful of visual effects, usually darkening them a bit, for clarity.
Fixed an error where Verity Beam removed boss iframes from
all* of Nina's attacks, instead of just her Weapon attacks.
Standardized the range endpoint of Nina's shots. (Prior to this patch, they'd have a little variability.) Shots that change trajectory midflight might still have some minor inconsistency - we mostly did this for the weird case where Scatterbeam shots don't always line up/have a perfectly predictable range.
Fixed an error causing some projectiles to benefit from Arc Beam's "falling projectile" damage bonus without Arc Beam equipped.
Fixed an old poverty-based text line.
Fixed an issue causing Haunt spawns to be attackable before their first warp, leading to bad vibes when combined with Eye for an Eye.
Protobalancer now stacks with itself if you get multiples at once via a Hysteria effect.
Adjusted how the camera handles Ace's Ryuusei with Astral Terminus (the one that makes it go super fast) to increase visibility and fix a condition where the camera can't keep up with Ace's incredible speed.
Removed a bunch of logic preventing some explosion visuals from displaying on Low graphics settings. (There's a hide explosions separate setting, so it felt unneeded.)
Fixed an issue causing some sound effects to linger after their associated projectiles stopped being relevant.
Updated Aiming Gear's logic for being sucked into Highvault Tornado Machines that should result in fewer wall collisions for machines right next to walls.
Rerolling an item will now maintain its rerolled state in the next shop (if the item rerolled was in the top row to begin with).
Gamma Gear Elemental-spawned Gear Barriers no longer respawn when the Spectres challenge condition is active.
Minor items and metacurrency that spawn in walls will now detect this state, and automatically be awarded to first player.
Fixed Seeker Beam occasionally seeking targets it can't hit yet.
Fixed issues with Dracopent set interactions with Juice Beam, Chaos Beam, and Sniper Beam. (These Beams now work properly with effects that modify or store charges.)
Fixed an issue where some sources of healing sometimes worked with a Healing-preventing Prototype equipped.
Fixed an issue where Delta could be re-engaged with after having completed his Challenge, ending in odd results.
Fixed Charging Magnet (it wasn't working properly).
Revised how Lethal Tempo's top gear's arc attack works so it's less likely to come at you at mach 7.
Fixed an issue causing Primary Attack to trigger Pause screen options other than Autocombo, sometimes leading to weird situations where you could toggle something the same frame you left the menu.
Shots hitting invulnerable enemies are now treated like shots that hit walls. This fixes Rocket Beam not exploding on invulnerable enemies, and buffs Wall Beam and Bouncy Beam a bit.
30XX 0.45 Patch Notes - November 9, 2022
Hello! 30XX Patch 0.45 triples the number of Beam upgrades that Nina can find during a 30XX run, adding a mix of powerful, fun, and occasionally goofy weapons for her to master.
It also fixes a handful of online play issues (I think we've resolved most recent crashes - please let us know!) alongside the standard run of gameplay improvements and fixes we aim for every patch.
Thanks for playing!
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GAME CHANGES & FIXES:
Added 14 new Nina Beams! This triples the number of Beam upgrades that Nina can find during runs, which we hope will lead to fun, occasional overpoweredness, lots of variability in Nina's loadout, and a hefty dose of chaos into her gameplay.
Effects that remove HP on performing a certain action (Vitality Converters, some Prototypes) now remove Armor instead if HP is 0. (Burn for Glory stops taking HP if HP <= 1, so it's unaffected.)
Edgewall's Charged disc now properly counts as a Charged attack for things like Intensifier and Armatort's Pound. (This is a bugfix.)
Edgewall now has a one second cooldown when used with 0 NRG.
Edgewall's charged Disc can no longer multi-hit a single enemy. Also, fixed an issue where tightly packed enemies might not all be hit by it.
Attacks no longer count against the character's shot limit if they've been active for at least one second. (This is mostly for some of Nina's new Beams, but also affects charged Edgewall attacks.)
Continued to work on fixing up lingering "cornering" issues.
Corrected an issue that could cause the second choice in a Glory Zone Choice to be an already-seen Core. (There might be another way this is occurring, but it's probably fixed.)
Updated many icons for Entropy Cluster and Memory Index entries.
Void Double now follows the direction Ace is facing.
Fixed an error that could cause Ace's attacks to hit twice if an Unleash is used during an attack.
Increased the defense box size of Oxjack's Chest Core. It now extends further towards the player (so it defends projectiles in between the shield visual and the player).
Changed the way Entropy Conditions contribute to displayed Seeds to fix a few bugs. Old games should load correctly, but will display a different Seed than they were saved with if they were saved prior to 0.45.
Adjusted the hitbox of the Electric Shot enemy projectile to more accurately match the visual. (Only the "meat" of the projectile should deal damage - the tail is safe.)
Delta no longer spawns with a Level Boast in Level 8 (since his reward doesn't do anything anyway).
Delta's Circuit Breaker condition now costs 20 NRG when you take damage, regardless of the amount of damage taken. (Previously scaled with damage taken, meaning a big hit could just totally deplete your NRG.)
Mirror Shell (Echo Shell Power Aug) now quintuples the damage of reflected projectiles (unless the projectile already has special reflection damage that'd be higher). Mirror Shell damage additionally scales with Faithmetal Flock and Divine Construction as appropriate.
Experimental: Faithmetal Flock now increases enemy HP by 30% per rank (instead of 20/35/50% based on enemy variant). It now goes to 5 ranks (up from 4).
Cursed Wounds now reduces healing effectiveness by 25% per rank (down from 50% per rank), and goes to 4 ranks (up from 2).
Vibrodevourer (Prototype) can no longer spawn on Level 1.
Thanatos (Ace weapon) now properly has boss invuln frames. (It's now less good against bosses, but still great against everything else.)
Dracopent's Set's bonus now grants Ace half the charged damage benefit to basic attacks, in addition to making his attacks fully charged during the charging animation (and supercharged after a normal charge).
Standardized the health of Echocave's Crystal Shooter miniboss and Dustria's Tractor miniboss, and fixed an error causing Rising Tide to increase their HP. In general, they'll have slightly less health late in the game.
(Experimental) Increased Dustria's Tractor miniboss HP by 50%.
Nina's Autocombo now clears its attack queue if Nina hits her shot limit, preventing weird situations where she keeps firing indefinitely.
Penumbra Void Orbs spawned from a Spawner are no longer eligible for resurrection (Delta Spectres challenge).
Penumbra Void Orbs that
do* resurrect now properly re-project their void radius.
Crystal Minis no longer spawn in Shops, Very Safe Labs, or pre-Boss hallways. (Delta's Haunt condition)
It is no longer possible to reroll an item into Time Anchor, Hoot's Hourglass, or Chronopointer.
Fixed System Restore not properly curing Patchwork Integrator's damage penalty.
System Restore is no longer affected by Hysteria/pickup doubling effects. (This didn't do a lot, but did have a few edge cases where it caused bugs.)
Charmed Flapps no longer count as "living enemies" for Contemplation Room purposes.
Re-Flapp now works properly with effects that increase Repro effectiveness levels. Additionally, Twinifier + Re-Flapp now rewards a Level 2 Re-Flapp (instead of two Level 1 Re-Flapps, since the second one has no effect.)
Repros that scale with Bonus Health (Vital Crystal, Thorned Revenger) no longer penalize negative Bonus Health. (This also fixes an issue where Very Negative Bonus Health could cause these repros to heal enemies.)
Fixed an issue causing Dolomite Link to interrupt Ace's Autocharge.
Fixed an issue causing Zen Ascent, Dolomite Link, and Leviathan to interrupt Ace's charge if Autocharge is off.
Fixed an issue with Dawnbind's aiming.
Fixed an issue causing some forms of Power blocking to fail to properly block Power use.
Charging Magnet now works with Weapons that can't charge by default (but is still disabled by Augs that universally prevent charging).
Fallspikes in Echocave no longer trigger on-death Retaliation effects.
Fixed an issue causing Deconstructor's Might to deal 1 damage if the player has Utilifier MAX.
Fixed an issue causing Twinsparks (fired by Ryuusei and Capital Punishment) to sometimes move faster than intended.
Fixed an issue causing the player to be able to stand right on the edge of a spike without taking damage.
Fixed the following issues specific to online co-op:
Fixed a handful of crash conditions.
Fixed Delta's Boast not properly clearing after his miniboss battle as the client.
Fixed Crystal Minis not being visible as client. (Haunt, Echocave mechanic)
Fixed an error where P2 buying a Shop item wouldn't mark it as purchased, causing it to appear in the next Shop's offering.
Fixed Nina and Ace being able to pick up each other's Power Augs.
Fixed an issue causing players to occasionally see character-exclusive Augs for the other player in Choice Machines.
Fixed an issue causing Rolly enemies in BT to orient incorrectly as the client.
Fixed an issue causing homing Blaster fire (BT enemy) to fail to home as the client.
Fixed an issue causing the Helmet Guardian to appear to spawn extra split-heads as the client.
Fixed an issue causing Choice Machines to appear a few tiles off of their actual position as the client.
Fixed Absolution's Stained Glass rendering weirdly as client.
Fixed Absolution's Voids behaving like standard Void Orbs as client.
Fixed Gear Turrets occasionally having their pointers rotate the wrong way as client.
Fixed Tornado effects not displaying correctly as the client.
Fixed Beeg Frog sometimes spawning two extra FRO-6s occasionally.
Fixed a few Delta rewards being applied twice (nuts, tokens).
Online players no longer contribute to underwater sound effects.
Fixed Dustria's Tractor miniboss facing the wrong way as client.
30XX 0.44 Patch Notes - October 19, 2022
Hello! 30XX Patch 0.44 overhauls Echocave and Ace's primary Weapons.
Echocave's changes add a new Digzone mechanic the player can freely traverse and spindodge through, revises Trapmole behavior, makes Sound Alarms into the new Sonicrab (you can kill it now!), and much more! We hope the stage stands out as a more unique-feeling stage from a gameplay perspective now.
As for Ace, we've added another four weapons Ace can find in runs (doubling the number he can find!), added unique Charged effect benefits to each of his Weapons, and made it so Technique usage doesn't interrupt his charging.
These are both pretty major changes to 30XX - let us know what you think!
Thanks for playing.
PS - if you're in the Discord, we've added two new roles for our pre-patch Public Test builds and casual Dev Streams - if you want to be notified when new builds come up or catch us playing the game on stream, you can do so by typing "!publictest" or "!stream" in the #bot channel.
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GAME CHANGES & FIXES:
Added four new Ace weapons that can be discovered during runs, doubling the number of non-starter weapons Ace has access to! Each weapon has a unique attack style and Unleash technique:
The weapons themselves are listed below. They're in spoiler text - don't click if you want to discover them for yourself!
Thanatos, the Scythe: Aerial spin attack when used in midair! The Unleash marks an enemy for death, causing immediate doom (or massive damage to bosses/minibosses) when another enemy is defeated by Thanatos.
Edgewall, the Shielderang: Throw destructive discs that return to you! Unleash the Shield to block enemy projectiles and charge up powerful Big Discs that fly straight ahead for big damage.
Dawnbind, the Whip: Aim up and down at 45 degree angles with a long-ranged melee! Unleash a bola that stuns enemies, preventing them from attacking.
Laurent, the Rapier: Charged strikes mark a Vital on the target, causing a hit from the other side to deal massive damage. "Unleash" Ace's latent talent by dodging out of harm's way! Or through it, if that's your thing.
All of Ace's weapons now have a unique secondary effect when used while charged (instead of just doing more damage). This includes his Saber, all of his old weapons, and all of his new ones. (So, all of them.)
Ace's Weapon charging is no longer interrupted by Technique use, allowing him to chain the fancy upsides of his new Weapon Charge abilities with his techniques smoothly.
Ace no longer has "half-charged" attacks. Attacks used while charging, but before a full charge no longer grant a small damage increase. (There was no visual indicator this was even happening - it was a bit confusing, and definitely isn't necessary - especially now that Ace's Techniques don't interrupt charging.)
Grandmaster (Fists) no longer gains bonus damage while the weapon is "charged". Instead, it's intended that the player builds up a charge, then uses Unleash as a finisher.
Lara (Hammer) no longer gains bonus damage from charged attacks. Instead, the damage has been moved to the shockwave effect the weapon creates when it strikes the ground. This is a big buff to ground-hitting Lara, and a nerf to air-Lara.
Lucavi's base damage increased by 20% (to 12, from 10).
Lucavi's Unleash Blade damage increased by 20% (to 12 base
8 hits = 96, up from 10
8 = 80).
Lucavi's maximum accuracy variance reduced by 50%. (This means that the maximum angle variance on your attack is now much smaller than before.)
Increased the hitbox size of Lucavi's projectile (so it more reliably hits enemies).
Pressure Strikes (Ace Aug) duration increased to 2 seconds (up from 1).
(Experimental): Changed the way Nina's projectiles function when she shotguns enemies (hits enemies up close with multiple projectiles at once). This will mostly affect situations where Nina has several stacked Beams at once.
For some background about why we're changing this - we'll be adding some new Nina primaries soon, and wanted to address how wildly powerful some combinations of Beams are. 2-3 beams being pretty powerful is great - but several 3-beam combos deal triple-or-more than regular damage up close, and at least one combo deals up to 7x damage - these spikes aren't healthy for the game, and make it too easy to become too powerful.
Other than Retrobeam (which still gets a 20% damage bonus), all extra-projectile-adding Beams now have a damage multiplier of 1.0. (Scattershot was 0.3, and Forkalator was 0.5.)
When an enemy is hit by a multiple-projectile Nina attack, the first 8 extra projectiles will deal 12.5% damage (down from 25%), and any further projectiles will deal 5% damage. A fully stacked projectile barrage still deals over 3x normal damage (instead of over 7x).
This change also makes Forkalator and Scatterbeam more consistent at range - Fork's angled shots now hit for full weapon damage when they hit alone, and Scatter's first hit on an enemy now deals full, normal weapon damage, making it much more powerful at distances where Nina can only hit the target with 1-3 shots.
Shotgunning enemies up close is still a damage optimization, but doesn't produce the overpowered results it did before.
Attempted to resolve "cornering", involving some weird physics behavior when the player lands near the edge of a surface.
Gamma Acolytes behavior changed. Instead of the current throw spam, it throws a projectile that increases in size as it travels along the ground.
Exploding Barrels, Anchor Mines, and certain Friendly Flapps now deal damage that scales with the appropriate Enemy HP Entropy Condition enabled. (This is usually Faithmetal Flock - during Capital Punishment's fight, it'll scale with Divine Construction instead.)
Delta will no longer offer the same challenge or reward twice in a row. (This is technically a bugfix.)
Certain Story augs no longer spawn after they aren't usable anymore.
Projectiles created by Retaliation effects are no longer reflected by charged attacks.
Zookeeper's March now works properly with Graceful Strikes.
Fixed the effects of ranked-up Re-Flapp.
Adjusted Experiment 9's minefield-pull attack while upside down to more closely match the standard gravity version.
Experiment 9's Autodrone placement should no longer rarely show up inside the left/right walls of the room.
Fixed an issue causing Vagrant's Dissonance (Arm Core) to not properly increase the damage of Nina's special projectiles.
Vitality Converters (Red Vending Machines) no longer interact with effects that modify damage taken, positive or negative. This means that damage taken from these machines can't be prevented, but also won't be amplified by effects like Hysteria.
Vitality Converters now also remove HP before Armor.
Delta's Powerless challenge no longer disables Ace's Unleash Blade.
Changed up Delta's grace logic slightly (what makes him leave the level if he decides you've ignored his Boast) to be a little friendlier.
Dustria's Workers now have collision against each other, so pairs of Workers will no longer overlap.
Clockzone's Gamma Clock Turrets now fire 4 projectiles (down from 5) over the same angle spread (so they're a little further apart now).
Standardized the time it takes for Absolution's Stained Glass to show up.
Made Remnant of Determination a bit more robust. With it active, players no longer take contact damage from enemies below them, hopefully preventing issues where the aug behaves inconsistently. You can still take damage in cases where you let an enemy push you up into a ceiling!
Orbital Barrier no longer blocks Ace's own Raijin Call (preventing him from absorbing it).
The endgame stats window now shows Memoria earned during this run, instead of how much you currently have total.
Added some terrain to the left of the boss hallway in Rush Job.
Fixed an issue causing Nina's "hit" animation to fail to play.
Fixed an issue causing Ace's menu cursor to jump to Entropy Conditions if they're active when he toggles Autocharge or Autocombo.
Fixed Core Luddite not working properly for Ace - it was counting his Saber as a Core. Core Luddite will still deactivate with non-Saber Weapons equipped.
Fixed an issue sometimes causing Dustria crushers to be soft on enemies.
Fixed an error that could cause Delta to give you a Resonated Armor piece also rewarded by a Gauntlet in the same stage.
Fixed a few issues with Delta in online play (in a hotfix right after 0.43 came out).
Fixed an error with Repro targeting vs. gravity-reversed enemies.
Fixed an issue that could prevent Up/Down from displaying in Ace's HUD (and causing "?" to appear in the Change Controls screen for Up/Down, even if they worked. If this currently affects you, set those keys again or reset your controls.
Fixed an issue causing the Nutstack item after bosses to be salvage-able. (It is no longer salvage-able.)
30XX 0.43 Patch Notes - September 28, 2022
Hello! 30XX Patch 0.43 adds some new behaviors for Delta, changes around his conditions some, experiments with the way levels are generated to give levels a little more natural difficulty flow, and much more! Lots of fixes and QOL improvements in today's patch - full notes below.
Thanks for playing!
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GAME CHANGES & FIXES:
Levels 2 and 6 of a run are now slightly shorter than before. Prior to this patch, Level 1 used a "short" level generation length, Levels 2-5 used a "medium" LGL, and 5-8 used a "long" one. This is an oversimplification of how the system works, but the "short" LGL will now be Levels 1-2, "medium" will be 3-6, and "long" will be 7-8. We're very likely to adjust this in the future - especially once the game's finale content is added at 1.0.
(Experimental) We've made a change to the way levels generate in 30XX aimed at achieving a better sense of difficulty cadence through each level.
Prior to this change, every chunk in a level had its difficulty selected randomly and independently, based on the level number you're on.
For example, in 0.42 and before, Level 6 would generate an somewhat-even split of Normal and Hard chunks in the level, but it wouldn't make sure they were even - each roll was independent, so you could sometimes generate Level 6 full of Hard chunks or full of Normal chunks, or clustered together such that you saw a bunch of Hard chunks early in a level, then only Normal ones later.
This change aims to smooth that out a bit. Now, the level generator will consider the entire level at once when assigning the desired difficulty rating of a chunk, and try to build an appropriate cadence where it can - when a level calls for a mix of chunk difficulties, the game will try to escalate those difficulties leading up to the miniboss, then reset, then increase again.
For example, a Level 6 in the new system with four "main" chunks in a level might be in the following order: Normal, Hard, Miniboss, Rest area, Normal, Hard, Boss.
We'll keep an eye on how this plays - it may not even be that noticeable to some players! - but we're pretty sure that 30XX's level generation is varied enough that this shouldn't harm stage generation variance.
Note that this definitely messes with Seed generation some.
Delta now has an array of weapons at his disposal during his miniboss encounter (9, up from 3). The first two times he uses each ability, he'll flash the icons for the abilities he's about to use.
Delta now offers a little more grace on killing enemies at the start of a level before he decides you've ignored his Boast and leaves. (You can now kill a few enemies without him leaving, as opposed to him leaving after one enemy.)
This also means Delta shouldn't just leave on level start sometimes.
Temporarily disabled the Vulnerability Delta condition until we make a move to granular health. Disabled the Crushing Defeats condition.
Added some new Delta Boast conditions that were cut from 0.42 for time.
Entropy Conditions and any active Delta conditions are now hoverable icons in the Pause menu, so you can see what they do during gameplay.
Airdashing now grants an inherent +2 Speed while airdashing (so airdashing is now faster than normal dashing).
Reverted a previous swing timer nerf on Ace's Lara weapon (back to 0.5 sec per swing, down from 0.75).
This just ended up making the weapon feel not-very-good - we might still nerf it later if we think it needs it. The weapon still only begins charging once the previous swing is complete.
(Experimental) Dolomite Link now automatically refreshes Zen Ascent when it makes contact (with an object or an enemy). Additionally, when Dolomite Linking an object (like a wall or switch), Dolomite Link refreshes itself.
Jagged Bolt will no longer seek out Anchor Mines, Experiment 9's lingering shuriken, or Exploding Barrels in Dustria.
Vital Crystal's projectile is now a different color (so it's not as easily confused with similar projectiles used by enemies).
Retaliation projectiles from enemies (usually with the Eye for an Eye Entropy condition, or Delta's Final Gasp active) now have a hard cap on their horizontal speed to prevent cases of boulders flying at the player from a million miles away.
Dustria's Tractor miniboss now begins throwing barrels when you enter the room (instead of when you reach it).
Fixed an error causing a few enemy types to fail to spawn as higher-level variants.
Fixed an error causing Deepverse's Wall Lasers to sometimes fail to spawn.
For Certain Purposes, anything that grants the full Vagrant's set bonus (for example, one or more Patchwork Prototypes in addition to some pieces of the set) now counts.
Beta Snomps (BT Snakes) can no longer spawn on level 2. (Will probably remain true as long as their high-damage attack remains as-is.)
Made a few screen shake adjustments aimed at preventing overly-high shake scenarios.
Fixed a Challenge consistency issue where picking up a Resonated Armor part with no Cores of that type equipped could grant different Cores in different runs.
Fixed an issue causing Watergrav's goo sound filter to persist if dying or exiting a run while inside it.
Fixed Unstoppable Force behaving poorly while in reversed gravity.
Lethal Tempo's boss-enter drama now plays a moment after entering the room (instead of before entering).
Fixed an issue where entering a Seed containing some Entropy Conditions wouldn't properly set all the ECs involved.
Fixed an issue where Quick Restarting a Seed Racer run would cause the displayed seed to be incorrect with Entropy Conditions active. (The restart worked correctly, but the displayed seed failed to take ECs into account).
Adjusted a few item names and descriptions.
30XX 0.42 Patch Notes - September 2, 2022
Hello! 30XX Patch 0.42 is 30XX's third Major Update, the Rivalry Update! It introduces some new characters to 30XX's world in-person for the first time, adds brand new challenges for players to encounter during runs, adds two new play modes, a revamped tutorial, some new endgame goals for veterans to seek out, and more!
Today's notes will be a little on the shorter side - we're here in Seattle for PAX West, so we're going to hit the major notes here! (Come say hi - we're in booth 660 on the fourth floor, near where the Megabooth used to be!) This also means that hotfixes for any patch issues that arise might be a little slower than usual.
(We're releasing this patch a few days ahead of schedule to celebrate PAX!)
30XX will be 15% off for the duration of PAX West, as well - thanks for playing!
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GAME CHANGES & FIXES:
Delta, the Rival, is here to test your resolve!
In addition to taking up precious space in HQ, Delta will occasionally make an appearance at the beginning of a level, or even in the middle!
When he shows up at level start, Delta will offer you a challenge condition that only applies to that specific level. Finish the level with that condition active, and receive the associated reward! (Also, Glory, of course. Mostly Glory.) Take a stupid risk - it'll be fun!
When Delta shows up in the middle of a stage, his Boast challenge will only apply specifically to his brand new miniboss encounter (accessed through the teleporter right next to him). Turn on a spicy challenge, take him on, and reap the rewards!
New mode - Rush Job! All killer boss battles, no main levels. Available by default in HQ. (Only in Standard for now.)
New mode - Seed Racer! Toggle on some Entropy Conditions if you like, set the game's RNG seed, and go to town! Seed Racer lets you share specific seeded runs of 30XX with your friends. It might also do something else!
Tutorial revamp! We've redone 30XX's tutorial with a new mid-level event, a proper climax, and more!
Many HQ characters now have more text prompts than before. Alexia's prompts contain some new info after your first run win, so be sure to check in with her if you see a "!" over her head!
30XX 0.41 Patch Notes - August 17, 2022
Hello! 30XX Patch 0.41 reworks the Vagrant's Core Set to be a little more straightforward and a little less punishing, and adds a handful of new Augs that boost the player's damage under certain circumstances to encourage different kinds of movement during combat.
As usual, we've also fixed a whole bunch of bugs - full notes below. Thanks for playing!
PS - if you're going to be in Seattle during PAX West 2022, we'll be there showing off a brand new Major Update for 30XX at booth 660! Come say hi!
Double PS - our previous game, 20XX, turned 5 years old out of Early Access on PC yesterday - thanks for the continuing support that lets us keep doing this for a living. <3
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GAME CHANGES & FIXES:
Added 5 new Augs that add conditional damage under certain circumstances!
Reworked the Vagrant's Set. Its first iteration's clunky and unpopular for all but a very specific slice of players - we'd like it to be a little more appealing.
The set's design intent is still to provide ramping power that ends in a cooling-off period, asking players to manage Corruption progression to mitigate its downsides. As players pick up pieces of the set, Overheating provides more opportunities for use as a resource, and fewer restrictions.
We've made Overheating into a less punishing state. By default, Overheating no longer damages the player or stuns you. Instead, Overheating lasts longer (5 seconds) by default, and prevents Attacking, Power use, and dashing. Each piece of the set changes the way the player manages the Overheating state. Corruption is still built up by damaging enemies with Attacks.
In addition to its other visual cues, Corruption now displays its progression over the player's head.
Vagrant's Dissonance (Arm Core): when Overheat is triggered, gain a buff that allows 2 (3 resonated) Charged Attacks to be fired without the need to charge (and during Overheat, which normally prevents attacks).
Vagrant's Waltz (Leg Core): Your Dash is replaced by Blink-dash while Overheating. Removed cooldown from blink-dash. Improved blink-dash consistency, and added a short invulnerability period (100ms) when finishing the dash so it can be used more reliably to avoid attacks. You may dash normally while not Overheating.
Vagrant's Sonata (Head Core): While Overheating, most Powers may be used for free (instead of not at all), venting Corruption quickly in the process.
Vagrant's Yearn (Body Core): Changes in your health cause you to emit a damaging Pulse that scales with bonus health. You are immune while Overheating.
Part of this set's bonus will not be implemented until 0.42.
Fixed a few cases where Repro attacks could erroneously build Corruption.
You may no longer equip or unequip Vagrant's set items if your current Corruption is greater than the minimum.
We've (temporarily) disabled Timed Glory Zones/Contemplate Rooms while we work on manual timers that make them more fair. (We should have done this awhile ago. Sorry!) This means that, in patch 0.41, all such rooms will be Play Safe! rooms.
Fixed an issue causing Lucavi's charged attacks to not interact with things that care about Charged Attacks (certain Augs, Watergrav Anchor Mines, etc).
Active Entropy Conditions are now shown in the Pause Screen while in HQ.
Fixed Hoarder's Might indicating the wrong ATK/PWR values in the pause screen. (It worked correctly in-game, but indicated the old values while paused.)
Updated a few popup UI elements.
In Challenges, Level 8 now properly scores for time left over (and Level 7 no longer counts twice).
Fixed a potential issue that could prevent Miniboss rewards from spawning in Standard.
Fixed an animation issue with Ace's Echo Shell while in reversed gravity.
Fixed Jagged Bolt behaving poorly in reversed gravity.
Memory Index purchases (HP, NRG, Nuts) now apply immediately instead of on game/level start, so it's a little more clear they've taken effect. (This is for clarity only, and doesn't change any gameplay.)
Fixed Vexing Clover not properly working with other Prototypes.
Oxjack's Ken (dashing bolt) is no longer incorrectly affected by Utilifier MAX.
Shield Turtles no longer attempt to attack through walls.
Temporarily disabled the Fresh Moves prototype while we rework it into a normal Aug.
Fixed an issue causing Vagrant's Waltz to fail to pick up Health.
Picking up "Oops! All Refunds" after previously collecting Zookeeper's Burden now disables the curse effect (so you aren't softlocked by losing all your Repros and being unable to attack).
Crushing Hysteria (and any other sources of Max HP damage) will no longer reduce your Max HP below 1. This mostly fixes a co-op oddity where a player could be revived with negative max HP, causing weirdness. It's also a tiny buff, since it means Autotank can actually save you.
Enemies in Challenges now round their health up for Score purposes. (For example, an enemy with 25 or 30 HP will now grant 2 points instead of 1.)
Memoria now falls substantially faster after defeating bosses and minibosses.
30XX 0.40 Patch Notes - July 27, 2022
Hello! 30XX Patch 0.40 introduces Vanilla Challenges to 30XX - seeded score Challenges without any modifiers, for those who just want the standard 30XX experience in their Scoretimes.
We're also tamping down a bit both on endgame enemy power and density in the lategame, alongside player power scaling, in an effort to make the endgame feel a little more under control for both you and your enemies. We consider these efforts a work in progress, so please let us know what you think!
We're doing this in a few ways.
On the enemy side - we're reducing both the general density of enemies later in the game to avoid situations where powerful Gamma enemies spawn very close to one another, removing counterplay other than "offscreen your enemies or be immune". This will affect both general enemy density and upgraded enemy density (so sometimes even later in the game, you'll still see Alpha enemies in packs). We're also curbing some obnoxious Gamma enemy behaviors so that they're still challenging, but have less potential for cheapness. These changes will also slightly affect the midgame, but not by much.
On the player side, we're taking an iterative approach here, but the general vibe's that we're lowering player damage scaling late in the game. Earlier this year, we added lots of powerful new Augs that give the player alternate ways to scale damage, usually along the lines of +20-30%, but occasionally much more (Thrill of Battle's +50% at the start of a boss fight, Coup de Grace's +100% potential Power bonus, etc). As of 0.40, benefits from normal Augs will stack additively, instead of multiplicatively - this means that the benefits from these items will be added together (+100% +50% = +150% damage, or 250% total) instead of multiplicatively (200% * 150% = 300% damage total, or +200%). (We'd love your feedback on this - we know it's a big change in some cases.) Some individual items affected by this change will also have their numbers updated so they don't lose relevance. We're also making Choice Machine choices a little more consistent - we're taking a stab at making the items selected by a Choice Machine a little closer together in overall power level - this'll probably take us a little polish to get right.
As a note: Prototype-driven multipliers are still multiplicative (Burn for Glory, Charging Force).
We're also taking an overdue look at Nina having her shots on screen limited. Part of Nina's gameplay should involve pressing Attack at the right time - for most of 30XX's development, this hasn't really been the case. To compensate a bit, we're looking at some of Nina's less useful Primary Weapons, and buffing them. We'd love to hear your thoughts on these changes.
As a second note: all of these changes are very experimental - they don't take into account Entropy Conditions - we'll likely rein in the enemy-HP-related Conditions if these changes stick.
We've also adjusted the shop costs of most Augs (usually up a bit). Some very powerful, undervalued Augs (Quantum Spook, Core Bulkener, Thorned Hull, Juiced Reserves) cost a good bit more than before.
Also - I'm out of town through this weekend, so other than super-major-must-fix crashes, any hotfixes/etc will come around Monday.
Thaks for playing!
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GAME CHANGES & FIXES:
Updated enemy placement logic, aimed at reducing challenging enemy density later in the game. These are big changes, so we'll be keeping a close eye on them.
Enemies placed near other upgraded variants of enemies are now less likely to be upgraded themselves.
Groups of enemies that are not super threatening while in alpha form or meant to be taken out as a group by a single charged attack (generally, enemies with 25 HP or less) will now
either* remain as a group of alphas, or one of them will upgrade to a higher variant - not both. (No more groups of Beta/Gamma Angle Bolters in Dustria.)
This change likely lowers enemy density in general - we'll keep an eye out in case we've overdone it.
By popular demand, Vanilla Challenges return! Vanilla challenges are like 30XX's existing Flavored challenges, but they have no modifiers of any kind applied. (This is partially an experiment - we're not sure yet what other challenge types should exist by 1.0 - we're curious to see how much each type gets played.)
Removed the two Clover prototypes from Challenges.
Modified the behavior of several enemies:
Burning Temple: Snomps now spit two waves of blue fire, instead of three waves of very-fast normal fire. They now throw fire on death, like Beta Snomps do. Bzzomb (Bee) base HP down to 10/15/25, from 10/20/50.
Echocave: Shieldfaces now only retaliate as Gammas, and speed up when their shield is struck in Beta/Gamma form. (This may make Betas too unthreatening, but we didn't really like the laser retaliate on the Gamma.)
Penumbra: Sunsphere Beta attacks are a little lighter. Changed Gamma attack from laser to a two-wave attack that fires in 8 directions, then directly at the player. Acolyte attack is a little more threatening as an Alpha. Acolyte Wildfire spread gravity mechanics slightly tweaked.
Deepverse: Bouncy now ignores drop-through platforms when slamming downward. Fixed up smashing logic a bit to be more consistent.
Revised Nina's attack limits.
Nina is now limited to 3 active shots on screen by default, like she was in 20XX.
Shots are "active" if they aren't currently expiring (due to hitting a wall, an enemy they don't pierce, or timing out).
Nina's Primary Weapons that modify her shot pattern are only concerned with the "center", straight-ahead firing shot when determining how many shots are currently on screen. (So no matter what combination of items she has, Nina has three full waves of shots on screen.)
In practice, this only affects Nina's shots from more than about half a screen away. It means she's capable of more damage up close, since her shots will hit enemies/walls before she'd reach the shot limit.)
Aiming Gear's cooldown has been removed, and it now uses a similar shot limit system. In addition to Nina's checks, Aiming Gear also doesn't count as an "active" shot if it's been on the screen for longer than a second (since Aiming Gear often rolls around slopes for a long time). This means the ability is spammable again, albeit in short bursts.
Marksman's Might now increases Nina's shot limit by 2, instead of its previous effect. This also affects Aiming Gear.
Buffed some of Nina's underperforming Weapons:
Arc Beam now deals 12 base damage (up from 10) if it hits after the apex of its arc. This applies to all modified Arc Beam projectiles, too (if the projectile is moving vertically in line with Nina's current gravity direction).
Retrobeam's backwards projectile now deals 12 damage (up from 10).
Toy Beam no longer reduces damage dealt. It still costs -5 CP to use, and still causes attacks to be inaccurate.
Wave Beam reduced back to 10 base damage. It still has its wall-piercing property - we may flip that around in a future patch.
Counterstrike damage bonus increased to 50% (from 30%).
Rage Circuit damage bonus increased to 50% (from 20%).
Regenerative Plating now restores 4 HP immediately and per level (up from 2).
Fatal Fury now costs 1 Max HP plus one per Fatal Fury copy you already have. (This means it'll cost a lot more to pick it up 5 times, unlike now, where it's a very powerful no-brainer.)
Grandmaster (Ace weapon) now gains 50% damage per charge-level, down from 100%. The finisher attack is unchanged. It's probably still way too powerful against Bosses, but one thing at a time.
Lara now has a 0.75 swing timer (up from 0.5 sec).
Hoarder's Might is now 1 ATK/PWR per 30 nuts held (up from 20). It caps at +10.
Consuming Fury ATK/PWR reduced to 1 per level (from 2).
Thorned Hull and Juiced Reserves are now once-per-run Augs (they'll only spawn once).
Fixed a bug causing Armatort's Pound to sometimes work on half-charged attacks. (This should normally only happen with the Resonant Buster part.)
Fixed a bug causing Lucavi's Unleash to trigger boss iframes on the first hit. (This makes the attack work properly on Bosses again.)
Geardash (Aiming Gear + Crushing Void) damage increased by 50%.
Unstoppable Force contact damage increased by 150%.
Adjusted shop costs. In general, items cost a bit more than before.
Glory Zone Choice Machines will now always grant a choice between two of the same Core type (Two sets of Boots, two Helms, etc).
Resonated Dracopent's Bound now enhances the second jump instead of enabling a third jump.
Nutstack can no longer be rerolled.
Boss Health no longer scales with Rising Tide.
Angle Bolter (alpha) HP reduced to 25 (from 30).
Angle Bolters (all types) now act on the global chunk timer, but still only fire if a player is within range. (This will prevent the issue where they're slightly out of sync when approaching a group.)
Removed a handful of useless Augs from the Mega Mode pool.
Fixed Unyielding Wave having strategic timings on Zen Primus and Watergrav's Beeg Frog that'd lock their AI routines.
Fixed a timing error that could cause certain timing mechanics to desync when returning from a Glory Zone.
Boots Guardian now has a proper wind-up time before his dash attack starts.
Void Double no longer changes the camera at all.
Fixed a crash involving Heavy Juice.
30XX 0.39 Patch Notes - July 6, 2022
Hello! 30XX Patch 0.39 is a smaller bugfix patch aimed at stitching up some of the issues that've popped up in the past few patches. We're hard at work on post-level-8 content behind the scenes, so we don't have much new content ready to show off for today!
Hope you're enjoying the summer and getting a little time off. Thanks for playing.
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GAME CHANGES & FIXES:
Fixed Void Double's scythe hitbox (by increasing its size considerably - it was smaller/harder to hit with than it should have been.)
Still Waters (Entropy Condition) now lets you change cores up until the first enemy of the next stage dies (so you can still swap Cores/Weapons if you forgot after the boss, but before the next stage really starts.)
Autodrone + Crushing Void no longer sometimes spawns an additional Void inside the bigger one. Additionally, the larger Void is no longer sometimes consumed by nearby shields.
Eye for an Eye (Entropy Condition) no longer triggers on Exploding Barrels in Dustria.
Fixed a super-old issue causing some "delayed projectiles" to deal damage before they appear (the big notable one being Zen Primus' ground slam upward fire).
Autoloader will now correctly prevent you from manually switching Weapons (which negated the prototype's penalty).
Verdant Shard (Penumbra Green Stained Glass) Void duration reduced to 30 sec (from 60).
Absolution base Void duration reduced to 15 seconds (from 20).
Absolution's Voids no longer collide with one another or get stuck on walls. Generally improved their movement. (They're now a little faster vertically, too.)
Reclassified Orbital Barrier so it will properly trigger "Defend" effects instead of "Wall Collision" effects on enemy projectiles. (This also fixes an interaction issue where Experiment 9's shuriken throws wouldn't be completely blocked by Orbital Barrier.)
Fixed Oxjack's dash-barrier not properly triggering Defend effects.
Fixed Soul Scrapper's description (Aug pickups reduce Max HP by 1, not 2.)
Picking up Boss Powers no longer triggers Soul Scrapper's health reduction.
Cursed Wounds is now limited to rank 1 in Daily Challenges.
Fixed Sacred Spines displaying +5 damage at rank 2 (instead of +4).
Fixed Earthmetal Plating not properly disabling the effects of Dracopent's Bound and Excitement Engine.
Fixed two missing Prototype icons.
Fixed Dracopent's Pride + Resonant Chestplate displaying "1" on a life-restoring kill (even though it restored 2 HP).
Deconstructor's Might is no longer affected by Vibrodevourer.
Fixed Toy Beam not properly costing negative CP.
Barbarian's Resolve now properly grants converted Health on level change (instead of Armor) when combined with Armorative Plating.
Owlhawk and Vagrant Body Cores are now subject to checks that reduce healing received.
Picking up System Restore now removes stacks of Autoloader on the player (if you have any).
Fixed an issue causing Violence Enhancer to misbehave.
Fixed an issue with Vibrodevourer causing it to not properly reduce the damage of Powers when out of NRG.
Fixed an issue with Vibrodevourer and Forgotten Memento leading to negative NRG values.
Fixed an issue causing Next-Level teleporters to be blank as the client in online co-op.
Fixed an issue causing Nina's P2 color to not display properly.
Fixed an issue causing Hoot Omega's Large Whirl to not display properly as the client.
Fixed an issue causing Void Double to deactivate when the player's gravity flips.
Fixed an issue causing lategame Dustria enemies to sometimes use the wrong color shader (causing things to appear green that shouldn't be green).
Fixed an issue with Surging Lubricant's info/name display in some languages.
30XX 0.38 Patch Notes - June 15, 2022
Hello! 30XX Patch 0.38 is ready to roll, and it's got a mountain of new Entropy Conditions and new Memory Index rewards for pushing your skills to the limit via the Entropy Cluster.
It also introduces a few new Prototypes and fixes some long-standing bugs.
NOTE: Patch 0.38 fixes the age-old "eventually some textures load as black boxes" bug. To accomplish this, we've retired the 32-bit build of 30XX in favor of a 64-bit only build (which almost every game under the sun already uses!). According to Steam's most recent hardware survey, 0.17% of players on Steam may not have 64-bit operating systems - if this is you, reach out to me at chris AT batterystaplegames DOT com and we'll sort something out. This note should mean nothing to the overwhelming majority of players, but I'm mentioning it since it's a substantial technical under-the-hood change.
Thanks for playing!
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GAME CHANGES & FIXES:
Added a new control feature we're calling "Autocombo", unlocked alongside Autocharge.
While active, Autocombo causes Nina to fire three times in rapid succession, instead of just once. Pressing the button again during her combo will queue up two additional shots, so the player can fire rapidly without having to mash the button hard.
Autocombo causes Ace to complete a full combo with his currently equipped weapon (3 attacks for the Saber, Lucavi, and Grandmaster, 2 for Tonbokiri and 1 for Lara). In Lucavi's case, Autocombo works just like Nina's.
Autocombo's designed to make the game require less mashing to input attacks. It can be turned off independently of Autocharge in the Pause menu.
Activating a Power will cancel the currently active combo. (An exception to this is triggering one of Nina's Echo effects.)
This change also limits Nina's fire rate to roughly 11 shots a second. Changes to Nina's number-of-shots on screen are likely coming next patch.
Added a whole bunch of new Entropy Conditions, bringing the total to 15.
Added a new metacurrency, awarded for your first-time completion at a given Entropy Level (starting at 0, with your first no-entropy game completion). We'll leave out exactly what this currency does for spoiler reasons, but you can spend it at the Memory Index. More info:
You'll receive this reward for your first completion at a given Entropy Level, and you can only earn one reward per run. So if your best run so far is Entropy 2, you'll need to play on Entropy 3 or higher to receive another reward - and no matter how high you go, your next success after that will require Entropy 4+, and so on.
Pilgrimage does not contribute to Entropy Level (since it doesn't really make the game harder, and we don't want players to feel like they have to pick it because it's "easy" while pushing Entropy).
Zealot's Wrath is likely overtuned - we have plans to convert HP to a more continuous measure the same way we did with NRG a few patches ago, and when we do, we'll likely tone it down a bit.
The reward received scales up the higher you push Entropy (up to a cap).
Added 3 new Prototypes. Added icons for 0.37's small mountain of new Prototypes, too.
Fixed a long-standing bug where long gameplay sessions could eventually lead to black-boxed textures (usually level tilesets and Ace's spritesheet failing to load). This is still theoretically possible, but should only happen on very memory-constrained systems (instead of all systems, given enough time).
Fixed a bug where Gauntlets could repeat minibosses, resulting in multiple Resonant Armor pieces of the same type.
Slightly adjusted Tonbokiri hitbox to properly hit certain low-standing targets.
30XX now runs in a 64-bit executable, which should lead to better overall stability when the game's been running for a long time.
Fixed an issue causing Clockzone's Waterfall Platforms to occasionally take their time spawning when first entering a room.
Fixed an issue causing Glory Zone conditions to sometimes desync in online co-op.
Fixed an issue causing Dally to sometimes fail to show up at game start in online co-op.
Suck effects no longer affect Capital Punishment's fists.
NRG costs in the Pause screen now round up in cases where Power Efficiency result in fractional costs. (A Power that costs 5.5 NRG will display as "6" in the Pause screen, but it'll still accurately take 5.5 from the player.)
Fixed a buggy interaction where having Blue Streak and either Gears of Industry or Market Fluctuations would make you more or less invulnerable, until the game crashes because you spawn a million nuts at once.
Fixed a potential cause of the Rolly-Miniboss-Attacking-Weirdly issue.
Wincing Clover's damage taken now ignores the invulnerability you normally have after defeating a boss. (No more infinite free rerolls on the Nutstack.)
Fixed a sound issue with Reboot attacking.
Fixed Crystal Wave and Jagged Bolt not properly disrespecting power/support ordering.
Fixed a placement/collision issue with Burning Temple's Bridge tiles.
30XX 0.37 Patch Notes - May 24, 2022
Hello! 30XX Patch 0.37 begins iterations on our Prototype and Metaprogression systems that we're aiming to complete by 0.38-0.39. It's here a day early - I'm out of the office tomorrow.
Prototypes are now offered early in the game more often, and are hand-designed with a few potential drawbacks for most blessings (instead of being fully random). In general, our design hope for Prototypes is that they offer the player a way to really shake up their current run -- or set the tone for a unique kind of run -- in a fun, flavorful way that doesn't (usually) instantly end the run (by making you too powerful or too weak).
Memoria and Potentia have been collapsed into a single currency, and Potentia will no longer drop. We've updated a number of Memory Index entries and added the Dealer (available via a new MI unlock) who can sling you a few Augs in exchange for that extra Memoria you've got lying around. More to come here in the near future - we've got more to do here alongside our planned Entropy Cluster changes.
Full notes below - thanks for playing!
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GAME CHANGES & FIXES:
Updated design, function, and acquisition for Prototypes.
Prototype Lab spawn chance increased early in runs, and decreased late. The chance used to be a flat 25% per level - it's now 25-50-50-38-25-10-10-10 at levels 1-8 - we'll likely iterate on this further. This should increase the chance that the player sees at least one Prototype offered by the end of level 3 from ~58% to ~82%.
Some effects previously found on standard Augs have been moved to Prototypes, and their base items no longer drop. (Advanced Repair Kit, Burn for Glory)
Added a boatload of new Prototypes. (More will likely be coming next patch, too.)
Fixed an issue where Edges of Madness could continue to display items you no longer have.
Memoria and Potentia have been collapsed into one currency. Existing unspent Potentia has been converted to Memoria (3 Memoria per Potentia).
Added the Smuggler's Beacon, a new Memory Index entry that calls the mysterious Dealer to HQ. The Dealer will trade you Augs that apply to your next run in exchange for some of the extra Memoria you have lying around.
Core Blessing reworked into Dally's Blessing:
Instead of a Core Chest on level 1, Dally shows up to offer you a choice of starting blessings.
Now has 3 ranks (up from 1).
Each rank unlocks more items that can show up in the Blessing choice. At rank 1, the player is offered basic health, NRG, armor, nuts, or a low-tier Aug. At rank 2, Cores and Weapons join the offer. At rank 3, Powers, Remnants, and even Prototypes join the offer.
Choicebooster (Memory Index) reduced to 2 ranks (from 3). Players who had rank 3 unlocked have been refunded its cost (600 Memoria).
Autocharge can now be toggled on and off both in the Pause menu (by selecting your Primary Weapon) and in the Memory Index itself.
Added text prompts in the Pause screen for moving Powers, equipping Cores, and toggling Autocharge.
Repro attacks now ignore boss invulnerability frames by default.
Remnant of Sorrow (Watergrav) now removes Health directly, leaving Armor intact. It no longer counts as "damage" taken.
Damage Prevention effects now work against more damage sources.
Remnant of Determination no longer triggers on hidden dead enemies, or enemies that can't be harmed by it.
Damage Prevention now only applies positive on-damage-taken effects for the player. (Blocking damage with Remnant of Flame won't remove buff stacks granted by Remnant of Spirit.)
Rolly, Frog, Worker, Twin Sparker, and Drillface are now properly affected by the Disable status. (Rolly won't start a charge attack, Frogs won't spit or jump, Workers/Twin Sparkers won't launch projectiles, and Drillface won't retaliate - it'll still fly back and forth.)
Fixed an error sometimes preventing Wild Mortar from restoring NRG on Split kill.
Fixed an animation issue with Ace's Echo Shell.
Fixed Unyielding Wave (Boss Freeze Power Aug).
Adding/removing Entropy Condition ranks is now bound to Accept/Back. This menu now has a separate Back button when you're done.
Fixed an error causing Echobeast's bouncing summons to sometimes start moving in the wrong direction (often causing them to overlap).