20XX

20XX 0.967

Version
0.967
Version Date
Dec. 7, 2016
Links

Patch Notes

20XX 0.967b Patch Notes - December 7, 2016

Hello! Today's 20XX patch contains a huge iteration pass on in-game items and economy. It also adds a new graphics-setting toggle, and resets your options settings. (Sorry!)

Disclaimer: 20XX is in beta. As we develop the game, we may make changes that require us to invalidate or wipe your 20XX save files, Steam Leaderboard info/achievements, and other save-y stuff like that. Be aware!

TL;DR for today's patch: Huge item/economy overhaul!

For the next few patches: More enemy work! Some graphics things!

As always, let us know if anything's busted or if we missed a change.



BIG CHANGES:
  • Massive Aug iteration wave:
    • Power Enhancer damage up to +3 (from +2). Shop cost increased.
    • Ninja Sash speed down to +2 (was +3).
    • Blue Lander Max HP boost down to +1 (was +3). Full-health restore unchanged. Shop cost decreased slightly.
    • Potato Battery (the name is back!) Max NRG down to +3 (was +4). (Vibroreserve is still around, in mightier form.)
    • Brain Food Lunch is now a little more flavorful, and now increases Max HP by 2, and Max NRG by 4, in addition to maxing out the user's energy. Shop cost increased.
    • Mass Marginalizer is now Zephyr. Attack speed bonus doubled - movement speed bonus removed. No longer removed from play by the Purist Skull.
    • Mass Concentrator is now Forcemetal Shell. HP bonus decreased to +1 (was +2). Speed penalty increased to -2 (was -1). Damage bonus increased to +2 (was +1).
    • XCALBER Max NRG penalty increased to -2 (was -1).
    • Glass Cannon now has +2 Power Damage instead of +2 Speed.
    • Vitality Scavenger no longer grants +1 Max HP in addition to its health-finding bonus. Instead, it restores up to 2 health when acquired.
    • Scrapmetal Scavenger effectiveness doubled (and shop cost increased some).
    • Nut-find items: Charged Nut cost down, effect unchanged. Health Nut cost and effectiveness reduced by half. Armor Nut cost and effectiveness increased.
    • Enerative Plating now fully restores your Energy bar on level start, costs more, and no longer stacks. Other Platings unchanged.
    • Thrift Actuator is no longer crazy OP. Now sets one item on sale per shop, instead of all of them. Now stacks again (up to 6), and will set an additional item on sale per additional Actuator.
    • Crisis Timestopper now freezes bosses again - fixed its interaction with Death Lotus.
    • System Restore no longer shows up before a Prototype Room has spawned. (This was intended to go in a previous patch, but is in now.)
    • Forgotten Memento now spends 2 nuts when converting nuts to energy (down from 3).
    • Most Repros have had their shop costs increased.
    • Most Cores have had their shop costs adjusted (usually upwards).
    • Dracopent's Claw's Attack bonus is now +4 (down from +5).
    • Owlhawk's Talon's Power bonus is now +4 (down from +5).
    • Dracopent's Pride health-on-kill chance down to 8% (from 10%).
    • Owlhawk's Talon energy-on-kill now requires any normal attack (instead of charged attacks only), and the chance has been increased to 15% (from 10%).
  • Several new Augs have been added!
  • Augs no longer have variable shop costs (unless they're on sale). (Our thinking is that it's awesome when a player can make decisions to end at a certain number of nuts, hoping to buy a specific item or tier of item – slightly variable shop costs both make this hard to pull off and hard to learn what items really cost.)
  • Augs no longer cost more as the game goes on. Instead, shops are more likely to stock higher-cost items later in the game, and lower-cost items earlier. (It's much more exciting to save for one of our powerful new Augs by level 7/8 than it is to spend 40 nuts on a Heart Container.)
  • 10 new Augs!
  • Many items have had their shop costs changed.
  • Many items have had their Soul Chip unlock costs changed.
    • Speed Bonus formula changed. Speed now has a few softcap breakpoints (at 8, 16, and 32 points), past which further Speed boosts are less effective. Speed below 0 is now half-penalizing (similar to how negative Attack/Power damage work), with a hard cap at -5.
    • We've balanced the potential Augs you can find post-level so they're closer in value to the 10-nut option. Strongarm Band and Heart Container now have their less-effective counterparts as potential options, and Plumber Hat (which was far too plentiful, in part because it could show up post-level) has been swapped for the new Reclaimed Spark.
    • We've added a new GFX quality selector in the Settings menu. It's basically a toggle right now that turns off a few shader effects and Frostor's snow, but over time we'll be adding more components to help out players running 20XX: Potato Edition (or, sometimes more accurately, 20XX: We Have Some Optimizing Work To Do Edition).
    • We've changed the technical bits behind how the blue flames in Agnisort are drawn - this should result in a large performance improvement for most players. (If you normally experience FPS issues in Agnisort, we'd love to hear from you - tell us if it's any different this patch, either with or without low gfx on!)
      • We may still have some tweaking to do here, but the performance boost was too juicy.
    SMALL CHANGES:
    • Paperdoll readability improved. Armatort's icons are now yellow (instead of blue).
    • A few mid-to-lategame enemy attacks now deal increased damage (2, up from 1) to the player. These are:
      • Gorilla's touch (Beta or Gamma only) and speedy missile (Gamma only)
      • Maceknight's Mace (or touch - Beta/Gamma only).
      • Lotus contact (Gamma only, body or vines).
      • Penguin touch (Gamma only).
      • At least one Flamelab enemy will have a Gamma form that hits for 2 when we redo them next patch.
    • We're looking for good, easily readable ways to make lategame bosses also have some 2-damage attacks, but are still working on this.
    • Oxjack's Ken (Core Helm): Boltdash tweaked to 40% increased speed (down from 50%). Duration of dash changed so that distance remains constant. (Boltdash may need to take your speed into account down the line, but we'll try this first.)
    • Lotus (Gamma version only) now has a 0.25s delay between full-chomp-extension and his lashes coming out (up from 0).
    • All Lotus versions' lashes can now be attacked by Ace (instead of just Alpha/Beta).
    • Shield Drones (all) are now a little less ridiculous when hasted (either by the Furor skull or by being a Soul Foe).
    • The Bonus Timer no longer ticks down while in shops (or Very Safe Labs).
    • Bankrupt can now show up as a Challenge Skull. (We'd intended to do this in a previous patch.)
    • Levels are now a little more aware of when they're using a chunk similar to one already used this level. (This probably breaks some old seeds.)
    • Chests of all types now contain more nuts as the game goes on.
    • Boss and Bonus chests no longer contain energy.
    • Nut Replicator now reports on your level-start nut bonus.
    • Shatterbeak's Ice Wave ability now has a more obvious, non-snow based tell. (The snow still does its thing, too.)
    BUG FIXES:
    • Mortar now correctly ignores the shields provided be Beta/Gamma Shield Drones.
    • Fixed a bug causing Lotus Gamma's lashes to block projectiles.
    • Fixed a bug causing VV to occasionally be hittable through his shield.
    • (Hopefully?) Fixed a bug causing wall clings at high frame rates. (This isn't the previously-fixed super-high-move-speed cling - it only occurred to some players in fullscreen no-v-sync mode.)
    KNOWN ISSUES:
      Thanks for reading!