20XX

20XX 0.968

Version
0.968
Version Date
Dec. 21, 2016
Links

Patch Notes

20XX 0.968b Patch Notes - December 21, 2016

Pre-notes note: if your 20XX performance has dipped some time in the last few patches, please check your graphics control panel and make sure 20XX is still set to use your discrete/non-integrated graphics card instead of integrated graphics.

Hello! Today's 20XX patch reworks our Agnisort enemies, adds some new visuals (toggled off in Less High GFX), brings back 8 Power Slots, fixes up Ace's Axe, fixes mid-game load-stutters, and more!

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

TL;DR for today's patch: Flamelab enemy updates! 8 Powers! GFX stuff!

For the next few patches: More new Augs! Glory Zone work!

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



BIG CHANGES:
  • Reworked Agnisort enemies!
    • Snomps (Snake guys) now come in 3 varieties, with different attacks. Snomps now take damage across their entire model, even in their later forms (instead of the head-only thing we had going on for awhile).
    • Turrets reworked only slightly - the Alpha and Gamma models are very similar to our existing two models in game, and we've added a new Beta model to fill the gap.
    • Rollsters reworked - Alpha is mostly unchanged, Beta tweaked some, entirely new Gamma model.
    • Hornets reworked! Alpha is pretty similar still - Beta & Gamma are brand new. Fixed a long-standing bug where a Hornet would sometimes fail to blow up after a divebomb, too.
  • A few new visual effects have been added to 20XX. (We'll be adding in more of these as we finish them. For the most part, setting GFX quality to "Less High" will turn them off.)
  • We've removed the old 3 Power Limit. 3 will still be bound to your keys at any given point in time, but you can hold onto the other 5 if you so choose. (Powers can be remapped/equipped in the Pause menu.)
    • This means Powers are never "discarded" - when picking one up into a slot you previously had a Power in, the old Power will be moved to the first free slot it finds (which may be in the Reserve).
  • Ace's Rippling Axe changes & fixes:
    • Aerial smash can now be canceled by pressing Attack again (or activating a Leg Core's ability) during the downward-moving part of the attack.
    • Now grants knockback immunity during its aerial smash.
    • Hitbox at the beginning of the aerial is no longer hot garbage.

SMALL CHANGES:
  • Augs that grant Max HP or Max NRG now only report the Max change. (For example, Heart Container now says "+2 MAX HP" instead of "+2 MAX HP, +2 HP".) The items still grant the HP/NRG - this is only a visual pickup tooltip change.
  • Furor (Skull) no longer affects Flame Geysers.
  • Track Platforms (mostly in Skytemple) mechanics improved.
  • A few graphics loading changes:
    • Glory Zone enemies now load pre-level.
    • Several in-game effects that were not being loaded at level-generation-time or game-load time now are.
    • These changes are going to mean slightly longer loading times, but no more brief stutter the first time one of these effects happens during gameplay.
    • We'll also be doing more loading work up-front, which should mean lower load times later in the game.
    • If you see any other on-effect stutters, tell us!
  • Glory Zones no longer spawn Gamma-model foes. (This may come back when we do our Glory Zone improvement work.)
  • Players can no longer turn while air-dashing. (You already couldn't change the direction of your dash.)

BUG FIXES:
  • Seriously, actually, I mean it this time: fixed the "shop/bonus above the boss hallway" bug.
  • Fixed a bug where a Re-Flapp would refuse to acknowledge dead enemies for a few seconds.
  • Leafmetal Plating (Prototype) no longer shows up in Purist runs.
  • Fixed an issue where the new Lotus enemies' lashes could stick around for a moment after their death.
  • Vitality Converters now longer spawn while Bankrupt is active.
  • Shop Teleporters no longer spawn while Bankrupt is active.
  • Soul Foes no longer drop 5-nut pickups while Bankrupt is active.
  • Fixed an edge case where Level 1 crates could sometimes contain a few nuts while Bankrupt is active.
  • Slot Machines no longer dispense nuts while Bankrupt is active.
  • Enemies no longer take increased damage in later Endless stages. (That scaling should only apply to the player!)
  • Vitality Converters now properly display the increased damage their user takes in Endless play after level 8.
  • Fixed a bug where Beta Lotuses sometimes had one of their lash arm hitboxes in the wrong place.
  • Fixed a bug where Gamma Lotuses would occasionally have hitboxes in weird places.
  • Fixed the Twins' ghost-laser bug.
  • Fixed a bug where air-dashing into a wall could prevent wall jumping for a few frames. (It'll now be available immediately, as you'd expect it to work.)

KNOWN ISSUES:

    Thanks for reading!