20XX

20XX 0.971

Version
0.971
Version Date
Feb. 1, 2017
Links

Patch Notes

20XX 0.971b Patch Notes - February 1, 2017

Hello! Today's 20XX patch adds some much-needed netplay improvements, a handy Save and Quit feature (for non-online play), and polishes up our floating Repro pals.

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: Netplay improvements! Save and Quit! Repros!

For the next few patches: Glory zone stuff! (Seriously, Glory Zone stuff.)

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



BIG CHANGES:
  • Save and Quit is here!
    • Save and Quit lets you stop a playthrough mid-run, and pick up where you left off later. It's available in the game's basic modes (Normal, Casual, and Defiant).
    • To use it, check out the new Save Capsule near the end-level teleporters. Save and Quit is only available via this teleporter (so saving is only possible in between levels).
    • Save and Quit is not available during online play, but does work in local co-op.
    • To continue a run, select CONTINUE from the main menu. This button will not be available if there's either no save data, or if your save data is bad (perhaps because you tampered with it).
    • To ignore a saved run, select NEW GAME from the main menu - this will wipe your saved run and send you to HQ.
    • Save game data is not intended to "back up" your play - your file is deleted once you load it!
  • Gamma foes no longer spawn in platform-heavy chunks. (Tough enemies in brutal positions lead to cheap shots, which aren't what we want from our super-tough foes.)
  • Soul foes no longer spawn in platform-heavy chunks. (Same basic rationale.)
  • A bunch of Repro changes!
    • All: General on-level coloring/size updated.
    • Target-attacking repros (Re-Flapp, Murderdrone, Flamespewer) can now pick targets based on either their or their owner's position (so, overall, they'll be a little smarter about attacking).
    • Re-Flapp: animations updated. Client Re-Flapps in online co-op should now behave properly.
    • Rebeginner: animations & gamefeel on trigger updated.
    • Smuggler: animations updated and tightened. Now actually explodes on item delivery! No longer consumes more than its fair share if it happens to run across extra nuts.
  • Online play improvements:
    • Client-inflicted damage is now tracked by the client, and the client now trusts itself about when non-Boss enemies should be "dead".
      • This means no more blasting a bat and having it die one ping-loop later; it'll just die.
      • This also means no more swinging at Chests in close areas and seemingly being unable to destroy it. (The items from the enemy/Chest will still wait for the host to confirm them, however.)
    • There's now a short frame of client trust when it comes to picking up restoratives (health/energy pickups).
      • When a health/energy pickup is nabbed by the client, he'll get the restorative immediately instead of one ping-loop later - if the host decides that the pickup wasn't available, it'll be rolled back.
      • This is specifically intended to address the feel-bad case where the client touches a health pickup while at 1 HP and then immediately takes damage. Previously, the host wouldn't have confirmed the health pickup yet, and the client would die.
    • Button presses that exit menus while in online multiplayer are no longer immediately reapplied. This is a bug fix (and is repeated below), but the bug was sufficiently annoying and long-standing that we're also mentioning it here.

SMALL CHANGES:
  • In preparation for our incoming greater Glory Zone work, all Glory Zones now pull from any stage's enemies, and use a different tileset.

BUG FIXES:
  • Fixed an exploit causing the Daily Challenges to be replayable.
  • Fixed a long-standing issue in online multiplayer causing the button press that exits a menu to also be applied in game.
  • Fixed a medium-standing issue causing players in online co-op to have different Challenge conditions in Glory Zones.
  • Fixed an issue causing post-Boss reward Augs in co-op to also apply to the other player, preventing them from picking up a Boss reward of their choice.
  • Fixed an issue in online co-op causing the client to be unable to see the Core Chest after completing a Glory Zone.
  • Fixed an issue in online co-op causing Vile Visage to sometimes fail to generate collision surfaces as the client.
  • Fixed a crash involving Brutish Augmentation.
  • Removed a bunch of items (and a shop, if you happened to be in Vaculab) spawning in Bankrupt that had no business doing so.

KNOWN ISSUES:
  • We're currently trying to track down the causes of a few MP bugs - if you experience one of these, please tell us as much as you can about the situation!
    • Sometimes, the boss gate doesn't open for the client after the Twins fight. Suspect it's related to letting one of them resurrect.
    • (unable to reproduce to date:) Rarely, the client tries to pick up a Boss power, and gets nothing. The host sees the client with the Power, but the client doesn't receive it.
    • Gamma Lotuses don't display properly on the client when they chomp. (We know what causes this one, but we haven't had time to fix it yet.)
    • Soul Foes may die early on the client, but continue to act. (Having some trouble reproducing this one consistently.)

Thanks for reading!