20XX

20XX 0.974

Version
0.974
Version Date
March 15, 2017
Links

Patch Notes

20XX 0.974b Patch Notes - March 15, 2017

Hello! Today's patch adds some new power-control options, adds fancy new explosions to 20XX, and polishes some other stuff up.

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: Power controls (part 1?)! New explosions! Fixes/QOL stuff!

For the next few patches: Polish forever! Forever.

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



BIG CHANGES:
  • New explosion effects! (Disabled if graphics quality is set to Less High.)
  • Power selection changes:
    • In each player's Change Controls panel is a new option: Power Selection Type.
    • "Normal" is what you're used to - three powers, equippable in the pause menu.
    • "Cycle" lets you use the Power 2 and Power 3 buttons as "Cycle Left" and "Cycle Right" - your set of powers will be displayed each time you hit one of these so you can see how far away your desired power is. (Only Power 1 actually fires a Power with this setup.)
    • "Wheel" lets you use the Power 2 button to bring up all of your current Powers at once. While holding Power 2, press the direction corresponding to your desired Power (they're always in the same slots, regardless of pickup order), and let Power 2 go to equip the selected Power.
    • (We may have some art/gamefeel work to do for these options still - let us know what you'd find most useful!)
  • Quick Drop, Double Tap Dash, Joypad Dead Zone, and Arcade Stick Test Mode are now also part of the individual player control menus (so they can be different per player if desired). In general, your current Options file will assign the old saved values for these to player 1's controls, so player 2 may need to re-enable stuff like Quick Drop if you're playing local co-op.

SMALL CHANGES:
  • Glory Zone teleporters now automatically unlock after 5 seconds. Using an unlocked teleporter during a challenge causes the challenge to automatically fail.
  • Quantum Spook now turns off in Splinterfrost Trap Zones.
  • Sanity Converter now turns off in Trap-type Glory Zones.
  • System Restore now properly restores the actual amount of health you lost when picking up Final Shell, instead of an arbitrary fixed value.
  • With Oxjack's Blitz (leg part) equipped, players can now air-dash upward from the ground.
  • Vitality Converters changed to be a little more challenge-friendly:
    • VCs no longer count as "damage taken" for efficiency purposes.
    • VCs no longer cause knockback on use.
  • Players can no longer take damage after a boss dies. (This prevents awkward business like dying to a falling platform during the Twins' fade to white, or falling in an Eternal Star/Death Lotus hole you can't see.)
  • On keyboard: if holding down "move left" and "move right" at the same time, "move right" now takes priority (instead of the buttons canceling one another out).

BUG FIXES:
  • Fixed an issue causing Interesting Times to not grant the appropriate health/energy on level.
  • Fixed the Purist Skull. (Lots of non-Purist items were spawning that had no business doing so.)
  • Sanity Converter now properly boosts Power Damage by 100% (multiplicatively) to account for the ramping Power Strength it grants. (Down from +150%.)
  • Fixed a bug that'd make Gorillas slide along spike walls (most notably, the thorns in Vaculab).
  • I've taken a stab at what may be causing Agnisort loads to fail for some online co-op players - please let me know if you notice a difference!
  • Players can no longer trigger teleporters while in the "challenge failed!" animation. (This is to prevent a weird case where you trigger the exit you're standing on as you fail, which basically breaks everything.)

Thanks for reading!