20XX

20XX 0.980

Version
0.980
Version Date
June 7, 2017
Links

Patch Notes

20XX 0.980b Patch Notes - June 7th, 2017

Hello! Today's 20XX patch introduces the Undeveloper, who'll help players that've completed 20XX's unlocks fine-tune their item pools a bit. It also overhauls the tutorial, uncheapens some enemies, and fixes a bunch of bugs.

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: The Undeveloper! New Tutorial!

For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)

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



BIG CHANGES:
  • Introducing: the Undeveloper!
    • As per last week's big thread, we're rolling out one of the discussed features today. (The other one's still pending.)
    • The Undeveloper is a late-game feature that shows up once you've unlocked everything, and serves to put some things back away.
    • Taking the place of the normal Unlock Shop, the Undeveloper will *remove* an item from the pool for your next run for the low, low price of 1 SC. Using the machine to the left, players can spawn 3 new potential Undevelopments.
    • Basic Augs can't show up via the Undeveloper, so be careful going lock-crazy!
    • The Undeveloper may be empty the first time you visit - it'll populate next time (or you can pay 1 SC to populate it). This shouldn't be an issue for players completing their unlock set after this patch hits.
    • For now, Cores are in the Undevelopable List. We may change this - it could be too OP, but we're pretty sure locking out enough Cores that you're guaranteed a set will be super expensive. It's possible to Undevelop all the Cores with enough SCs, in which case Core Chests will yield nothing, and you'll have deserved it.
  • 20XX's Tutorial has been reworked. Overall, it's a little bit longer, does a better job of teaching the player to dash and dash-jump, and has a different boss.
  • This isn't a super visible change, but we spent big chunk of time overhauling the way 20XX displays text to prepare to translate 20XX into different languages. I'm mentioning it here because there might be some savage text bugs I haven't seen yet - drop me a line if you see any stray unicode characters! (No non-English language modes are available for 20XX just yet.)

SMALL CHANGES:
  • Greatly reduced the charge range on Beta Flapps (and slightly for Gammas). They should both only be capable of starting a charge while on-screen. (Gamma Flapps will still dodge from out of range, but they won't charge afterward.)
  • Rollsters no longer have unbounded speed physics, and will no longer sometimes speed up when rolling down slopes. Additionally, Soul Rollsters (Soulsters?) no longer move faster than non-Soulsters.
  • Capped how quickly Creepers can fall.
  • Removed a bunch of potential Glory Zone enemy spawn positions that could overlap with the Teleporter (and not obviously look like a spawning enemy).
  • We've scaled back the Twins a bit:
    • Homing flames slowed down by 33%.
    • Attack speed and salvo count scaling reduced sharply (each by about half). This means they'll fire less quickly lategame, and fire off fewer attacks before teleporting.
  • Death Lotus' Vaculab Spikes now stand out more. (Tell us whether or not you agree!)
  • Re-enabled window resolutions near max (in Windowed mode). If it'd make the resulting window not fit on your screen, it'll crunch the window a tiny bit.
  • Added a few netplay unhappy-path failovers. If your host disconnects while you're in the stat rollup screen, it should reload the screen and let you return to the Ark. If your host disconnects during level generation, 20XX should attempt to re-home the game to you and have you continue on your own. If your client disconnects during level generation, the game should recognize it and let you continue on solo.

BUG FIXES:
  • Fixed a bug causing Nina to shoot her charge if a Power is used while charging. (The right behavior is that the charge should go away, the Power should fire, and a new charge should start.)
  • Fixed an ancient bug causing some landing sounds to be played several times in a row, making them sound super loud.
  • Potentially? fixed an issue causing the screen to be displayed shifted a bit up and right - if you still experience this, tell us! (This is the bug we may have fixed.)
  • Re-Flapps will no longer vainly try to attack the Swarm.
  • Fixed Skytemple Windplat behavior at extremely high framerates.
  • (Hotfixed immediately after last patch) Fixed an issue causing enemy shields to do a very poor job of blocking.
  • (Hotfixed immediately after last patch) Fixed a netplay crash.

Thanks for reading!