Hello! Today's 20XX patch tweaks our endgame length a bit, adds some QOL changes, and fixes a bunch of bugs.
It also adds a missing track to the OST for folks who've bought it on Steam (the post-level Victory theme).
Thanks for playing! (If you're wondering what we're up to, we recently pushed the first
Batterystaple Update - more to come in October's update soon!)
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CHANGES:- Endgame level length changes:
- Level 9 is now 25% shorter. (This change doesn't affect Reverent, where Level 9 was already 25% shorter.)
- Level 10 is now 17% longer. (This change does affect Reverent.)
- After a ton of back and forth with the community, we're happy with the individual difficulty level of level 9's segments, but think the level runs on a bit too long. We've boosted level 10's length a little to compensate - we may experiment with making it a bit longer, but don't want to overshoot it.
- With double-tap dashing enabled, 20XX now recognizes double-tap dash and button-press dash as two separate actions (so it's possible to dash with one or the other while holding down the other button from a previous dash).
- Lotus Spawns no longer attack from further than half a screen away when encountered in the Station.
- Standardized Splinterfrost wall-slide behavior. (It now always does what you'd expect.)
- Ace's Plasma Blender no longer enters ultimate screenshake jank mode when fully charged.
- Seed Racer Changes:
- Seed Racer now does a better job of behaving like a challenge (so players can compete for the best score on a given seed). We highly recommend players doing this at least enable Destiny, but hey, you do you.
- Seed Racer now reports score like a Challenge in every way.
- Skittery Smuggler no longer spawns in Seed Racer.
- Seed Racer now treats level 1 as though it were difficulty level 2 (like Challenges do).
- Seed Racer already used the Challenge item pool - no change here. (This has always meant that the seed you see while playing Normal/Defiant/Reverent doesn't match up 100% with the same seed in Seed Racer – the Augs you find will change, but the rest should be pretty similar.)
- Tweaked some unfair-feeling level pieces/hazard placements.
- Next-run item determination logic changed up a bit. Two of the same item should no longer show up in the same next-run option set.
- Added more detailed Boss Drama art!
BUG FIXES:- Vitality Converters in Non-Standard game modes (any mode that isn't Reverent, Normal, or Defiant) now ignore the "do you have enough stuff unlocked?" restriction (for consistency).
- Level completion achievements will now trigger properly in online co-op as the client.
- Fixed a weird interaction with armor that could cause the Untouchable achievement to fail to trigger. (Also fixed Armor-damage not counting as a "damage instance" - it's totally supposed to.)
- On-level items (Consuming Fury, Pure Flame, etc) now play nice with multiple Save and Quit actions on the same save file.
- 20XX will now remember what next-run items you've purchased if you quit before your next run.
- This means the "get a ton of soul chips, unlock items, quit and restart, unlock more items" exploit no longer works. I wanted to keep it, but it's more important to not have that bad-feel of unlocking at the end of a gameplay session and losing your next-run new stuff.
- Fixed Meganut not working well in online multiplayer if the client picked it up.
- Fixed a bug causing level 10 deaths to read as "FINISH!" on Score Leaderboards.
- As a consequence of this change, existing leaderboard finishes will read "10" instead of "FINISH!" - unfortunately, there's no way around this. We were incorrectly writing "10" into the LB data for finished runs.
- Future runs will record correctly.
- This fix doesn't impact Speedrun boards in any way (they were unaffected by the bug).
- Fixed "NAME" and "RANK" being swapped on all Leaderboards (in all languages).
- Fixed a bug with Interesting Times where it wasn't properly subtracting HP/NRG as its on-level penalty, resulting in higher HP/NRG values than intended. (This bugfix is a nerf.)
- Interesting Times should be working properly, but we've gotten a few reports of it not removing the negative effect after picking up System Restore. It's not clear players are seeing the previous level's benefit going away and thinking that's a negative impact - let us know if you're still seeing four stat changes after picking up SR!
OST UPDATES:- Added the track "V for Victory."
- Updated the track list.
- Added missing MP3 metadata.
Thanks for reading!