20XX

20XX 1.01.0

Version
1.01.0
Version Date
Sept. 28, 2017
Links

Patch Notes

20XX 1.01.00 Patch Notes - September 28, 2017

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!)



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!