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20XX 0.951b Patch Notes -- April 27, 2016

Hello! Today's 20XX patch is relatively small. It introduces the first of our boss intro sequences, makes some changes to Nina's weapons, and more!

NB: Today's patch is on the smaller side, thanks to PAX and the seemingly inevitable PAX Pox that always follows it. We're also using a slightly different patch-number mechanism, since we're quickly running out of numbers before 1.0. Today's patch is 0.951b.

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!

Note: The closer we get to release, the closer the price will get to our planned Full Release price of $15.

TL;DR for today's patch: Boss Intros! Nina weapon changes!

For the next few patches: Level design work, boss work, narrative work!

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


BIG CHANGES:

  • New "attack group" logic - Weapons that fire multiple bullets and Ace's combo attacks now identify themselves as being part of one group. Changes resulting from this:
    • Bosses now take damage from a full attack group - if Nina's full Scatterbeam hits a boss, all the pieces do damage. If Ace triple-slashes on a boss, all three hits will connect.
    • This means the previous vulnerability modifiers for Nina's multi-hit weapons have been removed.
    • Additionally, Nina's non-Scatterbeam multi-shot weapons (Star, Fork) deal reduced damage for each hit beyond the first, reducing the incentive to jam these weapons in an opponents face for outrageous damage.
    • We're totally aware that this may do wonky things to balance versus bosses - let us know what you think!

  • Other Nina weapon changes:

    • Star Beam damage down to 8 (from 9).
    • Wave Beam charge attacks now pierce unkilled foes again, but won't hit the same enemy multiple times in a row.
    • Scatterbeam damage reduced by 20%, but it's still strong vs. bosses since all the pieces now connect.
    • Fork and Star are now subject to the multi-hit damage penalty, so they're worse at point blank.

  • Start of our boss intro system implemented (Rollster, Lotus, and a Kur placeholder). The others will come as we finish their reworks.
  • Vaculab level pass, phase 1.5: It's ~50% done or so. Still missing a lot of pieces.

SMALL CHANGES:

  • Kur's firewall attack now has a short delay before dealing damage, so it can be nullified by players with the right items or dodged more easily.
  • Tweaked the screenshake logic. Tell us what you think!
  • New music after finishing a level!
  • Repros no longer trigger Death Lotus's hidey-time.
  • Lots of scaling changes to the new Death Lotus:
    • Less-tall room from levels 1-4 (5-8 unchanged).
    • Spawned lotuses have 40% less HP, and don't fire as many mortars at once, making it much more reasonable to find a good spot to hide.
    • The bottom row of spawns is now better aligned with Nina's basic shot.
    • The Bonus chest now spawns correctly after the fight.

  • Few Rollster Beta animation changes.

BUG FIXES:

  • Fixed an issue where heavy numbers of phase blocks on the screen could cause performance problems.
  • Powers no longer charge up the Blender's combo status.
  • Fixed a bug where Death Lotus would fail to retract his deadly vines.
  • Fixed Shadespur being wonky while wall sliding.
  • Fixed the Rollster Beta chargequake.
  • Lots of other small things.

KNOWN ISSUES:

Thanks for reading!