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!