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20XX 0.87b Patch Notes -- December 23, 2015

Hello! Today's 20XX patch introduces polished character skins and introduces the Fortune Room (as well as a new currency, the Token). GLHF!

NB: This patch and next are affected at least a little bit by the holidays, so sorry if we're a little slow!

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: Character polish! Fortune Room! Tokens!

For the next patch or three: Multiplayer stability work, boss work, The Item Patch (someday soon!), narrative work. We're also overdue for a basic small-bug-fix-set patch -- we have a few dozen tiny things that should really be fixed that we'll probably spend some time on this coming patch. We've gotten most of our big singleplayer crashes out of the way -- at least, the ones that our reporter sends us -- but there's one happening in online multi, and one game-quit we're still working on. (Send us your log if your game exits on you!)

As always, let us know if anything's busted or if we missed a change. (These notes feel short -- pretty sure we're missing some smaller stuff. Oops.)

Happy holidays!


BIG CHANGES:

  • New character art & animation polish!
  • Introducing the Fortune Room! Gamble your life away with three new machines:
    • The Blue Slot costs two nuts per spin. It'll give you basic pickups! If you're lucky, it'll give you a Passive sometimes, too.
    • The Red Slot costs a Shiny Token to spin. Its reward pool is much more valuable than the Blue Slot! If you're really, really lucky, it can give you up to 3 items per spin.
    • The Vitality Converter costs health. Every time you use it, it'll take 1 HP, and give one or more nuts in return. (Sometimes it'll even give a Token!)

  • Overhauled the boss HP scaling formula. The result is much lower boss HP early, similar boss HP around levels 6-7, and slightly higher boss HP by 8+. We'll continue to monitor this in case we've over-nerfed the earlygame bosses or made Endless/High Tide impossible.
  • Boss weakness weapons also now scale up over the course of the game (so that with the new lower earlygame boss HP, having the weakness still lets you kill it fast, but not instantly).

SMALL CHANGES:

  • Changed some level background color schemes to reduce foreground/background confusion. (We have a long way to go on this, though, and these changes are experimental.)
  • Characters no longer consume health/energy pickups when their max health or energy is zero.
  • Boss health scaling in co-op reduced to 50% (from 75%).
  • Spider enemy's HP scaling changed so that Nina's base charged shot kills the basic version. The later versions have about the same HP.

BUG FIXES:

  • Vending machines in online co-op no longer sometimes charge the user twice. (Finally!)

KNOWN ISSUES:

Thanks for reading!