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20XX 0.86b Patch Notes - December 8, 2015

Hello! Today's 20XX patch lands a day early, since I'll be out of the office tomorrow. It adds proper leaderboard scoring, totally revamps our shader system (hopefully improving performance for some users -- tell us!), and adds some quality of life improvements.

NB: We've got some crash issues right now. Our top priority after this patch goes out is solving them, no matter how long it takes. (There will be a hotfix or two sometime in the next few days once we've nailed down the causes.)

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!

We've added leaderboard scoring, so this patch resets the all-time leaderboards! The save file will also change a little, but 20XX should still load your previous save file properly and save over it in the new format.

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: Shader performance overhaul! Leaderboard scoring! Other things!

For the next patch or two: Crash fixes, then boss stuff & item patch, lots of boss stuff. Also, other ways to spend nuts & soul nuts.

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


BIG CHANGES:

  • Leaderboards are now scored as a combination of enemy kills, time on the bonus clock, final nutscore, and remaining HP+Armor (if completed).
  • Daily challenges are no longer ranked by Time, since Time factors into the overall score.
  • Revamped pixel shader system from the ground up. Users with potato-based computers should notice a difference in framerate -- please share your experience!

SMALL CHANGES:

  • Players no longer die from having 0 HP if they still have armor. (This usually happens when picking up the Final Shell, then some other -HP item.)
  • Automatic attacks (like the shooty familiar) no longer trigger enemy retaliations when blocked.
  • The Lotus boss can no longer start the fight by lashing to the left.
  • Normal nuts and soul nuts are no longer displayed together on screen. Normal nuts are now visible during gameplay, and Soul Nuts are visible in the Ark.
  • The Plasma Blender now triggers a much lower invuln timer on bosses.
  • Soul Nuts now only display while in the Ark, and regular Nuts only display while in game.
  • Holding "down" no longer prevents jumping while *not* on drop-through platforms.
  • The Boss weakness cycle has been adjusted (so it's actually a cycle)! Rollster and Penguin now have different weaknesses.

BUG FIXES:

  • Fixed an issue causing items that reduce damage to fail to display that in their popup tip.
  • (Hopefully) fixed an error causing the Change Controls screen to display "255: CONTROL ERROR" as the input device.

KNOWN ISSUES:

  • The white-fade effect is busted in the Turret boss's stage. We'll fix it soon!

Thanks for reading!