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20XX 0.77a Patch Notes - August 19, 2015

Hello! Today's patch introduces 20XX's first flavorful lore bits in the form of boss dialogues. It also gets Skytemple closer to where we want it to be, and makes the 20XX endgame a little softer in general.

Disclaimer: 20XX is in alpha. 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: Skytemple debt, boss dialogues, endgame softening.

For the next patch or two: Small things. We'll be showing 20XX at PAX Prime in just ten days! Preparing for the show and then actually showing the game'll take a lot out of us, so expect a small one for next time.

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


BIG CHANGES:

  • Added the first chunk of our boss interactions (read: story bits) system. The accept button rapidly scrolls through the text; the back button skips it entirely. Ace and Nina each have their own unique dialogue, which'll be expanded on greatly in future patches.
    • Interactions don't trigger during online play or during challenges. In local co-op, they trigger based on whoever's first player. (We might add special co-op dialogue down the line!)
    • NB: we're not writers. Tell us if it sucks, and we'll hire somebody!

  • Paid off our Skytemple debt, including:

    • Cannon enemy reworked + new art!
    • More level pieces we hadn't finished prior to last patch!
    • Nerfing some of the unfairly-hard level setups!
    • Tracks for the track platforms! (readability++)
    • Tweaks to the Mace Knight and the Boltmans!

SMALL(ER) CHANGES:

  • Nerfed the White Feather. Air jumps are now more like air hops (~50% of a normal jump), and don't take you up a full jump height. (That was ridiculous, and we should have changed it months ago.)
  • Plumber Hat jump boost reduced by ~33%. (It's still really good.)
  • Spike-type objects and falls now deal 1 damage after level 4 (down from 2).
  • Adjusted the enemy density formula so that fewer enemies spawn by endgame. (By level 8, 25% fewer enemies should spawn.)
  • Adjusted the enemy density formula to avoid unfairly populating certain Skytemple segments.
  • Increased the Boomerang Blade's base damage by 33%.

BUG FIXES:

  • Fixed some weird boltpair interactions in Skytemple.
  • Fixed a weird platform-reset bug where wind platforms could go bonkers if you left a room and came back.

Thanks for reading!