Hello! Today's 20XX patch brings Phase 1 of our Skytemple revamp. (Finally!) Almost everything about the stage has been redone (mechanics, art, enemies), and the parts that haven't been redone are going to be next patch. While we still have a little to go for the rework, we feel that this Skytemple is still a *lot* better than the one in game now, so we'll push it as is. The patch also adds a few more loading speed enhancements.
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 rework, loading improvements.
For the next patch or two: Skytemple debt (cannon enemy, a few chunks, track platform art), enemy tweaks/revamps, starting Arctech rework.
As always, let us know if anything's busted or if we missed a change.
BIG CHANGES:
- Skytemple has been heavily reworked. It is no longer a garbage zone where fun goes to die.
- Wind zones have been removed from the game.
- Falling blocks (the Skytemple kind) were mostly removed months ago, and their last remaining bits have now been swept away.
- Wind platforms have taken the old wind zone's place. These platforms have small fans under them, which, at certain intervals, blast them into the sky with a gust of air.
- Boltpairs have filled Skytemple's hazard gap. Each pair fires a dangerous bolt of energy between them either continuously or at intervals.
- The old Boltmans foe has been reworked. He has new art, and now fires a vertical blast when he senses a player in range. (No more weird target-y + bolt on contact attack.)
- The Mace Knight foe has been reworked. It's mostly a visual upgrade and a nerf to his effectiveness -- his mace now goes further, but only horizontally. (No more aiming.)
- (DEBT) The cannon enemy will be reworked by next patch.
- (DEBT) Track platforms will be receiving a visual update and some better indicators of where the path is by next patch.
- (DEBT) A few chunks aren't ready for today, and will be in place by next patch.
- (DEBT) One chunk was tiled by a programmer. Can you figure out which one?!
- 20XX's levels will load somewhat faster now. This is a continuation of a series of loading improvements that *should* culminate in the game loading acceptably fast.
SMALL CHANGES:
- We've added a new visual indicator for the end-of-level teleports: a statue of the boss the teleporter leads to. This way, the player doesn't have to stand on each teleporter before deciding where to go.
- Tweaked the Really Quit? options to use our new button graphics instead of raw text.
- The character change pods can no longer be activated by a player that's currently using them.
- You can no longer character change to your current character.
- Adjusted some of the more difficult late-game Agnisort configurations.
BUG FIXES:
- Fixed a bug causing air dashing to behave weirdly if you were holding jump still when you started the dash.
- Fixed a bug where if you dash-jumped off a wall, you couldn't airdash (even if you hadn't airdashed since touching the ground).
Thanks for reading!