Developer postOriginal post (opens in a new tab)

20XX 0.73b Patch Notes -- June 24, 2015

Hello! Today's 20XX patch fixes a bunch of the netplay issues we found two weeks ago, revamps 20XX's Power sysyem, adds new Tutorial stuff, adds a new Safehouse area, lots of new Main Menu art, and more! Read on for the full notes.

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 current price of 20XX ($9.99) will increase to $11.99 when the netplay is stable. We believe we're ready to raise the price, but we want to make sure Netplay is stable first. It could happen tomorrow, or it could happen in two weeks (or any time in between). We want players to be happy with what they're buying; while the game is incomplete, we charge an incomplete price. 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: Netplay fixes! Power system change (part 1). More boss changes.

For the next patch or two: More boss work, more level variability, safehouse rework part 2, UI rework.

On the horizon (extremely subject to change): ????

As always, let us know if anything's busted or if we missed some changes.


BIG CHANGES:

  • We've fixed most of what ailed Netplay. (Details in the bug fixes section.)
  • We've revamped how Power acquisition and use works in 20XX. (This is experimental, so complain away if you hate it.)
    • At the end of a level, players now get to choose between the boss's Power, a basic stat upgrade, or a Nutstack (10 nuts). When one's picked up, the others will poof.
    • In multiplayer, each player gets to make his own choice. Unlike normal upgrade pickups, these will only apply to the choosing player. (This way, you don't have to keep the same Power set as your partner, and you don't get a bonus reward if you take a Power and your partner takes a stat boost.)
    • Players now only have 3 Power slots; trying to pick up a fourth will drop one.
    • Powers can be picked up with the Interact button (default B on controller, A on keyboard), or with the Power buttons themselves. If you use a Power button, the new Power will go into that slot (potentially placing your old power in that slot on the ground). If you use the Interact button, the Power will go into the first free slot it finds (swapping with the last slot if all three are full).
    • All three are bound by default. No more cycling. (Default Controller keys: Y, LB, LT | Keyboard: Q, W, E)
    • Changing around between lots of weapons a) sucks, and b) doesn't allow for much player choice. We think this (admittedly pretty large) change resolves both of those concerns.

  • Revamped the Safehouse, which we're going to start calling the Ark, for reasons that'll become clear as we flesh out more story bits. The Ark contains some locked off sections that aren't active yet.
  • Tutorial has received a facelift.
  • Added some great new crash reporting stuff. Thanks for your reports! They're amazing.

SMALL CHANGES:

  • Added a new font in lieu of the old Press Start 2P. (We're working on this one, so font commentary is welcome.)
  • Many more boss tweaks.
  • Added a "really quit?" prompt to prevent accidental game quits.
  • LT/RT are now recognized by the game on a 360 controller. (This may open up options on other controllers.)
  • Updated the Boomerang's tooltip to reflect that it can be thrown in any direction.
  • Shopkeeps now say stuff.
  • Added a placeholder Shopkeep for a super-secret second Soul Nut Shop in the Ark. (It'll be used to buy items that you can take with you into the next run.)
  • Changed network trust to allow each player to independently report damage taken; the host no longer assigns damage to the client based on where the host thinks the client is.
  • Made network data fetching faster. (I have no idea how much faster.) Also reduced the volume of traffic being sent substantially.
  • Nerfed the Energy Armor/Spillover Matrix interaction.
  • Removed the 0.5s stun on pickup in multiplayer (for now). Some weird bugs related to getting stunned at inopportune times.

BUG FIXES:

  • Fixed an issue where if you chose Find Game, then Local Co-op, then launched, the game would think you had a partner online and do all sorts of unwanted things. (Choosing Local Co-op now correctly drops you from your lobby.)
  • Smoothed client positioning.
  • Fixed an issue causing the camera to fail to reset properly after a netplay level.
  • Fixed an issue causing Arach to have stale moves.
  • Fixed a bug where the client doesn't spend nuts on store purchases.
  • Added a potential fix for Wall Nina.
  • Fixed a Rollster Beta/gamma display issue where his eye was awfully dull.
  • Fixed a display issue where the player doesn't disappear when being teleported.
  • Fixed an issue where a level could spawn with multiple shops, and at least one would be empty.
  • The new Spider enemies didn't properly blink in the client.
  • Enemy shields didn't always work correctly on the client.
  • Skytemple Power drops show up in the wrong spot.
  • Main Menu Community/Changelog buttons do wonky stuff.
  • Fixed a game-ending bug in Skytemple where the player is pushed out of the end of the level.
  • Fixed bugs causing characters to be locked in the "hit" state.
  • Fixed bugs involving permanent stun while using teleporters.
  • Fixed a bug where a client with Blood Magic stuns himself sometimes.
  • Fixed an Energy Armor bug making players invulnerable.
  • (fixed) Penguins don't rotate correctly on the client's machine.
  • (fixed) Flash Freeze targeting reticules in Frostor sometimes display improperly.
  • Fixed an issue where charged/health nuts could kill you.
  • Fixed a bug where sometimes stuff got duplicated on the client.
  • (fixed) Clients purchasing from Health/Energy machines are sometimes charged double.
  • Fixed a bug causing Boss titles to sometimes display incorrectly.

Thanks for reading!