Hello! Today's 20XX patch retires Arach, makes Skytemple some more fair, and generally tightens up some enemy patterns & item interactions.
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: Arach's replacement! Skytemple & enemy fairness stuff!
For the next few patches: Narrative work, Frostor targeter changes (hopefully), end of level feel and more!
As always, let us know if anything's busted or if we missed a change.
BIG CHANGES:
- The Vile Visage is upon us! (Arach's off hitting the gym.)
- Heavily experimental: wall clings now reset movement abilities (double jump, airdash, fly, hover). We've gotten a lot of feedback about this, and while it does make the game a little easier, we're going to try it out.
SMALL CHANGES:
- 20XX now pauses whenever the window loses focus (if the game isn't already paused, anyway).
- Skytemple beams are now *slightly* more forgiving, and the beams themselves have tells when they start/end.
- Agnisort's snake enemies now decide which way they'll be spitting their flame at windup time. (No more winding up then turning around suddenly!)
- Dracopent's Fang (Head) now stores the last charge attack used, so it'll now store second-level charge attacks (if the player also has Dracopent's Claw).
- Dracopent's Fang (Head) now slows the combo decay rate on the Plasma Blender (by 50%).
- Dracopent's Fang (Head) now charges up any Rippling Axe attack that comes after an aerial smash.
- Snomps (Agnisort snake guys) now decide which way they're spitting at the start of their windup. No more last-second switching!
- Lurkers (Vaculab deer-spirit guys) have had their turning center adjusted so they won't instantly swing their faces into flanking players.
- Creepers (Frostor spider guys) now have their little light on by default and have a proper idle, so they're easier to spot.
- Boss Intros can now be skipped by pressing (jump).
- Flapps are now less useless in tight spaces.
- Death Lotus no longer triggers his immunity on any repro damage. (Previously it'd trigger on Flamespewer damage.)
- Magnetic ceilings now affect the Mortar.
BUG FIXES:
- Fixed any of the goofy online co-op bugs that'd cause a boss fight to trigger before actually happening.
- Fixed a bug causing local co-op partners to not get Soul Augs before a run.
KNOWN ISSUES:
- (still) Some minor cosmetic issues with the new Lock icon. (Sometimes it doesn't display on Shop Teleporters when it should.)
Thanks for reading!