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20XX 0.954b Patch Notes -- June 8, 2016

Hello! Today's 20XX patch revamps the game's Shop, Challenge, and Prototype rooms.

NB: Online players, we know the Revive capsules are janky for some of you - we've added a few more robustness fixes to them, but if we still get reports about them not working, we're going to be overhauling the co-op revival system for next patch (June 22). Bear with us!

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: Shop, Challenge, and Prototype room changes! Some new art!

For the next few patches: Level design work, boss work, narrative work!

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


BIG CHANGES:

  • Instead of coming across Shops, Prototype Rooms, and Challenge Rooms, players now come across teleporters to these areas. Use the teleporter and you'll go to its respective room.
  • Teleporters of the same type (for example, two Shop teleporters) will go to the same place, meaning each level can only ever have one Shop, but it may have multiple entrances. (Shops should never have two natural teleporters in the same level, with one exception - see below.)
  • Boss Hallways now contain an unlockable Shop teleporter - for 5 nuts, you can now visit a shop that you either may have missed, were too poor to buy at before, or whose natural teleporter never spawned in-level. (As mentioned above, this teleporter goes to the same place as the in-level teleporter, so don't expect new items!)
  • Shops now always contain one Health Machine (in addition to their other stuff).
  • Challenge rooms are now optional, since you can just walk past the teleporter if you're in a hurry or don't think you have the health to survive it.
  • Failing a Challenge condition now ends the challenge immediately, allowing the player to use the exit teleporter and despawning remaining enemies. Enemies killed this way can't drop anything and don't count for any "kills" triggers.
  • Prototype rooms are the only type mentioned here that are relatively unchanged (barring weird cases [read: bugs] where multiple Prototype Teleporters show up in a single level, which shouldn't happen anyway).
  • 0.953's intended hover/fly speed nerfs are now live.

SMALL CHANGES:

  • Some Skytemple level piece changes. (Not all of them by a longshot!)
  • Boss Rooms now zoom differently in non-widescreen resolutions to make sure the whole room is visible.
  • New art for Shadespur, dashing, and vending machines.
  • Performance improvements for the UI that mostly affect Endless play.

BUG FIXES:

  • Revive Capsules in online co-op should (hopefully) be far less janky.
  • Lots of small stuff!

KNOWN ISSUES:

  • Some minor cosmetic issues with the new Lock icon. (Sometimes it doesn't display on Shop Teleporters when it should.)

Thanks for reading!