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20XX 0.92b Patch Notes -- March 2, 2016

Hello! Today's 20XX patch has more fixes than anything else, but it also contains the first of a large set of level design changes coming to 20XX. A lot of our current level designs are really dated, and we've learned a lot since we made them, so we're going to revisit many of them and make adjustments (and rework some entirely). In addition, we're making more level piece variants.

The upshot of this should be fairer, more varied, more fun level configurations. This'll take place over the next few patches -- some of Flamelab's changes are up first.

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: Lots of Agnisort level work! Lots of fixes/tweaks!

For the next few patches: More level design work, boss work, narrative work.

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


BIG CHANGES:

  • Lots of level design changes to Agnisort, with many more on the way! (Also, some changes elsewhere.)
  • (experimental) Pickups no longer obey gravity, and instead just bob up and down near where they drop. They also have a small collision radius with each other. (This helps with Slot Machines that can spit out multiple items.)

SMALL CHANGES:

  • Soul Nuts are now also found at the end of a level, to smooth out SN acquisition some. We've updated many Soul Nut costs accordingly, since they're now more common.
  • Item unlocks now also grant you the item the first run after you unlock them.
  • Oxjack's Helm and Thrift Actuators now take effect the level they're picked up (or taken off), instead of only working on future levels.
  • Oxjack arm-parts reworked. Instead of their weird speed on kill bonus, they now increase player fire rate (by the equivalent of two Bantam Dancers).
  • Moved the shop item cost scaling factor back two levels (so an item on level 8 will now cost what an item on level 6 would have cost last patch). This results in a 33% drop in costs at level 2, and a ~15% reduction by level 8.
  • Uncharging Force damage boost increased to +7 (from +4).
  • Maceknight's retaliation beam (beta models only) now originates from his shield, and has a different color to differentiate it better from Skytemple's other beams.
  • Rollster Gamma's spawns now share the main one's full vuln table.
  • System Restore no longer shows up before level 5, and costs 20% less in shops.
  • Armatort's Dome now lets players overconsume health -- you'll still pick up health while full, in exchange for a chance at picking up armor. (Being at full HP makes getting armor from a health pickup slightly more likely.)
  • Added on-pickup text for a bunch of items that were missing it.
  • Prototypes now have slightly different look and feel, and are acquired per-player in co-op. (So your buddy can choose not to take your awful item if he doesn't want it.) They also have a new sound effect! Please pick one up.
  • 20XX now takes Windows' window borders into account when playing in Windowed mode. (This means no more weird squishy bits, because the game will actually run at a slightly lower resolution.)
  • Added some info to the pause menu (level-theme-boss info & full set bonus if you have it).

BUG FIXES:

  • Fixed an issue that could cause the Smuggler and the Reflapp to leave the Material Plane, causing them to wreak terrible havoc on every enemy/nut for the rest of the run.
  • Fixed a bug with Crisis Overdrive where picking it up while already in red health resulted in bad times.
  • Armor Nut now gives armor for gold nuts (50% chance per).
  • Fixed a bug causing weird camera issues around the pre-challenge rooms.
  • Fixed a wonky issue where picking up gold nuts would make a TON of noise lategame.
  • Fixed an issue locking the game after an ctrl-alt-del or other window loss.
  • Fixed an issue causing Red Slots to spit out game-crashy garbage.
  • Fixed the Armorspreader, who lazily failed to correctly spread your armor.
  • Fixed an issue causing Repros to shoot during the short period after activating a bossgate, but before actually being moved into the boss room (sometimes causing boss instakills).
  • Fixed an issue causing the Crisis Timestopper to make normally-airborne enemies fall to their deaths after it wore off.
  • Fixed an issue causing the Skytemple boss music to sound like an old-timey radio.
  • When swapping characters in the Ark, any already-purchased-takealongs will still display. (Display bug only - you'd still get them on game start.)

KNOWN ISSUES:

  • Unresolved reports of online co-op sometimes failing to load Agnisort levels -- please report if you still see this!
  • May be an issue causing framerate drops when the game's been open for awhile. Under active investigation!
  • Some machines still look a little odd in online co-op.

Thanks for reading!