Hello! Today finishes off our set of Item patches (some icons notwithstanding). It also fleshes out a semi-existing item class, the Repros!
NB: Today's patch is a day early. I may not be in the office tomorrow, so I'd rather be a day early than a day late!
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: 17 new items! Technical changes! Character balancing!
For the next few patches: Boss work, narrative work.
As always, let us know if anything's busted or if we missed a change.
BIG CHANGES:
- New item class: Repros! Repros have realized the error of their ways, and want to help you out. Some murder your enemies, some protect you from harm, and some do special, awesome stuff. There are 8 kinds - catch 'em all!
- The existing items Minimech Grinder, Murderdrone, and Skittery Smuggler are three of the Repros. Discover the other five!
- 12 new Augs (normal ones, not Cores) have been added to the game! Some have placeholder icons.
- Character starting stats rebalanced:
- Nina now starts with Power Damage +2.
- Ace now scales more slowly. His initial combo damage is still 15-15-25, but he starts with Attack Damage +5 with a base of 10, instead of a base of 15.
- Ace's charged attacks no longer extend his attack range. Ace is intended as a melee-range character, and his base charged saber felt a little too versatile.
- The damage on the rest of Ace's weapons have all been adjusted, and are now better across the board.
- The Prototypes now have their own icons! (Finally.)
- 20XX should use less memory. Endless runs *should* be less likely to crash -- or maybe they'll just crash later. Who knows?
- Shop item costs now scale over time. (Toward the endgame, players tend to have tons of nuts right now.)
- Items now have rarity ratings that influence how often they show up out of Golden Chests. (Shops are unaffected by this system.)
SMALL CHANGES:
- Improved Agnisort loading times, unloading times, and performance. (Tutorial, too, since it uses the same tileset.)
- Core Augs now rarely show up from Red Slots (~10%), and Core Chests now rarely replace Gold Chests (also ~10%).
- Removed tempstun on picking stuff up.
- Reduced enemy density in Skytemple levels.
- The Skittery Smuggler no longer spawns in co-op play. (This was never a good idea!)
- Added a Stats screen!
- The Quint Laser is no longer blocked by the Spider boss's Nova attacks.
- Increased the "Be Swift!" time limit to 25 seconds (from 20). Part of this makes up for the recent increase in between-wave time, but we also wanted to make this challenge a little softer.
- Don't Attack! challenge rooms now spawn a Large Energy capsule along with the first enemy wave.
BUG FIXES:
- Resolved at least one on-level-change crash. (There may be one left -- send us your reports!)
- Fixed some memory leaks. (Not 100% sure we've gotten the one(s) that we think were crashing Endless.)
- Fixed some Skytemple enemy visual glitches in online co-op.
- Clients can now see when items are on sale in online co-op.
- Fixed an issue causing boss HP bars to deplete prematurely in online co-op.
- Fixed an issue where a player in online co-op could get stuck outside the boss room. (We think!)
- Fixed an issue in Endless causing bosses to not fully juice up their HP.
- Fixed a bug causing damage equal to your armor to also cost some health.
- Fixed a bug causing Soul Nut purchases to stick around when returning to the Ark after a run.
KNOWN ISSUES:
- Some machines look a little odd in online co-op.
Thanks for reading!