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20XX 0.90b Patch Notes -- February 3, 2016

Hello! Today's 20XX patch introduces a fancy new item type, the Core Augmentation!

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: Core Augs! (This is part of our set of Item Patches.)

For the next few patches: The Item Patch (part 2!), boss work, narrative work.

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


BIG CHANGES:

  • Core Augmentations (Core Augs, aka CAs) have been added to the game!
    • Core Augs affect one of your character's Core Systems -- Body, Head, Arms, and Legs -- granting powerful new abilities.
    • You can see your current Core Augs both in the Pause screen and visually on your character.
    • Each Core Aug is exclusive with other Augs in its slot, and each Core Aug belongs to a set.
    • Core Augs can be mixed and matched with Augs from other sets, but they truly shine when you find a complete set. See what happens!
    • Core Augs (currently) do not need to be unlocked, and are awarded in Challenge Rooms (always) and Shop Rooms (sometimes).
    • The introduction of the Core Aug system makes some items obsolete (because their abilities are part of the new system). These are:
      • White Feather
      • Aerial Stabilizer
      • Gold Stud
      • Blood Magic
      • Energy Armor

    • While the CA system introduces some new character capabilities into 20XX, it also removes some -- doublejump and airdash currently do not stack (since they're both leg-slot cores). We're aware of the impact this might have on the game, and will do something about it if we decide it's too fun to let go of. (In the meantime, this patch also introduces two new mobility powers, so try those out!)

SMALL CHANGES:

  • Increased Challenge Room incidence rate (to 60% from 50%).
  • Nerfed Maceknight attack range.
  • Nut-costing Slot Machines nerfed a little -- now slightly less likely to get a passive (down to 15% from 20%). They'll also explode after awarding a passive (and sometimes earlier).
  • A few items have been renamed in advance of some pending changes. (They'll make more sense next patch.)
  • Challenge room enemies take an additional second to spawn.

BUG FIXES:

  • Fixed a bug that'd every-so-often cause jumps to fail on Skytemple's moving track platforms.
  • Fixed an online co-op bug causing slot machines to blow up on the host's side, but not the client's.
  • Fixed an online co-op bug causing the Maceknight's weapon to display weirdly.
  • Fixed a co-op bug causing the Shinier Token to grant 6 tokens (instead of 3).
  • Fixed an issue where the Gobbler (challenges only atm) would chase a falling nut forever, since it's falling faster than the Gobbler can move.
  • Fixed an online co-op bug causing on-kill effects to be stronger than intended for the client.
  • (not really a bug) Added some logging code to try to help get to the bottom of the most frequent crash reported by users.

KNOWN ISSUES:

  • Some machines look a little odd in online co-op.

Thanks for reading!