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20XX 0.81b Patch Notes - September 30, 2015

Hello! Today's 20XX patch adds a bunch of Challenge support, and cleans up some of the issues that we've noticed since our Beta release. It also adds a few new toggle-able options, so today's patch will reset your options (but not keybinds).

Note: We changed a ton about 20XX's Challenge system this patch. There will almost certainly be bugs; we'll fix them as fast as we can!

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!

(When we change the Scoring mechanism on our leaderboards, we're likely to wipe the all-time boards for both Score and Time. Beware!)

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: Challenge stuff (co-op + speedrunning + weeklies). Endless Skull. Resolution fixes, a few performance enhancements.

For the next patch or two: We're mostly focused on polishing the presentation of what we've got. Lots of environment art/object art coming soon!

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


BIG CHANGES:

  • New Skull -- Endless: the game goes on forever and ever and ever until you die. Disables Leaderboard stuff. (Disclaimer: Game may break at incredibly high levels. No promises!)
  • Tons of new Challenge stuff:
    • All challenges are now also co-op accessible, and have their own Leaderboards. Each Steam account can do each Daily co-op challenge once a day, whether it's done online or locally.
    • Time challenges! Each challenge is now scored twice, based both on time and on score. At the end of a run, your score gets uploaded to both boards if you survive the run (and only to the Score board if you die).
    • Weekly challenges! The Weekly challenge resets every 7 days on Wednesday, and can be repeated as many times as a player likes. The Weekly challenge is geared toward optimizing a given set of levels (read: speedrunning).
    • All challenges now have fixed level orders -- no more choosing. (This may be a contentious one, but the runs were awfully non-fixed choosing different level orders would generate different stuff! This was intended from the get go, but was a little busted.)
    • In a soon-to-come patch (but not this one), the Nut-scored challenges will be scored more comprehensively.
    • The bug where you have to switch pages to get the Leaderboard you're looking at to show the right data has been fixed.

  • In co-op, players now share nut totals. (The double display will be removed next patch.)
  • Greatly improved game performance around liquids (and a few overall tweaks that should make life better on lower-end systems).
  • Resolution changing actually works properly now.

SMALL CHANGES:

  • Casual Mode now describes the items you're choosing.
  • Added a force barrier to the ends of levels you'd otherwise be able to jump over.
  • Splinterfrost now works correctly. (It's been semi-busted for so long that it might feel totally different!) Its numbers have been adjusted to keep its overall power in line with the busted version.
  • Bullets now properly die upon contact with walls (instead of inside walls).
  • Reduced Vera's damage vs. most bosses by 50%. (We'll keep an eye on this; this may be too severe a nerf -- the damage vs. Kur has been reduced by 40%.)
  • Spillover Matrix has eaten a healthy swing of the nerf bat. It no longer gives health when excess energy is found (and now only goes the other way). To compensate, it now grants twice as much energy per point of health, and costs 25% less in shops. Rationale: Spillover was too powerful, and actively discouraged the use of Powers.
  • Tinkered with some earlygame level pieces to make them less punishing.
  • Enemy density scaling (after level 3) has been tweaked downward.
  • Slowed Nina's run animation a bit and fixed the footstep sounds.
  • The Turret boss no longer sometimes starts his circle attack right as the fight starts (potentially firing right at the entrance).

BUG FIXES:

  • Fixed two crash issues.
  • Fixed a bug causing the Daily Challenge to be playable multiple times in a day.
  • Fixed a bug causing players to fall off of a magnetic ceiling in a particular Vaculab level piece.
  • Fixed some out-of-sync footstep sounds.

KNOWN ISSUES (to be fixed really soon):

  • Casual item selection in online co-op behaves a little strangely. (It works, but the menus get a bit spinny.)
  • Hitting back on a controller in the Casual/Netplay menus while in an active multiplayer session sometimes cause the menu to instantly reappear.

Thanks for reading!