Hello! Today's 20XX patch marks our official Beta release. It includes a visual and mechanical revamp of Frostor, a new Casual mode, and much more!
Big thanks to the Community for helping us test this one before it went live!
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!
The all-time leaderboards will be wiped with this patch - your save files will not. If you want to reset your save, go into your Documents folder -> 20XX -> delete "20xxalphav64.sav".
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: So, so much. Big Arctech revamp. Casual mode! A million other changes.
As always, let us know if anything's busted or if we missed a change!
BIG CHANGES:
- A new mode has been added (Casual), aimed at smoothing the getting-into-20XX experience out a bit.
- Casual mode runs begin with the player choosing three of his unlocked passives to start with. Any three! No duplicates.
- Casual mode runs are not Leaderboard-eligible.
- Casual mode is available for any number of players (local or online). In online co-op, whatever the host picks is also awarded to the client.
- Normal mode awards slightly more Soul Nuts than Casual.
- Arctech (Frostor) has received one million changes.
- Complete visual overhaul! (There's still a lot of tiling polish to do.)
- Many/all level bits have been cleaned up, improved, or totally overhauled.
- Enemy placement diversification +1000%.
- New Hazard: Motion Traps (name pending). They're basically flame geysers that only trigger when you pass in front of the trap.
- Teleporters now transport the player much faster.
- Targeters now reset when the player takes damage, preventing the terrible double-whammy scenario. This includes fall damage. (The actual rule is "the targeter can't target the player during his invuln frames.")
- Targeter damage no longer scales (capped at 1).
- Beta Creepers (late-game exploding spiders) no longer also explode on death.
- All Creepers now explode much faster once activated.
- Penguins now require line of sight to start dashing at the player.
SMALL CHANGES:
- Kur's fire breath attack now only fires off one salvo before level 5.
- Kur's Quintlaser attack now fires 2 cubes before level 5 (down from 3). The cubes now move 25% faster at all levels.
- Death Lotus now no longer damages players that bump into him while he's hiding.
- Touching lava (and lava-like things) now sends the player back to his last safe landing, even if the player has recently taken damage (in which case no further damage is incurred).
- Starting the Daily Challenge/Hardcore no longer clears your Soul Nuts. Additionally, Soul Nuts no longer display during challenges.
- Added a "really continue?" prompt when you try to start a game in Normal/Casual, but could still afford to buy something with your Soul Nuts. This prompt does not trigger during online play.
- Added tooltips for the various game modes and for the Skulls menu.
- Added in some bonus Skytemple level pieces!
- Improved the corner of Skytemple's track platforms that'd bump you upward as the platform changes direction. (It still wobbles a tiny bit.)
- Revamped the boss gate visual.
- Dialogue/Lore's taking a nap until we're sure of how to do it right.
BUG FIXES:
- Fixed a bug causing Rollster Gamma's late-game split ability to produce lame offspring.
- Fixed a bug causing the Mace Knight's shield to continue to block Ace's attacks for a bit after the shield falls.
- Fixed an issue where lategame bosses with Undying would bug out the boss HP bar.
- Fixed a bug causing Ace's Axe to deal no damage in net co-op if the player is not the host.
- Fixed a bad platform assignment in Skytemple that could make a jump pretty much impossible without upgrades.
- Fixed a bug where Casual items wouldn't show for your ally in online play.
- Fixed a crash if you didn't choose 3 items in online Casual play.
- Fixed a bug where Frostor had too many enemies lategame.
- Fixed every chunk and missing platform/tile/etc mentioned so far between everyone's screens -- gonna spend a few hours today grinding through it to find more myself!
- Fixed a bug making Skulls work in casual.
- Fixed a bug causing Arctech to use the wrong color swap after level four (shouldn't be red anymore!)
- The new Penguin Boss sometimes gets a saw blade stuck in his mouth. (fixed)
- One Arctech chunk has been disabled (due to not being tiled yet). (fixed)
- The drop-down tooltips at level starts and boss fights will have a boss portrait accompanying them; they don't yet. (fixed)
- Arctech's End Chunk teleporters display a little oddly. (fixed)
Thanks for reading!