Hello! Today's patch introduces 20XX's first flavorful lore bits in the form of boss dialogues. It also gets Skytemple closer to where we want it to be, and makes the 20XX endgame a little softer in general.
Disclaimer: 20XX is in alpha. 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: Skytemple debt, boss dialogues, endgame softening.
For the next patch or two: Small things. We'll be showing 20XX at PAX Prime in just ten days! Preparing for the show and then actually showing the game'll take a lot out of us, so expect a small one for next time.
As always, let us know if anything's busted or if we missed a change.
BIG CHANGES:
- Added the first chunk of our boss interactions (read: story bits) system. The accept button rapidly scrolls through the text; the back button skips it entirely. Ace and Nina each have their own unique dialogue, which'll be expanded on greatly in future patches.
- Interactions don't trigger during online play or during challenges. In local co-op, they trigger based on whoever's first player. (We might add special co-op dialogue down the line!)
- NB: we're not writers. Tell us if it sucks, and we'll hire somebody!
- Paid off our Skytemple debt, including:
- Cannon enemy reworked + new art!
- More level pieces we hadn't finished prior to last patch!
- Nerfing some of the unfairly-hard level setups!
- Tracks for the track platforms! (readability++)
- Tweaks to the Mace Knight and the Boltmans!
SMALL(ER) CHANGES:
- Nerfed the White Feather. Air jumps are now more like air hops (~50% of a normal jump), and don't take you up a full jump height. (That was ridiculous, and we should have changed it months ago.)
- Plumber Hat jump boost reduced by ~33%. (It's still really good.)
- Spike-type objects and falls now deal 1 damage after level 4 (down from 2).
- Adjusted the enemy density formula so that fewer enemies spawn by endgame. (By level 8, 25% fewer enemies should spawn.)
- Adjusted the enemy density formula to avoid unfairly populating certain Skytemple segments.
- Increased the Boomerang Blade's base damage by 33%.
BUG FIXES:
- Fixed some weird boltpair interactions in Skytemple.
- Fixed a weird platform-reset bug where wind platforms could go bonkers if you left a room and came back.
Thanks for reading!