Hello! It's super mechanics tweak day. Enjoy!
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: nothing along these lines is happening this patch.
TL;DR for today's patch: Lots and lots of tweaks and bugfixes. UI no longer sucks when not playing at 1080p. Dash/walljump control mechanic changes. Tweaks to boss invuln (and a fix for co-op). Enemy AI changes. Spawning enemies now indicate where they're coming in before spawning.
For the next patch or two: Boss work, Power work/finalization, more level variability, proper speedrunning mode.
On the horizon (extremely subject to change): online play, safehouse rework, more Leaderboard changes.
As always, let us know if anything's busted or if we missed some changes.
BIG CHANGES:
- Bosses in co-op now have separate invulnerability timers for each player. (We're not currently doing a great job of communicating this.)
- Boss invulnerability timer experimentation: timer reduced to 0.5s. This should make not charging your weapon more viable and make multi-hit powers more useful without making them OP, without changing the power of charging up.
- Non-piercing attacks no longer travel through invulnerable bosses. Piercing attacks still do, though.
- Dashing along the ground no longer suspends gravity. This also fixes a few weird bugs involving dashing on slopes, and dashing into stuff and flying off at weird angles. Air dashing is not affected by this change.
- Big fix: Lots of the UI is now less garbage when viewed at non-widescreen (especially non-1080p) resolutions.
- Most enemies no longer attack without line of sight.
- On the other side of that coin, Ace can no longer damage enemies through walls.
- LOS is currently being calculated from player-center to enemy-center -- if this proves too restrictive, we have ways to ease it.
SMALL CHANGES:
- Each point of Attack or Power Boost now increases their respective damage type by 30% (up from 20%).
- Tweaked wall jumping controls a bit to prevent an irritating control issue involving wall jumping near ceilings that resulted in the player getting "stuck" mashing his head against the ceiling when trying to clear a wall.
- A run timer is now displayed in the bottom left corner during gameplay. It can be turned on or off in the Options menu. It doesn't count up while the game is paused or while it's loading.
- Several enemies no longer begin their attack animations if the player is on the other side of a wall.
- Heavy changes to the drop pre-roll system that should prevent players from seeing multiples of an item before having seen them all at least once. (Missed boxes and unpurchased shop items count toward "having seen them".)
- In co-op play, the camera now zooms out more when the players are vertically distant, so it's easier to see what's above/below the players.
- The Iron Vanguard (Gorilla Twins) now ping where they're going to teleport to a moment before it happens.
- The Iron Vanguard now uses its Flameshield power.
- Kur, the Gatekeeper now uses his Quintlaser power.
- All enemies summoned by bosses now phase in in grayscale for a moment before materializing.
- Soul Foes are now shaded very differently to stand out from their normal counterparts.
- Soul Foes are now a bit tankier late in the game. (Shouldn't affect the early levels much.)
- Nina's multi-hit weapons now do a little more damage to bosses. (Star Beam excluded.)
BUG FIXES:
- Fixed an issue where finishing a level within three seconds of failing the Bonus Timer would print "BONUS ACHIEVED!" even though it was not achieved.
- Fixed a bunch of tile errors.
- Fixed a bunch of dash-related bugs (see above).
- Fixed some busted tooltips.
- Fixed an issue causing Nuts and Soul Nuts to ignore the sound controls.
- Fixed a bug causing Ace's Rippling Axe to be mostly useless.
Thanks for reading!