20XX - batterystaplegames
Hello! Today, 20XX finally adds its Endgame content, including the perilous Station, two deadly new Bosses, a host of Steam Achievements, Trading Cards, and more! Patch 1.00.0 also marks the end of our time in Early Access. 20XX is a much, much better game thanks to the feedback we've gotten from our Early Access community - thanks for being part of this crazy ride with us. This is our final bi-weekly patch (for now) - 20XX will continue to update, but the exact schedule is yet to be determined. (Any bad bugs we find will still get squashed ASAP.)

Note: Today's patch will reset your 20XX save file. We're not touching leaderboard data or your .stat file at this time, but we'll probably have to do a mass cleanup of some of the older data some time soon. Have fun!

--

BIG CHANGES:
  • The Endgame!
    • Added the Station, which comes after Level 8. The Station is comprised of two levels (9 and 10). Each of the two stages always has the same boss, but is otherwise randomly generated like the other levels.
    • Added two ferocious new bosses, Drs. Brighton Sharp and Arlan Flat, who'll stop at nothing from holding you back.
    • Added *six* new music tracks! Both levels 9 and 10 have unique level and boss themes, and we've added two more you'll hear when the time's right.
    • Added a new cutscene! All good things must end. (Or is it more than one cutscene?)
    • In Endless play, players can opt into the Endgame content at any time after Level 8, after which they'll finish the game as normal.
  • Achievements!
    • 20XX has 50 Achievements, most of which are pretty difficult. Good luck!
    • Achievements cannot be earned on Reverent.
    • Since we're not wiping your stats file, some achievements may trigger faster than you'd expect.
  • Trading Cards!
    • Every Steam game does this, so we will, too. Come get your cards! They're tradeable!
  • Dally can now be pet if she's seen slinking around (or sleeping in) HQ.

SMALL CHANGES:
  • Updated charge-up visuals.
  • Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
  • Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
  • Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
  • Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
  • Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
  • Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
  • The Game Over screen no longer shows Final Score in non-score runs.
  • Seed Racer no longer requires Destiny.
  • Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
  • Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
  • Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)
  • Sharply reduced the game's loading time.
  • Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
  • Air dashing tweaks:
    • Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
    • You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.
  • Rush Job now locks Toxin instead of Final Destination.
  • Bracer of Battle is now slightly less common lategame.
  • Resurrection Capsules (co-op) now go away 5 seconds after resurrecting your partner if players don't move off of it.
  • Maceknights now have a maximum detection range of 12 units (down from too many), meaning they'll only swing if they can actually hit you. (Sorry, Nina!)

BUG FIXES:
  • Fixed a cutscene-related crash.
  • Fixed a crash that could occur when loading a saved run.
  • Fixed a bug causing Powers that can hit multiple enemies with the same individual projectile (Force Nova, Shadespur, Boomerang Blade) to occasionally hit enemies with complex hitboxes more than once per frame, resulting in higher-than-intended damage.
  • Fixed a bug causing Spirits to sometimes have ineffective attacks.
  • Fixed an issue where Vera could, under a certain control setup, fire down without boosting the player.
  • Fixed an error with displaying controller names.
  • Fixed an error preventing some players from setting P2's keybinds.
  • Fixed an error causing Windows to indicate more controllers are connected than actually are.
  • Corrected Rollster Beta's spawns not showing their HP correctly for the client.
  • Fixed a bug causing new clients to sometimes not be able to jump for a bit after joining a game.
  • Fixed a case where the game could sometimes ignore alt-f4, closing the window but keeping the process alive.

Thanks for playing!
20XX - batterystaplegames
Hello! Today, 20XX finally adds its Endgame content, including the perilous Station, two deadly new Bosses, a host of Steam Achievements, Trading Cards, and more! Patch 1.00.0 also marks the end of our time in Early Access. 20XX is a much, much better game thanks to the feedback we've gotten from our Early Access community - thanks for being part of this crazy ride with us. This is our final bi-weekly patch (for now) - 20XX will continue to update, but the exact schedule is yet to be determined. (Any bad bugs we find will still get squashed ASAP.)

Note: Today's patch will reset your 20XX save file. We're not touching leaderboard data or your .stat file at this time, but we'll probably have to do a mass cleanup of some of the older data some time soon. Have fun!

--

BIG CHANGES:
  • The Endgame!
    • Added the Station, which comes after Level 8. The Station is comprised of two levels (9 and 10). Each of the two stages always has the same boss, but is otherwise randomly generated like the other levels.
    • Added two ferocious new bosses, Drs. Brighton Sharp and Arlan Flat, who'll stop at nothing from holding you back.
    • Added *six* new music tracks! Both levels 9 and 10 have unique level and boss themes, and we've added two more you'll hear when the time's right.
    • Added a new cutscene! All good things must end. (Or is it more than one cutscene?)
    • In Endless play, players can opt into the Endgame content at any time after Level 8, after which they'll finish the game as normal.
  • Achievements!
    • 20XX has 50 Achievements, most of which are pretty difficult. Good luck!
    • Achievements cannot be earned on Reverent.
    • Since we're not wiping your stats file, some achievements may trigger faster than you'd expect.
  • Trading Cards!
    • Every Steam game does this, so we will, too. Come get your cards! They're tradeable!
  • Dally can now be pet if she's seen slinking around (or sleeping in) HQ.

SMALL CHANGES:
  • Updated charge-up visuals.
  • Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
  • Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
  • Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
  • Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
  • Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
  • Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
  • The Game Over screen no longer shows Final Score in non-score runs.
  • Seed Racer no longer requires Destiny.
  • Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
  • Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
  • Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)
  • Sharply reduced the game's loading time.
  • Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
  • Air dashing tweaks:
    • Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
    • You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.
  • Rush Job now locks Toxin instead of Final Destination.
  • Bracer of Battle is now slightly less common lategame.
  • Resurrection Capsules (co-op) now go away 5 seconds after resurrecting your partner if players don't move off of it.
  • Maceknights now have a maximum detection range of 12 units (down from too many), meaning they'll only swing if they can actually hit you. (Sorry, Nina!)

BUG FIXES:
  • Fixed a cutscene-related crash.
  • Fixed a crash that could occur when loading a saved run.
  • Fixed a bug causing Powers that can hit multiple enemies with the same individual projectile (Force Nova, Shadespur, Boomerang Blade) to occasionally hit enemies with complex hitboxes more than once per frame, resulting in higher-than-intended damage.
  • Fixed a bug causing Spirits to sometimes have ineffective attacks.
  • Fixed an issue where Vera could, under a certain control setup, fire down without boosting the player.
  • Fixed an error with displaying controller names.
  • Fixed an error preventing some players from setting P2's keybinds.
  • Fixed an error causing Windows to indicate more controllers are connected than actually are.
  • Corrected Rollster Beta's spawns not showing their HP correctly for the client.
  • Fixed a bug causing new clients to sometimes not be able to jump for a bit after joining a game.
  • Fixed a case where the game could sometimes ignore alt-f4, closing the window but keeping the process alive.

Thanks for playing!
20XX - batterystaplegames
Hey, folks!

Just a small update here today - we won't be doing the usual note breakdown here. This patch contains a fix for a cutscene-related crash some users were experiencing, fixes up the slidy/frozen Gromes, and contains a handful of other minor fixes and tweaks.

(Update for our update - hotfixed an issue that'd cause spooky 9th levels to show up, then crash loading "level 10". The content you may have seen in "level 9" is not the real level 9!)

We're pushing it today hoping it's the last one we push before 1.0, but we'll keep an eye on our crash reporting system to make sure we're crash-free on launch day, and we'll post another fix before then if need be.

Patch 1.0 will land on Wednesday, August 16 as scheduled - it'll probably be well before our usual patch time of 6PM EST.

Thanks for your support! Only a few more days to go.
20XX - batterystaplegames
Hey, folks!

Just a small update here today - we won't be doing the usual note breakdown here. This patch contains a fix for a cutscene-related crash some users were experiencing, fixes up the slidy/frozen Gromes, and contains a handful of other minor fixes and tweaks.

(Update for our update - hotfixed an issue that'd cause spooky 9th levels to show up, then crash loading "level 10". The content you may have seen in "level 9" is not the real level 9!)

We're pushing it today hoping it's the last one we push before 1.0, but we'll keep an eye on our crash reporting system to make sure we're crash-free on launch day, and we'll post another fix before then if need be.

Patch 1.0 will land on Wednesday, August 16 as scheduled - it'll probably be well before our usual patch time of 6PM EST.

Thanks for your support! Only a few more days to go.
20XX - batterystaplegames
Hey, folks! With one week to go before our release into 1.0-ville, we wanted to get some of our last updates, tweaks, and changes in front of the public before the game goes live - basically, everything but the actual endgame content itself.

So, here goes! (For folks reading these every two weeks, most of these notes will be repeated in the official 1.0 notes.)

--

BIG CHANGES:
  • Sharply reduced the game's loading time.
  • Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
  • Air dashing tweaks:
    • Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
    • You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.

SMALL CHANGES:
  • Updated charge-up visuals.
  • Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
  • Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
  • Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
  • Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
  • Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
  • Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
  • The Game Over screen no longer shows Final Score in non-score runs.
  • Seed Racer no longer requires Destiny.
  • Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
  • Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
  • Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)

BUG FIXES:
  • Aug icons in the Pause screen now get a little smaller once you have at least 49 different kinds (so they don't overlap the bottom menu buttons).
  • Fixed an issue where the Undeveloper might fail to undevelop some things in co-op.
  • Fixed the Weekly Challenge's quick restart mysteriously adding Skulls.
  • Fixed a bug causing controller device names not to show up when changing Input Device settings.
  • Dead players no longer trigger item tooltips.
  • Fixed activating the Start Game teleporters after you've already triggered the game's start.
  • Fixed some long-standing momentary jankiness in Ace's model when picking up a Core.
  • Fixed an issue where two players couldn't simultaneously enter a teleporter in co-op.
  • Fixed an issue where the Astrals wouldn't disappear on death for the client in online co-op.
  • Fixed Rollster Beta's online facing during his bounce attack.
  • Fixed issues with Interesting Times and Consuming Fury (and on-level items in general) in online co-op.
  • Fixed an issue in online co-op where a client might fail to pick up a post-boss reward.
  • Fixed client run timer ticking up while waiting for the host to send level data.
  • Fixed tutorial being playable in online multiplayer. (It was sort of playable, but super broken.)
  • Fixed Spectator camera taking awhile to catch up if the a player is still dead on level transition. (In general, the camera being really far from where it belongs will also now make it auto-jump to where it's going.)
20XX - batterystaplegames
Hey, folks! With one week to go before our release into 1.0-ville, we wanted to get some of our last updates, tweaks, and changes in front of the public before the game goes live - basically, everything but the actual endgame content itself.

So, here goes! (For folks reading these every two weeks, most of these notes will be repeated in the official 1.0 notes.)

--

BIG CHANGES:
  • Sharply reduced the game's loading time.
  • Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
  • Air dashing tweaks:
    • Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
    • You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.

SMALL CHANGES:
  • Updated charge-up visuals.
  • Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
  • Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
  • Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
  • Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
  • Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
  • Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
  • The Game Over screen no longer shows Final Score in non-score runs.
  • Seed Racer no longer requires Destiny.
  • Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
  • Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
  • Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)

BUG FIXES:
  • Aug icons in the Pause screen now get a little smaller once you have at least 49 different kinds (so they don't overlap the bottom menu buttons).
  • Fixed an issue where the Undeveloper might fail to undevelop some things in co-op.
  • Fixed the Weekly Challenge's quick restart mysteriously adding Skulls.
  • Fixed a bug causing controller device names not to show up when changing Input Device settings.
  • Dead players no longer trigger item tooltips.
  • Fixed activating the Start Game teleporters after you've already triggered the game's start.
  • Fixed some long-standing momentary jankiness in Ace's model when picking up a Core.
  • Fixed an issue where two players couldn't simultaneously enter a teleporter in co-op.
  • Fixed an issue where the Astrals wouldn't disappear on death for the client in online co-op.
  • Fixed Rollster Beta's online facing during his bounce attack.
  • Fixed issues with Interesting Times and Consuming Fury (and on-level items in general) in online co-op.
  • Fixed an issue in online co-op where a client might fail to pick up a post-boss reward.
  • Fixed client run timer ticking up while waiting for the host to send level data.
  • Fixed tutorial being playable in online multiplayer. (It was sort of playable, but super broken.)
  • Fixed Spectator camera taking awhile to catch up if the a player is still dead on level transition. (In general, the camera being really far from where it belongs will also now make it auto-jump to where it's going.)
20XX - batterystaplegames
Hello! Today's 20XX update adds midgame cutscenes and a ton of tweaks and fixes as we get ready for 1.0.

Disclaimer, seriously this time, y'all: 20XX is in beta, but not for long! Next patch is 1.0, and we'll be resetting your save data. Be aware!

TL;DR for today's patch: Cutscenes! A million fixes and tweaks!

For next patch: 1.0! The Endgame! Achievements! Trading cards! Savegame resets!

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

--

BIG CHANGES:
  • Dashing now very slightly lowers the character's enemy/projectile hitboxes, so it's now possible to dash under some attacks.
  • Dally now shows up mid-level (usually). Her rewards are spicier, as well.
  • The Twins at level 8 now auto-enrage at 10% HP (down from 25%). Their enraged attack speed bonus has been reduced to 100% (from a whopping 300%).
  • In the interests of sorting out any remaining issues with loading into a level in co-op netplay, we've added a second logfile (netlog.txt) and some basic diagnostic info in the client's load screen. If you fail to load into a level, tell us what's on that screen and send us netlog.txt! (And try waiting for the retry timer.)
  • Shadespur nobly embiggened by 50%.
  • Updated lots of visuals - track platforms, wind platforms, HQ's play game teleporter, fireballs, Flameshield, magnetic ceiling effects, and more!
  • Cutscenes! 20XX now has four additional cutscenes, with a little more to come (ending!) by 1.0.
    • Today's mid-game scenes involve dying, so don't be surprised if you play all the way through and don't see any.
    • We have a little polish & smoothness work to do on the transitions here, which'll hit some time in the next week as part of a 1.0 prep minipatch. Let us know if you encounter any issues!

SMALL CHANGES:
  • Agnisort's late level generation is now a bit less harsh. (The generator is less likely to pick the most difficult variatons of Agnisort's level pieces when generating an Agnisort level between levels 6 and 8 of a run.)
  • Ace's Plasma Blender reworked to take his new Attack Queuing system into account.
    • Pressing "attack" now queues up to an additional two swings, not including the one caused by the button press.
    • Combo delay speed decreased slightly (so it'll stay juiced up longer).
    • Attack Delay (technically) increased from 50ms to 100ms. If you were using an autofire controller, this is a nerf. If you're human, this is probably a buff.
  • Rollster Beta's HP reduced by 10% if fought between levels 5 and 7, and by 20% if fought after that.
  • Reworked Entropy Lock's inner workings, and fixed a bug with it. Re-enabled it in Challenges. It now works immediately on pickup, instead of starting next level.
  • Halved all Flapp's non-charging vertical speed.
  • Gamma Shield Drones and their icicle retaliate have been recolored.
  • Added a maximum netplay extrapolation factor for heavy packet loss scenarios. (This means the game won't launch your partner into the abyss if one of you temporarily disconnects.)
  • Reworked the game's CPU lag buffer to suck less when your computer locks up for a moment for whatever reason.
  • In online play, the CPU lag buffer is now disabled (to prevent time desyncs between players).
  • The Weekly Challenge/Hardcore's "End Run" menu now has a Quick Restart button. This isn't available in online play, and will be disabled if you try to restart after the challenge has rolled over to the next weekly.
  • 20XX's credits are now viewable from the Main Menu. People made this game! View their names.
  • I've stuck to this one for a long time, but have heard enough comments to sway me - vending machines now never explode on the first or second use. They're now also more likely to blow up on each use after the fifth.
  • Vile Visage's enemy spawncount changed. In general, he'll now spawn more enemies per wave.
  • Beta Arkor's double shot attack is now a little closer together (less spread out).
  • Added Datalore for foes.

BUG FIXES:
  • Fixed an issue with Ace's new Attack Queueing system that could cause him to look like he's not attacking to his partner. (This is only a cosmetic fix - the attacks themselves worked.)
  • Fixed a long-standing netplay bug where Ace's weapons would occasionally appear to fail to fully retract after an attack for his partner.
  • Fixed an issue that'd cause client-side pickups to spawn in slightly-wrong places.
  • Fixed an issue causing some enemies to still deal touch damage to client-side players. (Beta Lotus, looking at you.)
  • Fixed an issue where Rollster Beta would sometimes appear to ignore the client's Flameshield power while bouncing.
  • Fixed a Seed Racer translation text bug.
  • Fixed the double "Reset Controls" display bug in Change Controls.
  • Fixed a co-op bug (both online and local) where primaries/cores spit out of Slot Machines didn't have owner tags, allowing one player to troll the other one if desired.
  • Fixed a (rare) issue where bosses would sometimes get super confused when a player dies with Rebeginner during an attack pattern and give up on life.
20XX - batterystaplegames
Hello! Today's 20XX update adds midgame cutscenes and a ton of tweaks and fixes as we get ready for 1.0.

Disclaimer, seriously this time, y'all: 20XX is in beta, but not for long! Next patch is 1.0, and we'll be resetting your save data. Be aware!

TL;DR for today's patch: Cutscenes! A million fixes and tweaks!

For next patch: 1.0! The Endgame! Achievements! Trading cards! Savegame resets!

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

--

BIG CHANGES:
  • Dashing now very slightly lowers the character's enemy/projectile hitboxes, so it's now possible to dash under some attacks.
  • Dally now shows up mid-level (usually). Her rewards are spicier, as well.
  • The Twins at level 8 now auto-enrage at 10% HP (down from 25%). Their enraged attack speed bonus has been reduced to 100% (from a whopping 300%).
  • In the interests of sorting out any remaining issues with loading into a level in co-op netplay, we've added a second logfile (netlog.txt) and some basic diagnostic info in the client's load screen. If you fail to load into a level, tell us what's on that screen and send us netlog.txt! (And try waiting for the retry timer.)
  • Shadespur nobly embiggened by 50%.
  • Updated lots of visuals - track platforms, wind platforms, HQ's play game teleporter, fireballs, Flameshield, magnetic ceiling effects, and more!
  • Cutscenes! 20XX now has four additional cutscenes, with a little more to come (ending!) by 1.0.
    • Today's mid-game scenes involve dying, so don't be surprised if you play all the way through and don't see any.
    • We have a little polish & smoothness work to do on the transitions here, which'll hit some time in the next week as part of a 1.0 prep minipatch. Let us know if you encounter any issues!

SMALL CHANGES:
  • Agnisort's late level generation is now a bit less harsh. (The generator is less likely to pick the most difficult variatons of Agnisort's level pieces when generating an Agnisort level between levels 6 and 8 of a run.)
  • Ace's Plasma Blender reworked to take his new Attack Queuing system into account.
    • Pressing "attack" now queues up to an additional two swings, not including the one caused by the button press.
    • Combo delay speed decreased slightly (so it'll stay juiced up longer).
    • Attack Delay (technically) increased from 50ms to 100ms. If you were using an autofire controller, this is a nerf. If you're human, this is probably a buff.
  • Rollster Beta's HP reduced by 10% if fought between levels 5 and 7, and by 20% if fought after that.
  • Reworked Entropy Lock's inner workings, and fixed a bug with it. Re-enabled it in Challenges. It now works immediately on pickup, instead of starting next level.
  • Halved all Flapp's non-charging vertical speed.
  • Gamma Shield Drones and their icicle retaliate have been recolored.
  • Added a maximum netplay extrapolation factor for heavy packet loss scenarios. (This means the game won't launch your partner into the abyss if one of you temporarily disconnects.)
  • Reworked the game's CPU lag buffer to suck less when your computer locks up for a moment for whatever reason.
  • In online play, the CPU lag buffer is now disabled (to prevent time desyncs between players).
  • The Weekly Challenge/Hardcore's "End Run" menu now has a Quick Restart button. This isn't available in online play, and will be disabled if you try to restart after the challenge has rolled over to the next weekly.
  • 20XX's credits are now viewable from the Main Menu. People made this game! View their names.
  • I've stuck to this one for a long time, but have heard enough comments to sway me - vending machines now never explode on the first or second use. They're now also more likely to blow up on each use after the fifth.
  • Vile Visage's enemy spawncount changed. In general, he'll now spawn more enemies per wave.
  • Beta Arkor's double shot attack is now a little closer together (less spread out).
  • Added Datalore for foes.

BUG FIXES:
  • Fixed an issue with Ace's new Attack Queueing system that could cause him to look like he's not attacking to his partner. (This is only a cosmetic fix - the attacks themselves worked.)
  • Fixed a long-standing netplay bug where Ace's weapons would occasionally appear to fail to fully retract after an attack for his partner.
  • Fixed an issue that'd cause client-side pickups to spawn in slightly-wrong places.
  • Fixed an issue causing some enemies to still deal touch damage to client-side players. (Beta Lotus, looking at you.)
  • Fixed an issue where Rollster Beta would sometimes appear to ignore the client's Flameshield power while bouncing.
  • Fixed a Seed Racer translation text bug.
  • Fixed the double "Reset Controls" display bug in Change Controls.
  • Fixed a co-op bug (both online and local) where primaries/cores spit out of Slot Machines didn't have owner tags, allowing one player to troll the other one if desired.
  • Fixed a (rare) issue where bosses would sometimes get super confused when a player dies with Rebeginner during an attack pattern and give up on life.
20XX - batterystaplegames
Hello!

We're thrilled to announce that in (almost) four weeks, 20XX will leave Early Access and enter 1.0. We're also a little nervous about it. After almost three years in Early Access, it's gotten comfy.

The 71st bi-weekly Wednesday 20XX Patch (on August 16, 2017!) will be the final bi-weekly Early Access patch. We'll still update the game after reaching 1.0, but we're not sure what that schedule will look like just yet -- of course, we'll continue to do our best to fix the really bad stuff (crash bugs, gamebreakers) as fast we can!

The 1.0 patch will include 20XX's Endgame, the final set of challenges that cap off every run. The other side of that Level 8 teleporter will soon be live to the world, and the answers our heroes have been fighting for are finally right around the corner.

If you've been part of our Early Access community -- you're the best. Thanks for helping shape the game these past few years! 20XX is a much better game for having had you, especially if you've done us the kindness of giving us feedback, reporting bugs, and telling your friends.

If you're not part our Early Access community and have been waiting for your chance to snag 20XX in its "finished" state, hold on just a little longer! You've only got four short weeks to go.

We're almost there! Four more weeks. Two more patches. 20XX 1.0, coming August 16, 2017.

Thanks for playing!
20XX - batterystaplegames
Hello!

We're thrilled to announce that in (almost) four weeks, 20XX will leave Early Access and enter 1.0. We're also a little nervous about it. After almost three years in Early Access, it's gotten comfy.

The 71st bi-weekly Wednesday 20XX Patch (on August 16, 2017!) will be the final bi-weekly Early Access patch. We'll still update the game after reaching 1.0, but we're not sure what that schedule will look like just yet -- of course, we'll continue to do our best to fix the really bad stuff (crash bugs, gamebreakers) as fast we can!

The 1.0 patch will include 20XX's Endgame, the final set of challenges that cap off every run. The other side of that Level 8 teleporter will soon be live to the world, and the answers our heroes have been fighting for are finally right around the corner.

If you've been part of our Early Access community -- you're the best. Thanks for helping shape the game these past few years! 20XX is a much better game for having had you, especially if you've done us the kindness of giving us feedback, reporting bugs, and telling your friends.

If you're not part our Early Access community and have been waiting for your chance to snag 20XX in its "finished" state, hold on just a little longer! You've only got four short weeks to go.

We're almost there! Four more weeks. Two more patches. 20XX 1.0, coming August 16, 2017.

Thanks for playing!
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