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.
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.
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.
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.
Bolts from this Corpus bow deliver a one-two punch of an icy pulse, followed by a conventional explosion. Excess ammo picked up for other weapons will be converted into charges for the Lenz. Warning, safety-protocols do not exist on this prototype.
Research the Lenz Blueprint in the Clan Dojo Energy Lab or get it in the Market for 235 Platinum today!
Bolts from this Corpus bow deliver a one-two punch of an icy pulse, followed by a conventional explosion. Excess ammo picked up for other weapons will be converted into charges for the Lenz. Warning, safety-protocols do not exist on this prototype.
Research the Lenz Blueprint in the Clan Dojo Energy Lab or get it in the Market for 235 Platinum today!
We are glad to present two Heroes who have received alternative super abilities this week. Meet the winged Defender and unpredictable Vryl!
New ultimate abilities!
Defender / Guardian
The envoy of old gods — the great Guardian — should make now a hard choice. She can either remain on the battlefield after the death in the form of a spirit or revive allies.
When the new ultimate is learnt, the Hero can see the souls of the dead Heroes and return dead allies on the battlefield.
Resurrection
Souls are left behind where the allies Heroes die for 10 sec. After 1.5 sec. interacting with the soul and Angel resurrects the Hero at the point of death with 20% Health and Energy.
Benediction
While the Resurrection talent is being used, the Hero is immune to control. The allied Hero receives additional 20% Health and Energy to resurrection.
Vryl / Nox
Mysterious and dangerous child of Primezone — Vryl — will be able to several targets with his ne ultimate ability.
New super ability will deal damage and moreover will allow the Hero to immobilize and blind the touched opponents
Acidic Emission
Deals 117-1028 damage (from Intellect), blinds for 3 sec. and immobilizes for 1.5 sec. up to 2 enemies in front of the Hero.
Violent Eruption
The Acidic Emission talent hits an additional 3 enemies.
Please, pay attention! The attack is first of all aimed at the opponent's Heroes, but in case there are less than two heroes, the effect will extend also to the Soldiers. New ultimate abilities are waiting for you in the second tab of the Hero’s talents and will be available for use as soon as you buy the Hero. Meet two new Heroes each week.
Attention! To put a new ultimate ability in a talent set, first you need to remove the previous one from the build, including all its upgrades.
We are glad to present two Heroes who have received alternative super abilities this week. Meet the winged Defender and unpredictable Vryl!
New ultimate abilities!
Defender / Guardian
The envoy of old gods — the great Guardian — should make now a hard choice. She can either remain on the battlefield after the death in the form of a spirit or revive allies.
When the new ultimate is learnt, the Hero can see the souls of the dead Heroes and return dead allies on the battlefield.
Resurrection
Souls are left behind where the allies Heroes die for 10 sec. After 1.5 sec. interacting with the soul and Angel resurrects the Hero at the point of death with 20% Health and Energy.
Benediction
While the Resurrection talent is being used, the Hero is immune to control. The allied Hero receives additional 20% Health and Energy to resurrection.
Vryl / Nox
Mysterious and dangerous child of Primezone — Vryl — will be able to several targets with his ne ultimate ability.
New super ability will deal damage and moreover will allow the Hero to immobilize and blind the touched opponents
Acidic Emission
Deals 117-1028 damage (from Intellect), blinds for 3 sec. and immobilizes for 1.5 sec. up to 2 enemies in front of the Hero.
Violent Eruption
The Acidic Emission talent hits an additional 3 enemies.
Please, pay attention! The attack is first of all aimed at the opponent's Heroes, but in case there are less than two heroes, the effect will extend also to the Soldiers. New ultimate abilities are waiting for you in the second tab of the Hero’s talents and will be available for use as soon as you buy the Hero. Meet two new Heroes each week.
Attention! To put a new ultimate ability in a talent set, first you need to remove the previous one from the build, including all its upgrades.
Steam build ID numbers: Game 2007417, dedicated server tool 2007418, SDK tool 2007419.
Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab.
Steam build ID numbers: Game 2007417, dedicated server tool 2007418, SDK tool 2007419.
Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab.