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Full 20XX update
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Repeated intro
Hello! Today's 20XX patch tweaks our endgame length a bit, adds some QOL changes, and fixes a bunch of bugs. It also adds a missing track to the OST for folks who've bought it on Steam (the post-level Victory theme). Thanks for playing! (If you're wondering what we're up to, we recently pushed the first Batterystaple Update - more to come in October's update soon!) -- CHANGES:
What changed
- Gameplay
- UI and audio
- Events
- Balance
- Store
- Fixes
20XX changes
Endgame level length changes:
Level 9 is now 25% shorter. (This change doesn't affect Reverent, where Level 9 was already 25% shorter.)
Level 10 is now 17% longer. (This change does affect Reverent.)
After a ton of back and forth with the community, we're happy with the individual difficulty level of level 9's segments, but think the level runs on a bit too long. We've boosted level 10's length a little to compensate - we may experiment with making it a bit longer, but don't want to overshoot it.
With double-tap dashing enabled, 20XX now recognizes double-tap dash and button-press dash as two separate actions (so it's possible to dash with one or the other while holding down the other button from a previous dash).
Lotus Spawns no longer attack from further than half a screen away when encountered in the Station.
Standardized Splinterfrost wall-slide behavior. (It now always does what you'd expect.)
Ace's Plasma Blender no longer enters ultimate screenshake jank mode when fully charged.
Seed Racer Changes:
Seed Racer now does a better job of behaving like a challenge (so players can compete for the best score on a given seed). We highly recommend players doing this at least enable Destiny, but hey, you do you.
Seed Racer now reports score like a Challenge in every way.
Skittery Smuggler no longer spawns in Seed Racer.
Seed Racer now treats level 1 as though it were difficulty level 2 (like Challenges do).
Seed Racer already used the Challenge item pool - no change here. (This has always meant that the seed you see while playing Normal/Defiant/Reverent doesn't match up 100% with the same seed in Seed Racer -- the Augs you find will change, but the rest should be pretty similar.)
Tweaked some unfair-feeling level pieces/hazard placements.
Next-run item determination logic changed up a bit. Two of the same item should no longer show up in the same next-run option set.
Added more detailed Boss Drama art!
BUG FIXES:
Vitality Converters in Non-Standard game modes (any mode that isn't Reverent, Normal, or Defiant) now ignore the "do you have enough stuff unlocked?" restriction (for consistency).
Level completion achievements will now trigger properly in online co-op as the client.
Fixed a weird interaction with armor that could cause the Untouchable achievement to fail to trigger. (Also fixed Armor-damage not counting as a "damage instance" - it's totally supposed to.)
On-level items (Consuming Fury, Pure Flame, etc) now play nice with multiple Save and Quit actions on the same save file.
20XX will now remember what next-run items you've purchased if you quit before your next run.
This means the "get a ton of soul chips, unlock items, quit and restart, unlock more items" exploit no longer works. I wanted to keep it, but it's more important to not have that bad-feel of unlocking at the end of a gameplay session and losing your next-run new stuff.
Fixed Meganut not working well in online multiplayer if the client picked it up.
Fixed a bug causing level 10 deaths to read as "FINISH!" on Score Leaderboards.
As a consequence of this change, existing leaderboard finishes will read "10" instead of "FINISH!" - unfortunately, there's no way around this. We were incorrectly writing "10" into the LB data for finished runs.
Future runs will record correctly.
This fix doesn't impact Speedrun boards in any way (they were unaffected by the bug).
Fixed "NAME" and "RANK" being swapped on all Leaderboards (in all languages).
Fixed a bug with Interesting Times where it wasn't properly subtracting HP/NRG as its on-level penalty, resulting in higher HP/NRG values than intended. (This bugfix is a nerf.)
Interesting Times should be working properly, but we've gotten a few reports of it not removing the negative effect after picking up System Restore. It's not clear players are seeing the previous level's benefit going away and thinking that's a negative impact - let us know if you're still seeing four stat changes after picking up SR!
OST UPDATES:
Added the track "V for Victory."
Updated the track list.
Added missing MP3 metadata.
Thanks for reading!
Source
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