Hello! Today's 20XX update introduces Permanent Upgrades (in Normal and Reverent), Netplay Reconnect, Teleport-to-Ally in co-op, and includes a major overhaul of our netplay data transmission architecture, which should cut down on netplay failures. It also adds some major QOL items for Ace's combo system!
Disclaimer: 20XX is in beta. 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!
TL;DR for today's patch: Permanent Upgrades! Netplay Reconnect! Teleport-to-Ally! Ace QOL changes! Lots of new icons!
For pretty much every patch from here on out: Polish forever! Forever. (More netplay.)
As always, let us know if anything's busted or if we missed a change.
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BIG CHANGES:
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Permanent Upgrades!
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There's a new Soul Shop in between the current two - it sells a set of upgrades that applies at the start of every Normal/Reverent difficulty run.
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Permanent Upgrades can be toggled on or off as you see fit via the nearby Permalever.
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In online co-op, the host controls the applied Permanent Upgrades (just like it controls most things about game setup).
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Some of the upgrades enable Dally, a chill helper who'll deliver upgrades during your runs. Dally's functionality is pretty simple for now, and will be updated next patch. (We ran out of time.)
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Implemented Netplay Reconnect!
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Reconnect lets you rejoin your friend's game in case you're disconnected before you're done playing.
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Reconnect allows the player who exited early to join their host's game through the Steam overlay, or allows the host to use the Overlay to re-invite the player. It should load the player into their last known location with all their stuff.
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Reconnect uses Steam IDs to identify who the disconnected player is, so other players won't be able to "reconnect" to someone else's game. Reconnect is designed to work as long as one player stays in the game, even if the other player voluntarily quits, crashes, or has to restart their computer. (It should even work if the reconnecting player switches computers!) If the host is the leaver/crashing player, host should automatically pass to the old client, who then becomes host.
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Reconnect is in a pretty early state, namely because properly testing it is super time consuming, and a mostly-finished Reconnect is a lot better for our players than no Reconnect at all. We're going to continue to build on it as we polish for release - so please report any bugs you find with it!
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Added teleport-to-ally to Reverent and Normal.
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Teleport-to-ally requires the teleporting player to be grounded, and the ally to be alive. On Normal, it costs 1 NRG if the player has it or 1 health if the player's out of energy, but won't take a player's last HP. (Teleport-to-ally costs nothing on Reverent.)
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To use Teleport-to-Ally, hold down Activate Thing for two seconds or longer while on the ground.
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Teleport-to-ally doesn't work on any mode other than Reverent and Normal (so it doesn't work on Defiant, any Challenge Mode, or Rush Job/Seed Racer).
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Perforator now pings his movement track before moving. (There's also a little more sound and a rumble effect.)
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Several item icons (18) introduced a few months ago now have unique icons. The "full set" icons have also been updated.
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Reworked Ace's attack-wall-detection logic to be more forgiving.
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Reworked Ace's combo input system. In addition to the 75ms input buffer at the end of a combo, the game now stores inputs up to the full combo length at any time in the combo. (So if you tap "Attack" three times with Ace's basic Saber, it'll perform the full combo even if you press super fast.)
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We've rebuilt parts of 20XX's online multiplayer code - the result should be fewer janky desync issues.
- This work should result in improvements for most online players, but will definitely have its own bugs we need to fix. We'll get right on whatever comes up -- please let us know!
SMALL CHANGES:
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All of 20XX's translations have been updated, and many previously-untranslated text entries are now properly translated.
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Lotus Spawns during non-Boss-fights are now less aggressive.
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The Signal Wheel is now available during local co-op. In all modes, the Signal Wheel now requires the player to be on the ground to activate.
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Increased Lotus turn rate. (After the bugfix for their super-fast turn rate last patch, they became too slow to be threatening.)
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The "really continue?" Soul Chip warning no longer triggers if the only thing the player can afford is an Undevelopment.
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Your current run's Soul Chips now show up on the Pause screen.
BUG FIXES:
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Fixed a netplay bug where the player UI wouldn't immediately update on lobby join.
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Fixed a netplay bug where a player occasionally can't jump for awhile after joining a game.
KNOWN ISSUES:
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Netplay reconnect may cause the reconnecting client to incorrectly see the host's max HP. This issue should not affect gameplay.
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Trap Zones occasionally fail to give netplay clients their original Powers back afterwards. May be related to reconnect. (If you trade your "fake" power for the Boss Power, you'll get your originals back as a temporary workaround.)
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Changed depots in footage branch