30XX 0.44 Patch Notes - October 19, 2022

30XX

Jump, shoot, and slash your way through 30XX, the roguelike action platformer you can play with a friend! Explore lush, ever-changing worlds that mix precise platforming with fevered combat. Destroy fearsome Guardians. Master unique Powers. Rediscover the thousand years we've lost.

Hello! 30XX Patch 0.44 overhauls Echocave and Ace's primary Weapons. Echocave's changes add a new Digzone mechanic the player can freely traverse and spindodge through, revises Trapmole behavior, makes Sound Alarms into the new Sonicrab (you can kill it now!), and much more! We hope the stage stands out as a more unique-feeling stage from a gameplay perspective now. As for Ace, we've added another four weapons Ace can find in runs (doubling the number he can find!), added unique Charged effect benefits to each of his Weapons, and made it so Technique usage doesn't interrupt his charging. These are both pretty major changes to 30XX - let us know what you think! Thanks for playing. PS - if you're in the [url=discord.gg/20xx]Discord[/url], we've added two new roles for our pre-patch Public Test builds and casual Dev Streams - if you want to be notified when new builds come up or catch us playing the game on stream, you can do so by typing "!publictest" or "!stream" in the #bot channel. -- [b]GAME CHANGES & FIXES:[/b] [list] [*]Added four new Ace weapons that can be discovered during runs, doubling the number of non-starter weapons Ace has access to! Each weapon has a unique attack style and Unleash technique: [list] [*]The weapons themselves are listed below. They're in spoiler text - don't click if you want to discover them for yourself! [*][spoiler]Thanatos, the Scythe: Aerial spin attack when used in midair! The Unleash marks an enemy for death, causing immediate doom (or massive damage to bosses/minibosses) when another enemy is defeated by Thanatos.[/spoiler] [*][spoiler]Edgewall, the Shielderang: Throw destructive discs that return to you! Unleash the Shield to block enemy projectiles and charge up powerful Big Discs that fly straight ahead for big damage.[/spoiler] [*][spoiler]Dawnbind, the Whip: Aim up and down at 45 degree angles with a long-ranged melee! Unleash a bola that stuns enemies, preventing them from attacking.[/spoiler] [*][spoiler]Laurent, the Rapier: Charged strikes mark a Vital on the target, causing a hit from the other side to deal massive damage. "Unleash" Ace's latent talent by dodging out of harm's way! Or through it, if that's your thing.[/spoiler] [/list] [*]All of Ace's weapons now have a unique secondary effect when used while charged (instead of just doing more damage). This includes his Saber, all of his old weapons, and all of his new ones. (So, all of them.) [*]Ace's Weapon charging is no longer interrupted by Technique use, allowing him to chain the fancy upsides of his new Weapon Charge abilities with his techniques smoothly. [*]Ace no longer has "half-charged" attacks. Attacks used while charging, but before a full charge no longer grant a small damage increase. (There was no visual indicator this was even happening - it was a bit confusing, and definitely isn't necessary - especially now that Ace's Techniques don't interrupt charging.) [*]Grandmaster (Fists) no longer gains bonus damage while the weapon is "charged". Instead, it's intended that the player builds up a charge, then uses Unleash as a finisher. [*]Lara (Hammer) no longer gains bonus damage from charged attacks. Instead, the damage has been moved to the shockwave effect the weapon creates when it strikes the ground. This is a big buff to ground-hitting Lara, and a nerf to air-Lara. [*]Lucavi's base damage increased by 20% (to 12, from 10). [*]Lucavi's Unleash Blade damage increased by 20% (to 12 base * 8 hits = 96, up from 10 * 8 = 80). [*]Lucavi's maximum accuracy variance reduced by 50%. (This means that the maximum angle variance on your attack is now much smaller than before.) [*]Increased the hitbox size of Lucavi's projectile (so it more reliably hits enemies). [*]Pressure Strikes (Ace Aug) duration increased to 2 seconds (up from 1). [*](Experimental): Changed the way Nina's projectiles function when she shotguns enemies (hits enemies up close with multiple projectiles at once). This will mostly affect situations where Nina has several stacked Beams at once. [list] [*]For some background about why we're changing this - we'll be adding some new Nina primaries soon, and wanted to address how wildly powerful some combinations of Beams are. 2-3 beams being pretty powerful is great - but several 3-beam combos deal triple-or-more than regular damage up close, and at least one combo deals up to 7x damage - these spikes aren't healthy for the game, and make it too easy to become too powerful. [*]Other than Retrobeam (which still gets a 20% damage bonus), all extra-projectile-adding Beams now have a damage multiplier of 1.0. (Scattershot was 0.3, and Forkalator was 0.5.) [*]When an enemy is hit by a multiple-projectile Nina attack, the first 8 extra projectiles will deal 12.5% damage (down from 25%), and any further projectiles will deal 5% damage. A fully stacked projectile barrage still deals over 3x normal damage (instead of over 7x). [*]This change also makes Forkalator and Scatterbeam more consistent at range - Fork's angled shots now hit for full weapon damage when they hit alone, and Scatter's first hit on an enemy now deals full, normal weapon damage, making it much more powerful at distances where Nina can only hit the target with 1-3 shots. [*]Shotgunning enemies up close is still a damage optimization, but doesn't produce the overpowered results it did before. [/list] [*]Attempted to resolve "cornering", involving some weird physics behavior when the player lands near the edge of a surface. [*]Gamma Acolytes behavior changed. Instead of the current throw spam, it throws a projectile that increases in size as it travels along the ground. [*]Exploding Barrels, Anchor Mines, and certain Friendly Flapps now deal damage that scales with the appropriate Enemy HP Entropy Condition enabled. (This is usually Faithmetal Flock - during Capital Punishment's fight, it'll scale with Divine Construction instead.) [*]Delta will no longer offer the same challenge or reward twice in a row. (This is technically a bugfix.) [*]Certain Story augs no longer spawn after they aren't usable anymore. [*]Projectiles created by Retaliation effects are no longer reflected by charged attacks. [*]Zookeeper's March now works properly with Graceful Strikes. [*]Fixed the effects of ranked-up Re-Flapp. [*]Adjusted Experiment 9's minefield-pull attack while upside down to more closely match the standard gravity version. [*]Experiment 9's Autodrone placement should no longer rarely show up inside the left/right walls of the room. [*]Fixed an issue causing Vagrant's Dissonance (Arm Core) to not properly increase the damage of Nina's special projectiles. [*]Vitality Converters (Red Vending Machines) no longer interact with effects that modify damage taken, positive or negative. This means that damage taken from these machines can't be prevented, but also won't be amplified by effects like Hysteria. [*]Vitality Converters now also remove HP before Armor. [*]Delta's Powerless challenge no longer disables Ace's Unleash Blade. [*]Changed up Delta's grace logic slightly (what makes him leave the level if he decides you've ignored his Boast) to be a little friendlier. [*]Dustria's Workers now have collision against each other, so pairs of Workers will no longer overlap. [*]Clockzone's Gamma Clock Turrets now fire 4 projectiles (down from 5) over the same angle spread (so they're a little further apart now). [*]Standardized the time it takes for Absolution's Stained Glass to show up. [*]Made Remnant of Determination a bit more robust. With it active, players no longer take contact damage from enemies below them, hopefully preventing issues where the aug behaves inconsistently. You can still take damage in cases where you let an enemy push you up into a ceiling! [*]Orbital Barrier no longer blocks Ace's own Raijin Call (preventing him from absorbing it). [*]The endgame stats window now shows Memoria earned during this run, instead of how much you currently have total. [*]Added some terrain to the left of the boss hallway in Rush Job. [*]Fixed an issue causing Nina's "hit" animation to fail to play. [*]Fixed an issue causing Ace's menu cursor to jump to Entropy Conditions if they're active when he toggles Autocharge or Autocombo. [*]Fixed Core Luddite not working properly for Ace - it was counting his Saber as a Core. Core Luddite will still deactivate with non-Saber Weapons equipped. [*]Fixed an issue sometimes causing Dustria crushers to be soft on enemies. [*]Fixed an error that could cause Delta to give you a Resonated Armor piece also rewarded by a Gauntlet in the same stage. [*]Fixed a few issues with Delta in online play (in a hotfix right after 0.43 came out). [*]Fixed an error with Repro targeting vs. gravity-reversed enemies. [*]Fixed an issue that could prevent Up/Down from displaying in Ace's HUD (and causing "?" to appear in the Change Controls screen for Up/Down, even if they worked. If this currently affects you, set those keys again or reset your controls. [*]Fixed an issue causing the Nutstack item after bosses to be salvage-able. (It is no longer salvage-able.) [/list]