30XX 0.51 Patch Notes - March 15, 2023

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 0.51 introduces a brand new version of Deepverse's boss battle, adds off-screen hazard indicators for projectiles and speedy enemies, fixes up some annoying enemy behaviors, increases earlygame Memoria gain, increases Nina's base range, and fixes a bunch of bugs! Legacy's new fight will get some updated visual assets in a soon-to-come patch - making sure it's all tuned and fun before we do all that. If you'll be at PAX East in Boston from March 23-26, come hang out! We'll be at booth 24084 showing off the future of 30XX's Maker tools (trying that name out! It's the Editor) with some fancy custom-built content. Thanks for playing! -- [b]GAME CHANGES & FIXES:[/b] [list] [*]Introducing Legacy 2.0! We've reworked Deepverse's Legacy fight pretty thoroughly. [list] [*]This rework uses existing visual assets - if the changes prove to be fun, we'll be adjusting some of the assets accordingly (and adding a fourth Shape type). [/list] [*]Enemies that haven't displayed on the screen yet are now immune to damage. (In general, this just means you won't offscreen enemies you didn't even know were there.) [*]Increased the range (bullet lifetime) of Nina's basic shots to her 20XX levels. (Now that she can't offscreen enemies, it's okay if her shots go offscreen again.) [list] [*]This range increase does not affect Scatterbeam or Spiral Beam shots. [/list] [*]Projectiles that are headed your way from offscreen now have an off-screen warning indicator on the edge of the screen. The same behavior also applies to certain enemies that have a tendency to show up on screen suddenly (Ticktock spawns, Bouncy from Deepverse, Bees from Burning Temple, and Stingers from Highvault). [*]Tiny Flamespewer now obeys Nina's projectile shotgun rules. (For each fireball wave it shoots, only the first hit against each target struck deals full damage, and the rest are sharply reduced.) Tiny Flamespewer was far too powerful, especially against Bosses, since Repros ignore boss invuln frames. (Before this change, a level 2 Flamespewer would hit a boss for 80 damage base each time it attacked, before any bonuses to Power damage.) [list] [*]Repros in general are still super powerful - probably too powerful - and we'll be looking at them a bit over the next patch or two. [/list] [*]Clockzone Jumpknights now end their "jump & move" logic earlier if they have a short jump (perhaps because they hit a ceiling, or landed on a drop-through platform). [*]Clockzone Jumpknights now have a slightly taller attack detection box (so they'll swing at you if you're slightly higher or lower than they are). This means you're less likely to pre-jump their attack, expecting a swing that doesn't happen. [*]Clockzone Jumpknights no longer slide on slopes occasionally. [*]Enemies damaged by Dolomite Link have their on-death retaliation effects disabled for one second. [*]Dolomite Link no longer sometimes fails to complete the vertical boost part of the ability on some moving platforms. [*]Reduced maximum speed of Eye for an Eye projectiles by 40%. [*]Fixed an issue causing enemies attached to linear-moving platforms to fly off into the ether sometimes. [*]Fixed an issue causing enemies to fail to attach to linear-moving platforms. [*]Fixed an issue causing Ace's sprite to split during a dashing Dolomite Link. [*]Fixed an issue causing Rollies and Chaser Fish to sometimes slide down slopes at inappropriate times. [*]Shield Turtles now come to a complete stop when attacking and when not engaged with the player. Narrowed Shield Turtle player-collision box (so it's now harder to bump into it by accident and take damage.) Shield Turtles now function the way you'd expect them to around drop-through platforms. [*]Fixed the player healthbar not appropriately turning yellow or red at low HP. [*]Armor Integrator and Doppelgel no longer appear in the next-run shop (where they don't really do anything). [*]Enemy Barriers (Zen Primus, Shield Statue-protected-enemies) no longer look wack with Enemy Outlines enabled. [*]Fixed an issue causing Clockzone enemies to either fail to attach to their platform or reset oddly. [*]Fixed Scrap Sleuth and Scrappy Scrapper not properly interacting. [*]Fixed a long-standing bug that could cause enemies to fail to render as the client in online co-op after warping a distance. (This mostly applies to Burning Temple's miniboss.) [*]Fixed an error causing Client items to slowly float upward in online co-op. [*]Fixed an error causing Blinding Hysteria to pop up Mystery info for basic pickups. [*]Fixed Loot Omega's nut drops being invisible to the client in online play. [*]Loot Omega no longer respawns with Delta's Spectres condition active. [*]Absolution's spawned Voids no longer respawn with Delta's Spectres condition active. [*]Fixed certain effects raising the character's Max HP to 10 (from 1) unexpectedly. [*]Fixed Contractor Beta behaving poorly with 1 Max HP. [*]Fixed Charisma Protocol being too charismatic. (Scrap wasn't being spent as intended.) [*]Fixed an error allowing players to spend a Token at Slot Machines a few frames before the previous roll completed (resulting in lost rolls). [*]Fixed Scrap Sleuth not always working as intended. [*]Increased earlygame Memoria gain. Increased all Memoria gain from miniboss battles. [*]Fixed a minor visual issue where Wall Lasers would sometimes render one tile shorter than intended (resulting in a small gap between the laser ending on a wall and the impact effect). [*]Tweaked how Crystal Minis display their warning indicators to make it clearer that they're pointing at their spawner. [*]Fixed an issue causing the client to sometimes see no valid trade with the Trader in co-op (it happened when the client checked before the host). [*]Fixed an issue where Ace's Deadly Precision Aug could cause lower or higher than intended damage in Dig Zones. [/list]