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30XX 1.3! Dally Character DLC & Patch Notes - Sept 19, 2024

Hello! Hope you've had a lovely summer - today, we celebrate the season's sunset with two twin releases - 30XX Patch 1.3, the ETERNAL CHALLENGE update, and Dally's Feline Fury DLC!

Patch 1.3 introduces Dally's deadly Catastrophe Armor to 30XX as our first DLC character. All of Patch 1.3's other features are totally free to all players, including:

Dolto, beloved training dummy, as a playable character (Delta's Revenant)
Boss battle updates - all bosses have been updated to be more dynamic both early and late in your runs, including a new EX-mode Entropy Cluster option for spicier battles
Eternal Challenges - new permanent non-leaderboard challenge runs with wild rulesets to overcome
Altphases for all 8 levels - alternate level flows & miniboss encounters for every stage!

Full patch details below. Thanks for playing!

GAME CHANGES & FIXES:

Introducing Dally's Catastrophe Armor, a fully new character with 15 unique rapid-firing Primary Weapons, 9 new Powers, 8 Supers, and a bevy of new mechanics:
  • Powerful NRG restore mechanics: Each of Dally's whopping 15 Weapons has a distinct NRG restore stat - she regenerates NRG via combat much more quickly than most characters, allowing for free-flowing use of her Powers
  • Unique Charge mechanics - Dally's weapons cannot be charged. Instead, attack hits build Charge that fuels her mighty Supers, and effects that impact Charging affect these instead
  • Brilliant Bells: Instead of normal Character Augs, Dally finds Bells, which are upgrade items that can be applied to
  • any* of her abilities (Weapons, Powers, or Supers) to boost their effects! Attach the Homing Bell to grant any of your other ability projectiles homing properties, the Bell of Novae to make any ability fire more projectiles in random directions, or the Vengeful Bell to make her abilties free to use when taking damage!
  • Between the 11 upgrade Bells, 15 Weapons, and 17 Powers (8 Supers, 8 Normal) Dally has access to, her loadout variance is near-limitless.
  • While Dally is paid DLC, the rest of patch 1.3's content is free for all players. You can get her DLC here!


Everyone's favorite punching bag, Dolto, enters the battlefield with a few punches of his own!
  • Dolto is Delta's Revenant character - a special hardmode variant with a twist. While Delta is offered three choices in his own Challenges, Dolto must take all three any time they're offered - even in action, he's sometimes still fate's punching bag.
  • Like Delta, he can use all of Ace and Nina's Weapons and Powers as he comes across them in runs, and like Vika and Jest, he starts with lower HP and damage, but can take all offered Prototypes instead of having to choose, and rerolls the Trader more efficiently.
  • Like the rest of patch 1.3's content, Dolto is free for all players, and is unlocked by having both Delta and the other Revenant characters unlocked. (If you have both Vika and Delta, you'll already have Dolto.)
Introducing Eternal Challenges!
  • Eternal Challenges are a permanent spin on our Flavored Leaderboard challenges - instead of only being able to play a given Challenge Flavor when it's available in a daily/weekly, Eternal Challenges introduces 21 new rulesets for you to dig into.
  • Each Challenge comes with some combination of starting loadout changes, penalties, and bonuses for the player, designed to change the way you interact with the game and make decisions
  • These are not leaderboard seeded, and available whenever you want to play them (hence "Eternal").
  • A few of them are character-specific, and all but one work in co-op (it adds an item that doesn't spawn in co-op).
  • Completing one awards 3 Shards on your first completion.


Boss updates! All 8 main stage boss encounters have been updated to varying degrees, including one total rework (Lethal Tempo).
  • In general, these updates have a few major impacts:
  • improving fun & fight replayability, usually involves making fights more dynamic,
  • letting bosses scale more naturally from earlygame to late via their moveset (all bosses will have abilities they don't use in the first few levels, and abilities they only use late - many of these are brand new!)
  • the addition of an EX bossmode Entropy Condition - when enabled, bosses will spawn at their toughest moveset, with special EX-only abilities for maximum spice


Introducing 5 new altphases!
  • Altphases are alternative level generation flows that change the way a level works, including new chunks, altered miniboss encounters, and more!
  • We introduced 3 of these in 1.2 - today, all 8 stages have one!
  • By default, you'll see ~2 of these a run, but the spawn chances can be changed via the Environment Configurator Memory Index upgrade.


Added 10 new Augs and 3 new Prototypes. (This doesn't count Dally's new Mod Bells.)
Added the Signal Wheel in online co-op! Hold Activate Thing to use.
Nina now gains 1 NRG per hit (up from 0.5). The previous bonus ensuring 1 NRG on hit for enemies killed in one hit has been removed (increasing Nina's regen vs. bosses and tanky foes while not changing it vs packs of Flapps).
Added the Day of Midgard upgrade in the Memory Index. When enabled, a portal spawns at the end of every level leading directly to level 9 - enter if you dare.
Added some new character palettes!
Owlhawk's Reign (Body Core) redesigned: Power Kills now charge a barrier (2 stacks per kill, 3 with Resonator, barrier activates at 20 stacks) instead of healing you.
Owlhawk's Focus now increases Power Efficiency by 50% (75% resonated), up from 33/50.
Lara (Ace Weapon) damage increased to 35 base (from 25 - +40%).
Shadowdash effects (Volt Tackle, Crushing Slam) no longer move faster with higher speed - they didn't feel super predictable to use. They still scale damage with speed, though.
Shield Statues in Zen Primus' fight no longer scale their HP with Faithmetal Flock.
Dashing attacks (Dig Zones, Unstoppable Force, etc.) no longer have their damage decreased when below 0 speed.
Fixed shops items from your previous run persisting when a saved run exists, but you decide not to load it.
Fixed a Nina Juice Beam Bug.
A certain lategame event now changes the NPC lineup in HQ. Also added a new endscreen to one of the game's endings.
Entering a Digzone now immediately refreshes the cooldown on Digdashing (so if you dash from one Zone into another, you can dash again immediately).
Improved camera smoothing when leaving a Digzone, resulting in a little less "snap" back toward the player. (This especially helps when the player quickly enters and exits multiple zones.)
Improved Digzone entrance detection slightly (especially from below).
The Environment Configurator (the Memory Index entry) now lets you control how frequently altphases appear for each level.
Environment Configurator options are now saved between sessions.
Added the Phase Modulator to the Environment Configurator Memory Index entry, which lets you control the spawn frequency of each level's altphase.
As Ace/Delta, picking up a Technique while holding Secret Techniques now resets the buff (for all techniques, but practically this only affects the end-of-stage tech).
Edges of Madness (Prototype) can no longer reroll Scrapbits.
Improved background transition fades in a few places where it could behave poorly.
Fixed Ellie sometimes spawning Shield Statues in incorrect locations.
Contemplation Room enemies now count for Dracopent/Owlhawk Body Cores, Renewal Pod, & Armoreal Pod.
Dustria Contemplation Room timers up to 20 sec.
Updated or removed some outdated tips.
Homing effects no longer seek a certain endgame boss's first phase.
Fixed Shopaholic not respecting Best Friend.
Fixed potential softlocks when obtaining both Zookeeper's Burden and Best Friend.
Overkilling Loot Omega now limits the potential nut drop count to 2x the normal max (the normal max is 10). This means using massive overkill effects on Loot Omega still gets you way more than you normally get, but doesn't endlessly shower nuts every frame until it reaches the end of its death-path.
Fixed Copy effects being able to target Revenant characters' explainer augs.
Fixed an issue that could cause camera slowdown if a player plays the game for awhile, completes Echocave, then joins a fresh game session hosted by another player.
Fixed Angle Bolters sometimes being misaligned relative to the Maker.
Gauntlets will no longer spawn in new Mega Mode files with Asceticism turned on.
Chaining effects (anything that causes a homing bounce) now reset projectile acceleration to zero.
Fixed Delta not properly showing the icon for Power 6 once acquired.
Fixed Bashing Dash activating on certain already destroyed enemies.
Bashing Dash now grants recoil when hitting invulnerable enemies (as opposed to dashing into them and taking damage).
Fixed an issue causing black borders on high resolutions in loading screens.
Fixed an error causing your partner's projectiles to have incorrect lifetimes on your screen. (This was an old one!)
Fixed a few instances of enemies being slightly misplaced sometimes relative to their Maker placement.
Entropy Conditions no longer reset after Rush Job.
Laser Snakes (Deepverse) now grant a base of 5 seconds in Contemplation Rooms, up from 2.
Fixed Deepverse's Patrollers sometimes getting stuck on walls.
An HQ object that was not previously interactable is now interactable.
Added corpse visuals for all characters.
Stance Lock now locks your movement in the air.
Fixed Delta sometimes not using the proper animation for Osafune.
Fixed Delta's torso sometimes having an incorrect offset when using a Nina power.
Fixed homing enemy projectiles not always targeting players under reverse gravity.
Fixed Severing Link not refreshing Dolomite Link when hitting Anchor Mines.
Fixed Exploding Barrels not colliding with one another.
Fixed Conveyors hit by Ryuusei still animating.
Fixed Conveyors hit by Ryuusei emitting a bunch of sparks after the game was paused.
Improved hit detection on the Leg Guardian's dash attack.
The "leftover Entropy" prompt no longer appears for the client in online co-op.
Fixed Exploding Barrel spawners sometimes having wonky hitboxes for the client in online co-op.
Fixed Bounce Beam and Remnant of Sound affecting Highvault's meteors.
Fixed players sometimes being visible before teleporting in.
Fixed a sound persisting in the true ending when it shouldn't.
Unstoppable Force's dash is no longer stopped by ceilings.
Fixed an endgame boss sometimes spawning statues in weird locations.
Fixed rendering issues with the item display panel.
Fixed a community level camera issue when placing Dustria's boss arena and miniboss arena too close to each other.
Updated icons in the World Configurator.
Background transitions now have a brief fade, in case the chunk doesn't cover it up.
Fixed an online co-op community mode issue where the host would sometimes think the client has an Autotank.
Fixed Maker music not playing while the game is paused when playtesting a level or chunk.
Made Lethal Tempo's achievement more lenient (destroy all clockfaces within 3 seconds, up from 1 second).
Fixed minor mistakes in some datalore entries.
Fixed an issue where the final boss could teleport abruptly.
Fixed Re-Flapp not working if you have exactly 2 of them, then sell 1 to the Trader.
Fixed Anchor Mines rendering their chains early in Contemplation Rooms.
In community levels, items placed outside of chests no longer produce explosions and screen shake.
Still Waters 2 now removes all of Delta's Hype stacks on hit.
Glorious Returns no longer causes Cosmic Flapps and Exploding Barrels to drop Nuts.

MAKER UPDATES & FIXES:

Added support for Dally and her new weapons and Bells.
Added the relevant new Augs and Prototypes.
Added Dolto (the target dummy) to Level Mode.
Highvault's Cloud Shooters now show a preview of the clouds they spawn, and how far they travel.
Deepverse's Patroller now has a more accurately sized sensor.

30XX 1.2.4 Patch Notes - April 26, 2024

Hello! Delta's been out for the better part of two business-type weeks, so we're just posting the collective fixes we've made over the past bit here. 1.2.4 released last night, but these notes contain most of our fixes (and changes) since last Monday.

Hope you've been digging Delta's design - thanks for playing! 30XX will remain on sale on Steam for a few more days through the weekend, then it's back to normal.

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GAME FIXES & CHANGES: Delta's Lethal Evade now always damages foes (even without charge - but charged will deal more!), and no longer costs NRG.
Fixed enemies sometimes dying to lava when they shouldn't.
Fixed an issue that could cause an invisible, sometimes damage-causing entity to annoy you in Level 9.
Fixed Water Block Switches having a slightly incorrect position.
Charm now affects the Mega Mode shop.
Fixed an issue where salvaging a Repro after picking up Best Friend would prevent you from picking up future Repros.
Charging Magnet now draws in pickups by holding the attack button, regardless of character or equipped primary.
Fixed the palette machine having incorrect text in some languages.
Fixed being unable to pick up unsalvageable Augs with Soul Scrapper active.
Fixed Deepverse's Wall Lasers granting nuts upon disappearing with Glorious Returns.
Fixed a typo in Hoot Omega's datalore.
Fixed the Charm Aug having incorrect text in some languages.
Attempted a fix for players sometimes being visible before teleporting in.
Fixed Delta loading the wrong combo fx palette (only really relevant to modders).
Fixed a few mapdata issues.
(Switch, when available) Fixed an issue causing the Character Select highlight in the Level Catalog to fail to appear.
(Switch, when available) Fixed an issue with Nina's Powers in co-op picking up oddly.
Fixed a mapdata issue causing a potential Watergrav softlock.
As Ace, Autoloader now swaps both your equipped Weapon and the Weapon you have on Bladeswap (so it effectively gives you a fresh Weapon pair every time it triggers).
Fixed some weird Leviathan interactions.
Thirsting Glory (Delta Aug) now triggers on-kill, vs. on-hit, but restores 2 per (up from 1 per). Might still be too strong. (Non-English tooltips will be updated soon.)
Fixed Vibroharvester for Delta. (It charges both weapons.)
Fixed a few Vagrant Arm interactions with Ace. (It's now slightly better than before, but mostly the same average.)
Fixed an issue where Delta with both Negation Pulse and Shield Link could be Real Bonkers.
Fixed an issue causing Nina augs to spawn for Delta in Challenges.
Fixed an issue where encountering certain alt-stages at levels 6-8 could cause extra crashy portals to spawn at level's end.
Fixed an instance in online co-op where the host rerolling the Trader could occasionally also reroll the client.
Fixed an incorrect draw offset when using Lara and Void Double at the same time as Delta.
Fixed an incorrect chest orientation when shooting as Delta with a Resonant Chestplate.
Fixed a typo in Capital Punishment's datalore.

Delta's Dawn: 30XX 1.2 Patch Notes - April 15, 2024

Hello! Hope you've had a fine 2024 to date - it's about to get a little more GLORIOUS!

Today's 30XX 1.2 Patch, DELTA'S DAWN, introduces Delta as a playable character to the game. Delta plays as a highly variable hybrid character between Nina and Ace with unique spins on weapon charging and NRG that reward fast play and calculated aggression, and he's unlocked the same way the Entropy Cluster is (spoilered details on that below). 1.2 also introduces the first of our ALTPHASES, new level alternate level design features added to Burning Temple, Highvault, and Deepverse that'll shake things up from run to run. It also adds a new enemy, a handful of new Augs, a new button for all characters (most notably providing Ace with a new Bladeswap ability), a new Shortmode option called Ephemeral Journey that makes the game a tighter, tougher 5 level run, and much more!



Delta is free for all players of 30XX - unlike 20XX, we've decided to try releasing 30XX's first new character for free, instead of making it into a paid DLC. This is kind of an experiment for us - we'll see how it goes! To celebrate his release, 30XX will be at its lowest price ever on Steam - 30% off, or $14 USD - for the next two weeks. He'll go live on Switch soon, as well - just waiting for the update to pass their certification.

GAME FIXES & CHANGES: Delta debuts! I'll spoiler tag the character's mechanics below in case you'd like to discover them for yourself. Unlock note (spoilers): Unlocked the same way the Entropy Cluster is -- either a game win or 5+ level 5-or-higher runs will unlock Delta. Players who have already achieved this will see a Delta unlock pop-up immediately when starting the game, and will not have to re-unlock him. Delta wields both Ace and Nina's weapons and powers, and is encouraged to aggressively switch between them as the situation demands to sate his need for Glory. Weapons: Delta can use most of Ace and Nina's weapons, and begins the game with both the N-Buster and the A-Saber bound. He can only use one Nina beam at a time (no stacking). When completing a Contemplation Room, he'll receive either an Ace or a Nina weapon at random. Delta can't find Ace's weapon augs. Instead of charging normally, Delta charges his Weapons by using them - three Nina hits charges the next Ace attack, and vice versa. Weapon hits build Hype. At 20+ stacks, Delta can press RT (the previously unused button) to consume them and become Glorious, fully recharging his NRG and giving a damage/speed boost for 5 seconds. Hype does not decay when hit (unlike Ace). Activating Glory is Delta's primary NRG recovery mechanism, so you want to time the activation such that it'll give you lots of extra juice for your Powers while also being in position to utilize the damage or speed buffs Glory grants. Powers: Delta can find both characters' Powers - at the end of each boss fight, he'll be offered one at random. Delta can find Power Augs, but can't fuse Powers. Because of his rapid NRG recovery via Glory, Delta's Nina Powers have a base cost of 2x their Nina cost. Delta's Powers are bound like Ace's Techniques (and his Nina Powers default to their Ace-technique-counterpart keys). Delta doesn't have Unleash Blade - a few Ace weapons work differently to account for this (For example, Edgewall is the shield by default, and fires the charged boomerang when the attack is charged). Aiming Gear aims automatically. Added Alt Phases, intended to spice up level variety between runs. As of this patch note, three levels have alternate phases (Burning Temple, Deepverse, Highvault) - if you encounter these stages on level 3+, they might spawn with a few twists!
Added a new button that performs a different action depending on your character.
  • Nina's action is Stance Lock, keeping you in place and letting you aim your weapons more easily.
  • Ace's action is Blade Swap, letting you quickly switch between primary weapons.
  • Delta's action is Glory, which consumes active Hype Stacks (if 20+) to grant full NRG and a temporary speed/damage boost.
Added a new Highvault enemy, the Storm Demon! Watch the skies. Caw.
Added a new Aug: Charm, which lowers shop prices by 20%.
Added datalore for enemies and bosses. (Note: These are currently in English only. It's a lot of words.)
The Entropy Cluster now shows your current entropy level on the machine.
Entropy Conditions are now saved between sessions (Standard Mode only).
Moved a few Entropy Conditions that did not increase Entropy Level into the World Configurator, a new device next to the Entropy Cluster.
Added a new World Configurator option: Ephemeral Journey, which halves the amount of levels in a Standard run. (The run will generate five levels instead of 10, at difficulties 2, 3, 5, 7, and 9.)
If you've completed a run before, you can now skip the escape sequence through a green teleporter.
The final level is now guaranteed to have a slot machine.
The Speedwalker achievement now requires a completed run within 32 minutes (was 28).
The Speedy Pilgrim achievement now requires a completed Pilgrimage 2 run within 40 minutes (was 35).
Repros are now a bit rarer, and have increased shop costs.
Vagrant's Dissonance (Arm Core) is now less insanely busted than before. Mathematically, it's about a 25% increased damage multiplier still. (Down from.. a lot more than that.)
Vagrant's Waltz (Leg Core) reworked a bit instead of the unwieldy blinkdash, dashing while overheating now starts an Unstoppable Force-style movement. This is usable while horizontally airdashing, and is awesome.
Vagrant's Yearn (Body Core) now uses a small amount of Corruption when releasing a damaging Nova while overheating (so it isn't permanent, endless giga-damage with the resonator and full set).
Added some new Character Palette options.
Ace, Jest and Delta can now re-order their Powers even with Still Waters active.
Zen Disciples now have a minimum time before they can divekick at you, so they're a little easier to get under from point blank.
Slot Machines now have the very rare Super Jackpot, granting three Augs at once.
When attempting to salvage an unsalvage-able Aug, the game now displays a popup to inform you. (Instead of just picking it up.)
Astral Terminus (Power Aug) now lets Ace destroy vending machines with Ryuusei.
Fixed vending machines visually sticking around when destroyed with Crushing Void.
Arrow Blocks now have a tell when they're about to disappear, and give a bit more leniency before losing their collision.
Improved behavior when Arrow Blocks collide with each other.
Fixed Water Platforms and Hydrophobic Platforms appearing a little higher than they should.
Fixed background filters sometimes not covering the whole screen with certain scrolling backgrounds.
Fixed Doppelgel being able to duplicate Triplicate Spirits (and causing weird behavior).
Laurent's Evade now ends when making wall contact (so you can jump immediately).
Autoloader now grants additional benefits when Resonated (more Beams for Nina, Weapon Aug benefits for Ace).
Fixed corpses displaying ERRSTR.
Fixed a misalignment in L10's "inside" background.
Chronovane pieces can no longer spawn in Slot Machines (preventing an awkward situation where one is slated to spawn late in a run in one - this makes it easier to complete).

Spoilers for updates to a certain endgame quest below - click at your own risk!:
Removed the Symbol of Peace as a prototype. You can now start a "peace run" through a portal in the Rev Device room. (This was done to eliminate the inherent RNG involved.) You can now talk to bosses when you have the Symbol of Peace.

MAKER FIXES & CHANGES:
Added Delta and his new Augs.
Added the Storm Demon enemy to Highvault.
Moved character-exclusive Augs into their own categories, for clarity.
Echobeast now has the correct palette.
1.1's new Augs now have localized text.
Fixed an issue where background tiles could not be deleted if an asset on a disabled layer overlaps them.
Fixed Power/Weapon Augs being selectable for Weapon Blocks.

Revenant's Rise: 30XX 1.1 Patch Notes

Hello! Today's 30XX patch is our first Content Update since release a few months ago: 1.1, Revenant's Rise, is here! It's free for all players (no DLC or anything, just new stuff).

Patch 1.1 adds two new Challenge Characters -- Revenants -- who use Ace and Nina's mechanics, but with substantial limitations to offer a fresh challenge. It also refreshes Glory Zones and Contemplation Rooms by adding a new type of Zone objective, an Entropy Condition that spices them up, and new ways to score both! 1.1 adds four new Entropy Conditions, including fan-favorite Endless Endeavor, which lets you continue to play stages to your heart's content before entering the Endgame. It also adds 21 new Augs and 4 new Prototypes to keep the spice flowing, reworks resurrection in co-op play, updates most of our menu UI screens with better visuals and layouts, updates how files are created in Mega Mode, and fixes a million other smaller issues! Please see the details below for more info.

As of this week, 30XX has also sold 100,000 units! Thanks for choosing to spend your time and money on us so we can keep making great stuff for you to enjoy. 30XX will be 25% off through the end of the week on Steam.

Special thanks to our Superfriends and folks who played the game on publictest to help get 1.1 ready for you to devour - we hope you enjoy it, and look forward to even more content (and more playable characters!) in 1.2 in a few months.

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GAME CHANGES & FIXES:
- Added Challenge Character variants for Nina and Ace!
- Unlock spoiler - do not hover if you want to discover this on your own: Complete a run at Entropy 5 or greater.
- Added 21 new Augs and 4 new Prototypes!
- Added four new Entropy Conditions! One of them is Endless Endeavor, which will keep the journey going past level 8 until you decide to finish the fight.
- Updated Glory Zone and Contemplation Room mechanics!
-- Timed versions of both zones return! Slaying enemies during these events will push the timer back slightly (in a way that scales with Faithmetal Flock Entropy ranks).
-- Added a new GZ type, "touchtargets"! These are more open-ended platforming segments that ask the player to sort out how to efficiently navigate dangerous rooms, rather than being linear challenges.
-- The new "Twisted Glory" EC adds additional hazard conditions to GZs & CRs.
- Revamped Mega Mode's campaign setup & generation. The "File Select" screen is now a playable space, and is where you'll set up the parameters for the run you're about to generate (players, characters, Entropy Conditions, etc). Accordingly, these devices have been removed from Mega Mode HQ.
- Updated file save system for the "core" game save file. The game will now create an automatic backup save in case something awful happens to the first one. When attempting to load, the game will automatically load your backup save if the first one fails.
--- NOTE: This version of the game attempts to read save files in the order "30XXv002.sav, 30XXv002backup.sav, 30XXv001.sav". This build will write to 30XXv002.sav and 30XXv002backup.sav, and will not write to 30XXv001.sav. (This means your old save file will remain untouched once starting to play 1.1.)
- Added a character palette selector to HQ! Several new character color palettes can now be unlocked during gameplay. Unlock 'em all!
- Updated the visuals and layouts of several menus and UI elements.
- Reworked co-op Resurrection! Revival Pods are gone, and players can now be revived when the other player has killed 20 enemies by pressing Interact, or when defeating a boss or miniboss. This action also no longer requires the reviving player to sacrifice HP.
- Loot Omega now flies to the end of his chunk when slain (so its reward always drops in the same place, preventing some feelsbads with rewards dropping in bad spots).
- Unified Entropy progression for Mega and Standard modes. The game now also checks on startup to make sure that your purchases and the number of Shards you have align with your current Entropy progress, granting you any missing Shards. (You may see your Shards increase after this patch in case your file was missing any - you will not lose any.)
- Mega Mode save files now require the correct number of players to start. (A file started as a singleplayer file is now forever a singleplayer file, and the same for co-op. Co-op files may be started as local co-op or online co-op, however.)
- Network disconnections in Mega Mode now return both parties to the Title Screen.
-- The two above changes are for gameplay stability purposes - completing a level as a disconnected client in Mega Mode, for example, didn't accomplish much, since the host saves the game data, and completing a level with a disconnected client could result in lost items/etc for the client.
- Event hazards that target a player directly (mostly special events in alternate levels and Delta's "Haunt" condition prior to this patch) now target one player at random in co-op play (instead of both).
- Fixed an issue causing recently spawned Cosmic Bats to not always deal contact damage.
- In online co-op, the free Core granted when acquiring a Resonator with no matching cores is now synced between players.
- Acquiring a Chronovane piece now greatly increases the chance of another piece spawning.
- Acquiring a piece of the Vagrant's set now increases the chance to find the others if you have at least one victory, and haven't completed the relevant event.
- Gave Ace "dash up" and "dash down" animations.
- The effect that Ace creates upon releasing a level 3 charged attack now turns green alongside his Saber.
- Updated the lives icons in Ellie's Gauntlet.
- Fixed the Memory Index toggle not always working correctly for overclocked upgrades.
- Blocked several items from spawning in Rush Job that don't do much without full levels to play through.
- Dally is no longer infinitely farmable in Level 1 of Mega Mode.
- Hysteria no longer increases the amount of Scrapbits acquired when trading items away to the Trader.
- Re-enabled Interesting Times in co-op, and better synchronized its effects (and those of The One And Only) in online co-op.
- Significantly improved online co-op stability for the final boss and miniboss.
- Improved local co-op teleportation in the final level's miniboss.
- Fixed a cutscene in the last level as the client in online co-op.
- Fixed bosses disappearing upon defeat as the client in online co-op.
- Fixed boss health bars sometimes overflowing as the client in online co-op.
- Fixed "-$0" sometimes displaying when the other player collects a pickup in online co-op.
- Fixed a rare crash relating to Void Orbs.
- In online co-op, fixed not always being sent back to HQ when your partner exits a secret level.
- Fixed the client treating some secret levels as community levels in online co-op, yielding weird behavior.
- In online co-op, ending a run no longer forces a disconnect.
- Fixed the Soul Scrapper challenge condition in online co-op.
- Secret levels no longer give extra metacurrency in co-op.
- Metacurrency from secret levels is now properly synced in online co-op.
- In online co-op, the client can no longer interact with the Rev Device in HQ, preventing softlocks.
- Fixed Core Extender & Useless Garbage Trader sync in online co-op.
- Fixed an online co-op issue where the client can sometimes not ready up at secret level teleporters.
- Community chunks now get their play count incremented when players find them in Community Run.
- Fixed a typo in a secret ending.
- Fixed an animation bug when Ace dashes with Mobile Shell active.
- Fixed a rare online co-op issue where two Deltas could spawn on top of each other in HQ.
- Fixed the collision of Dustria's Exploding Barrel Grinders in online co-op.
- Fixed community chunks not showing up for Deepverse's DPADS phase in community run.
- Tremendous number of misc. smaller fixes reported both during PT testing & from the live build.
- The end screen is now animated.
- Fixed "dash up" and "dash down" animations being swapped under reverse gravity.
- Fixed the colors of the roof in Zen Primus' boss arena.
- You can no longer take damage while dialog is active.
- Fixed a slight misalignment in Ace's Saber animation.
- Fixed graphical issues with player HUDs.
- Fixed Li'l Hoot's tornado freezing Waterfall Platforms.
- Pity cores from Resonant Armor are now synced in online co-op.
- Fixed Renewal Pod not clearing their petals correctly after dropping an item.
- Updated how Community Mode select chunk difficulties to allow more Spicy player-made chunks to be selected.

MAKER CHANGES:
- Added the Maker-compatible new Augs and Prototypes from 1.1.
- Added Doppelgel to the Aug list.
- Moved Surging Lubricant to the Special category to match its new behavior, and updated its description.
- Fixed grid rendering issues at high resolutions.
- Fixed the "Spicy" difficulty filter not working in the chunk and level catalog.

30XX 1.00.19 Patch Notes & 1.1 Sneak Preview - October 2, 2023

Hello! We're back from vacation, so we're back with another set of fixes and changes in today's 1.00.19 patch.

These patch notes summarize the changes since our last Steam post (1.00.16), so they include the fixes in 1.00.17 and .18, as well.

We're working on scope for 30XX's first major post-release content patch (1.1) this week - if there's something you'd love to see in the game now that we've got time to make it (items? systems? polish?), we'd love to hear it!

Here's a sneak preview of some of the things we're working on that might be part of 1.1:

Challenge characters! Vika and Jest return, at long last. They play similarly to Ace and Nina, but with a much more difficult ruleset.
Glory Zone & Contemplation Room updates! Timed challenges return, with a twist. New challenge types & mutators to existing challenge types keep things much fresher than now!
Mega Mode setup flow update - we're looking at decoupling Mega Mode game setup (multiplayer, entropy) from the actual stage select screen to make this a much more intuitive experience.
Entropy Conditions! Hopefully at least two new ECs joining the fray - one that limits Core and Resonator usage, and one that limits facetanking (by applying a Delta-challenge-like damage penalty when you get hit).
A bunch of new Augs! Likely in the 10-20 range.
Menu improvements! A few UI screens could use some love.
And a few other things we're not sure enough to talk about yet! We haven't set a release timeframe for 1.1 yet - we're targeting some time before the end of the year, but that's a pretty loose targeting.

Thanks for playing!

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GAME CHANGES & FIXES:

Added an option to toggle Memory Index upgrades (via a prompt in the Memory Index).
Fixed an issue between The One and Only/Doppelgel and Thrift Actuator.
Fixed an issue causing Level 9's boss to occasionally summon statues in inappropriate places.
Hopefully resolved a crash in online co-op when fighting Legacy. (Please let us know if you experience this after 1.00.17!)
Fixed Hoot Omega falling through the floor after dying.
Fixed The Volunteer having no effect.
Hopefully fixed Penumbra's Orb Platforms sometimes leaving solid collision behind when deactivated.
Fixed pickups not bouncing on Spring Platforms outside of Dustria.
Reduced the momentum from pickups bouncing on Spring Platforms.
Fixed pickups not respecting Gravity Zones outside of Watergrav.
Fixed resonated Patchwork Integrator nerfing your damage more than it should.
Fixed some Autodrone fusions being affected by Zookeeper's Command or the Zookeeper set bonus.
Fixed visual issues with Scatterblast during corruption.
Fixed overclocked Choicebooster not always putting a shop item on sale when it should.
Fixed an attack of one of the final bosses not having the correct properties.
Fixed one of the final bosses occasionally not stopping a sound properly if its projectiles are vaporized.
Fixed some text on the HUD not respecting the "UI opacity" setting.
Fixed some of Nina's fused Powers having inconsistent animations.
Fixed boss gate transitions occurring twice when the Symbol of Submission is active.
Fixed more bosses showing up than intended in the "Targets Slain" section of the death screen in Mega Mode.
Fixed a layering issue with the explosions from Experiment 9's shurikens.
Fixed a level theme being able to show up more than once in Mega Mode when boosted through Environment Configurator.
Vagrant's Waltz' blink dash now damages enemies.
Fixed an occasional crash when revisiting a Very Safe Lab in an already completed level in Mega Mode.
Fixed the Soul Scrapper challenge condition not affecting the other player in local co-op.
Picking up an Resonant armor piece you already have now automatically salvages it.
Fixed special levels sometimes not counting towards level progression for Save & Quit. Loading your saved run after this happens could result in level repeats or crashes.
Fixed level 2 Re-Flapp sometimes being unable to target certain enemies.
Fixed certain kinds of meteors being affected by the "reduce projectile clutter" setting.
Fixed the Salvager Circuit description referring to the old salvaging system.
Fixed an issue causing weird behavior when trying to join a player from the main menu (instead of being in HQ).
If you have the Symbol of Submission, Augs that give you buffs on level start now trigger when you enter the next-stage teleporter (as opposed to not at all).
Fixed a rare crash possible when hitting Fallspikes as Ace.
Picking up a duplicate Resonant Armor piece now grants 25 Nuts, as opposed to salvaging it.
Fixed Ryuusei's spark balls sometimes detecting invisible floors.
Fixed an unnecessary camera zoom-out in Dustria's miniboss arena in community mode.
Fixed Crushing Slam not being affected by Coup de Grace.
Fixed Owlhawk's Reign not playing a sound effect when it restores health.
Fixed Crystal Spawners not granting Ace HP when killed by Leviathan with Sacred Minnow active.
Fixed Remnant of Determination reducing your invincibility frames under certain circumstances.
Fixed Kinghealer and Kingseeker not working in combination with the Symbol of Submission.
Fixed the Clockzone miniboss despawning if you move too quickly.
Fixed Voltage Vampire not receiving the damage buff from Supersonic Bolt.
In challenge modes, Flapps charmed by level 2+ Re-Flapp now grant points upon being charmed, rather than upon hitting an enemy. This should make sure the player can always get points from them, even when there's no enemies for the Flapp to home in on.
Fixed a player's flight or hover not being canceled when their movement locks in some scenarios, sometimes leading to softlocks.
Fixed Delta's A-Saber throw not damaging Nina.
Duplicate Weapon Augs and Remnant Augs now grant Nuts instead.
Removed placeholder text on the Environment Configurator menu.
Fixed some music progression bugs in the final level.
Fixed big nuts granting only +5 (instead of +7) nuts after acquiring Market Fluctuations (and Gears of Industry) with a Prototype Resonator active.
Fixed an issue where the second player in local co-op would sometimes spawn in with incorrect collision fixtures, or occasionally being invisible.
Fixed High Velocity not properly working on Nina's base attacks.
Fixed an issue that could prevent the Honor and Glory achievement from triggering properly.
Added two Lore Terminals to the final Rev Device level.
In the level catalog, you can now pick your character(s) in the catalog menu itself. This is not supported in online co-op.
In the level catalog, if a level only allows one character, this character is now automatically selected for you.
When returning from a level catalog level, the catalog is now automatically opened on that level's level card, in case you want to save the ID or vote on it.
Fixed an issue where choosing Standard Mode could sometimes spawn you at the machine you last used, rather than the player's normal spawn point in HQ.
Fixed an oversight where you could use banned characters in community levels by playing it through the Maker's level catalog.
Corrected the position of silver and blue chests in community levels.
Fixed Facesmasher sometimes getting stuck after a Contemplation Room transition.
Fixed some buttons visually overlapping on the pause menu on Switch.
Textures that are still loading are now invisible, rather than a black box, to hopefully make this a little less jarring.
Reworked Hoot Omega's projectile spread on level 8 to be easier to dodge.
Polished how the Symbol of Submission behaves. Boss fades no longer occur, and some bosses have new animations in this passive state.
With the Eye for an Eye condition active, enemies killed during a Dolomite Link activation can no longer retaliate.
Fixed Ace's A-Saber throw damaging Nina in co-op.
Burn for Glory now triggers the health loss when Ace attacks, as opposed to when his slashes deal damage. (The effects with Lucavi/Edgewall are unchanged.)
Delta's Challenge restrictions now end when the boss of the level dies (instead of at the start of the next level). This mostly only matters for the "No Cores" condition.
Shopsmasher now also reduces the Salvage cost of Shop Augs when using Charisma Protocol or Blood Price to buy items.
Corrected an error where a few Prototypes that didn't make a ton of sense in online co-op spawned anyway. (Notably, Wincing Clover.)
Fixed an issue rarely causing Standard Save & Quit-runs to reload as Community Runs. (This could only happen if the player, earlier in that session, played a Community Run before the affected Standard Run.)
Fixed a few Nina shot types not having their lifetimes correctly modified for the other player in online co-op.
Level 9 Boss no longer has a few summons that also drop Memoria after the encounter.
Fixed Anchor Mines appearing to begin a pilgrimage to the promised lands of Narnia when the only player nearby enters a teleporter.
Multiple Gapminders now stack better (if they've been Twinified, mostly - one will now activate after the other, as opposed to both at once.)
Leviathan no longer explodes helplessly against Echobeast's Sonic Bouncers.
Shield Statues can no longer protect some enemy types they don't normally encounter.
Fixed some scaling on Thorned Revenger. (It'll now scale properly w/ Familiar Level & player Bonus HP.)
Fixed Dolomite Link not properly receiving Power Scaling from Hoarder's Might.
Fixed a bad Revive Capsule placement in the endgame.
Core Genesis no longer triggers naturally in-game once completed. (It's still trigger-able via HQ.)
Fixed a Score error in Challenges (level 8 triggering your time bonus twice, and level 10 not at all).
Fixed some ancient bad teleporter collision box stuff. (In general, in-level GZ teleporters should have a slightly better collision surface.)

MAKER CHANGES & FIXES:

Added support for Remnant Augs, Power Augs and Ace's Weapon Augs.
You can now pick separate playtest characters for players 1 and 2 in co-op levels.
Added Top Shelf to the Aug list.
Removed Grazing Harvester from the Aug list, since it wasn't functional.
The Level/Chunk Mode descriptions on the main menu now have a backdrop to make them easier to read.
Fixed an issue where copy-pasting spikes may cause their angle to be saved incorrectly.