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30XX 1.00.16 Patch Notes & Regional Pricing - August 29, 2023

Hey, folks! Quick summary of the fixes leading up to 1.00.16 today. We'll be a little slower this week as we get ready to show at PAX West here in Seattle!

Also, we've received confirmation that 30XX will be up on Nintendo Switch in North America this Friday, Sept 1. (It'll be out Sept 12 in the EU and Australia, and Sept 28 in Japan.) Thanks for your patience!

Thanks for playing!

NOTE: On Thursday of this week (8/31), we'll be adjusting 30XX's regional pricing. Steam has adjusted their recommended pricing a few times since 30XX launched in Early Access, and we'll be adjusting the game's regional pricing to fit their current suggestion model. This means the price of the game will stay the same in the US, but will increase in most other regions (to be comparable to a $19.99 USD price in the States). The new pricing will be as follows:

GB Pounds: £15.49 -> £16.75
Euros: €16.79 -> €19.5
Russian Rubles: pуб.435 -> pуб.710
Brazilian Reals: R$37.99 -> R$59.99
Japanese Yen: ¥2,050 -> ¥2300
Indonesian Rupiah: Rp108,999 -> Rp165999
Malaysian Ringgit: RM39.00 -> RM49
Philippine Peso: P449.95 -> P615
Singapore Dollar: S$18.50 -> S$18.5
Thai Baht: ฿289.00 -> ฿400
Vietnamese Dong: ₫188,000 -> ₫260000
Korean Won: ₩20,500 -> ₩21500
Turkish Lira: TL32.00 -> TL190
Ukrainian Hryvnia: ₴279 -> ₴415
Mexican Peso: Mex$185.99 -> Mex$227.99
Canadian Dollar: CDN$22.79 -> CDN$25.99
Australian Dollar: A$28.95 -> A$29.5
New Zealand Dollar: NZ$24.79 -> NZ$28.99
Norwegian Krone: kr145.00 -> kr220
Polish zloty: zł71.99 -> zł91.99
Swiss Francs: CHF19.50 -> CHF21.99
Chinese Yuan: ¥70.00 -> ¥76
Indian Rupee: ₹529 -> ₹880
Chilean Peso: CLP$7,700 -> CLP$10500
Peruvian Sol: S/.37.00 -> S/.43
Colombian Peso: COL$31,000 -> COL$47500
South African Rand: R130.00 -> R185
Hong Kong Dollar: HK$89.00 -> HK$125
Taiwanese Dollar: NT$318 -> NT$328
Saudi Arabian Riyal:SR34.95 -> SR40.95
Emirati Dirham: AED53.00 -> AED53
Argentine Peso: ARS$224.99 -> ARS$1400
Israeli New Shekel: ₪73.95 -> ₪73.95
Kazakhstani Tenge: ₸2,650 -> ₸5200
Kuwaiti Dinar: KD3.35 -> KD3.35
Qatari Rial: QR41.99 -> QR43.99
Costa Rican Colon: ₡8,500 -> ₡8500
Uruguayan Peso: $U429 -> $U595

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GAME CHANGES AND FIXES:
- Fixed a few Nina projectile types not properly scaling their size when at various levels of charge.
- Fixed Deadly Precision (Ace Tonbokiri Aug) interacting poorly with Unstoppable Force.
- Fixed Facesmasher not properly shutting off Penumbra's Megavoids on hit.
- Corrected a few sync issues in Seed Racer. Disabled rerolls, as they have a tendency to send seed consistency off the rails. This change will affect Delta challenges and Trader Offers, too.
- Pressure Strikes and Coup de Grace now grant one stack per hit per copy held (instead of not stacking).
- Fixed Ol' Reliable not ol-reliably-triggering as Ace.
- Changed the settings menu structure. A new category for Outline Options has been added, and some of the Advanced Options have been moved to Visibility Options.
- With "Reduce Projectile Clutter" active, Verity Beam can no longer trigger bullet transparency on its own.
- Fixed some effects, such as Burning Temple's petals, counting towards the projectile limit for "Reduce Projectile Clutter".
- Fixed Vital Crystal's explosions not respecting the "Reduce Projectile Clutter" option.
- Having multiple Hoarder's Might and selling one to the Scrap Trader no longer takes away your damage buff.
- Voltage Vampire can now damage the final boss.
- Enemy-chasing weapons and Repros no longer target an inactive part of the final boss.
- Zen Heretic no longer passes through the final boss.
- Zen Heretic now destroys itself when rising for too long.
- Fixed the final boss sometimes teleporting when defeated during one of its attacks.
- Fixed an Autocharge exploit that let you charge normally unchargeable Ace primaries.
- Fixed Leviathan's Power Augs having no effect.
- Fixed Coup de Grace not working with Leviathan.
- Fixed incorrect sprite rotation when using Arc Beam in combination with Seeker Beam.
- Fixed wall explosions building up while the game is paused after an endgame boss fight.
- Fixed the Body Guardian bumping into walls from too far away.
- Fixed Zen Vortex, Zen Protector, Seeking Striker and Zen Heretic not respecting reversed gravity.
- Fixed Crushing Twin spawning too high up under reversed gravity.
- Fixed a rare "Help, I'm stuck" issue in community runs that could softlock you in boss rooms.
- Fixed instances where the player would visually and audibly appear to take damage during certain invincible states. No damage was actually being dealt, but it gave the wrong impression.
- The cutscene skip button has been moved to Activate Thing, so players don't accidentally skip a cutscene while trying to charge their weapon.
- Fixed some decoration misalignments in Penumbra's Leg Guardian room.
- Fixed a softlock in the Maker's Chunk and Level tutorials.
- Fixed a visual issue causing Hoot Omega's "frozen" animation to not play properly.
- Contractor Beta now grants 3 to all stats when picked up with Prototype Resonator (up from 2).
- Burn for Glory now grants 50% of its benefit after being System Restored (up from 0%).
- Fixed players sometimes being unable to navigate their own Trader or Reward Selection menus for a few seconds in local co-op.
- Cloud Aura's wings now draw correctly under reversed gravity.
- If Delta refills your empty Autotank, the visual on the pause menu is now updated accordingly.
- Fixed Facesmasher sticking to Delta (as a miniboss).
- Absolution's Scythe no longer triggers an off-screen warning indicator.
- Hopefully fixed a character clipping through the ground in a secret ending.
- Fixed a bug where collecting multiple health pickups that count towards an Autotank, wouldn't display the (T) behind the number.
- In the last level, teleporters now disappear at the end, to prevent weird interactions.
- Fixed Shield Link's barrier deactivating too early.
- Fixed many Augs incorrectly losing their effect when having at least two in your inventory, and selling one to the Scrap Trader.
- Fixed an issue where having more than 8 Orbital Barriers, and selling one to the Scrap Trader, would incorrectly leave you with only 7 of them.
- Fixed the position of the Shield Statue barrier on Laser Snakes.
- When playing a community level, the name of the level is now displayed on the pause menu.
- Fixed an issue with Gears of Industry where picking up multiple Nuts at the same time would only subtract from your HP once.
- One of the endgame bosses now displays damage numbers properly.
- A certain Echocave event is now guaranteed to spawn when the appropriate conditions are met.
- Delta is now guaranteed to show up on level 7 to help you achieve a certain level-related objective (if his help will get you over the line).
- Fixed one more Gapminder issue causing him to slack on the job.
- Fixed Ace's starting loadouts in a few replayable alt-levels.
- Added an extra "stop this dialog box talk sound" check.
- Fixed an issue with the "Soul Scrapper" challenge flavor causing the granted Shopaholic to behave poorly. Soul Scrapper now also properly starts you with Smuggler Attractor.
- Trader deals now respect Scrap Sleuth.
- Reviving your co-op partner now sets their gravity to that of the reviving player.
- Remnant of Flame's barrier check now happens after Vagrant's Yearn (Body core), so it won't be spent if Vagrant's Yearn would have prevented the damage anyway.
- Fixed Shield Bash and Fatal Fury tooltips.
- Fixed an issue where defeated enemies could still block attacks while Delta's "Spectres" condition is active.

What We're Working On - August 21, 2023

Hey, folks! It's been a week since our last post, so we're updating here to sum up this past week's various fixes and tweaks to 30XX, and indicate what we'll be chewing on this week. Today's hotfix summary brings us up to 1.00.12, the current live build - 1.00.13 will be coming today or tomorrow.

As long as we're patching frequently enough to warrant it, we'll continue to make these posts - eventually we'll slow down and start working on the game's first post-1.0 content patch.

I'm sorry to report that we still don't have an update about our Switch release - we'll update you as soon as we do.

NOTE: Please see this thread if you're having issues with your game saving. We've seen four players have a related problem so far, and in all four cases, something in their computer's config was preventing access to Documents/30XX - it's usually Windows Defender flagging the game incorrectly.

Thanks for playing!

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WHAT WE'RE WORKING ON: Permanent Upgrade toggles, so you can customize active upgrades from the set you've purchased (in case you want to turn some of them off)
Updating a few out-of-date tooltips & fixing some text errors
Updating localizations in several languages in response to player feedback
Misc. game fixes

GAME CHANGES & FIXES: Fixed an issue causing text overlap in some languages in the Memory Index and Entropy Cluster.
Fixed weird behavior when completing multiple runs with different endings in one session.
Fixed some Memory Index entries having overlapping names and descriptions.
Fixed some instances of text being larger than their containing button.
Buttons on the pause menu are now larger in certain languages to make their text fit.
Fixed the final boss gates potentially locking out the client in high-lag situations.
Level 8 boss achievements are no longer achieve-able in alt level versions.
Absolution's dropped Scythe no longer triggers a warning indicator once you walk offscreen.
Rerolling items can no longer result in character specifics Augs in co-op games with both characters active.
Fixed an error causing Watergrav FRO-6 acid to split the wrong way in online co-op.
Fixed an issue causing alt levels to roll during Leaderboard Challenges.
Fixed a rare issue that could cause Glory Zone teleporters to fail to teleport the player to the correct place.
Renewal Pod no longer drops an item immediately when loading a save (allowing a patient player to load/reload over and over for health or nuts).
Fixed an issue where toggling Autocombo in the pause menu, then changing another option, could revert your Autocombo toggle.
Fixed an issue causing text to not properly reload in a few places when switching language settings.
When rerolling the Trader's Offer, the exact item offered is now blocked in case the same reward type is rolled again.
Fixed an endgame miniboss occasionally not being attackable by Ace after a certain move.
Instances where the client gains nuts in online co-op (say, because of a duplicate Core) now properly sync nuts gained.
Instant teleporters in online co-op no longer trigger the "warp" effect when your partner enters them.
Fixed Deepverse Wall Lasers not respecting Armatort's set as the client in online co-op.
Fixed the host being able to start the run without the other player having readied up.
Re-enabled trader re-rolling in online co-op.
The Client in online co-op can now accept Delta's Boast.
Fixed an error causing the Trader to offer player 2 more Core Extenders than intended in online co-op.
Disabled Shopaholic in multiplayer while we rework it.
Fixed an endgame issue that could prevent progress online if the host is dead entering a certain endgame area.
Fixed a rare crash that could occur when starting local co-op in an old Mega Mode file.
Save and Quit now properly remembers what items were in the last level's shop.
Reboot now properly scales with bonus Reboots & other Repro effects.
Fixed a potential crash as you defeat Legacy.
Fixed a hitch on some lower-end systems when defeating Lethal Tempo
Fixed a rare online co-op crash.
Fixed the background during the last level in Rush Job.
Fixed the first phase of the final boss sometimes facing the wrong way.
Hopefully fixed the final boss sometimes dying early (for real this time).
Fixed Sage Beam being able to trigger some old Autodrone fusions.
Gave a hitbox to one of the attacks of the stage 9 boss.
When the health bar type is set to Hybrid, bars of Armor can no longer overflow off the edge of the screen.
Fixed dialog boxes in HQ sometimes not showing up after you complete a run.
Fixed a softlock in a secret level if the player has too little Max HP.
In Rush Job, Augs that increase a stat on level start, now immediately apply their effect when picked up after defeating the boss. (This means items that apply on pickup and on level change will now apply twice if picked up after the boss room.)
Fixed an error causing Save and Quit to occasionally save/reload incorrect run timers.
Added some new Visibility Options!
"Show Chunk Name" is now disabled by default.
Added an option to hide the version number on the top-right of the screen (the option to hide this is enabled by default).
Added options to reduce projectile clutter when there's a lot going on on screen. This option has four values - currently, the default will alpha fade your partner's Repro attacks in online co-op. You can also make it fade all of your partner's attacks when the screen gets busy, *all* attacks, including your own (again, only when the screen gets very busy), or disable this setting entirely. We may change the default here in a later patch.
NOTE: This Option's definitely a little on the experimental side - tell us what you think!
Added an option to disable boss hit flashes.
Vital Crystal's damage now scales with bonus health again. (+50% per additional Vital Crystal level, +1% per additional Bonus Health.)
Fixed Gears of Industry and Market Fluctuations' new interactions with Prototype Resonator. (They now correctly give +7 nuts per pickup instead of +5).
The Shape Respecter achievement no longer minds if you hit the floaty Legacy faces in phase two. (This makes the achievement slightly easier, but it's still tricky, and it's easy to think the face doesn't count as a "shape".)
Wincing Clover's damage taken no longer triggers negative damage-taken effects.
Fixed Final Shell's interaction with Prototype Resonator.
Added a few extra Whirls to Aiming Whirl to visually cover its entire hitbox. (It went a bit further than its previous visual indicated.)
Two particular Prototype Symbols no longer spawn in Leaderboard Challenges.
Fixed an error causing Honor and Glory to occasionally trigger incorrectly.
Fixed some ending timings.
Fixed certain text on the victory screen sometimes not showing on some languages.
On the pause menu, the "End run" button now says "Main menu" when appropriate.

What We're Working On - Aug 14, 2023

Hello! We've been hard at work fixing up the issues that y'all have reported since 30XX entered 1.0 on August 9th. We wanted to share where our focus is this week, as well as list most of the issues we've fixed in the past few days.

Today's post is only focused on fixes & Quality of Life stuff - after we've got all the 1.0 kinks worked out, we'll be publishing our plans for Content Patch 1, the game's first post-release content patch. Those plans aren't final yet, but we're looking at adding new challenge characters, updating Glory Zone variety, adding new Augs of all sorts, and much more!

Fix updates will continue to roll in this week and next - I really appreciate folks taking the time to tell us when something doesn't match their expectations! This list is accurate as of 1.00.8, which'll go live shortly after this post. We'll report another hotfix roundup later this week.

We don't have an update about 30XX's Switch release yet. We'll update you as soon as we do.

WHAT WE'RE WORKING ON: Options & defaults to reduce visibility clutter in certain late-game situations (usually involving repros, co-op partners with giant beams, and a mix of the two).
Permanent Upgrade toggles, so you can customize active upgrades from the set you've purchased (in case you want to turn some of them off)
Updating a few out-of-date tooltips & fixing some text errors
Updating localizations in several languages in response to player feedback
Misc. game fixes, largely targeted at (but not limited to) online co-op

GAME FIXES SINCE AUG 9: Fixed two rare potential issues blocking progress in the Endgame.
Fixed an issue causing players to visit certain alternate level at an inappropriate time.
Fixed said alternate level not being exitable without dying.
Restored Ace's brilliant Combo Flame.
Delta no longer offers character-specific Augs in co-op play where both characters are in use.
Fixed Experiment 9 sometimes attacking corpses in co-op play.
Fixed Vibrodevourer being circumventable by toggling autocharge on and off.
Fixed the Untouchable achievement triggering improperly.
Fixed the Fully Loaded achievement not triggering properly.
Fixed nuts resetting to 0 when dying in or completing a stage in Mega Mode.
Fixed Capital Punishment's fist sometimes flying out of the arena at higher levels.
Fixed Penumbra's Orb Blocks/Switches sometimes desyncing.
Fixed your online co-op partner's health and NRG not being visible if the health draw type is set to "bars only".
Fixed Nina sometimes shooting an endless stream of bullets when Hoot Cheerleader is used with Autocombo enabled.
Fixed Nina shooting 2 bullets instead of 3 if Hoot Cheerleader is used with Autocombo enabled.
Fixed the final boss sometimes dying early.
Fixed said alternate level not being exitable without dying.
Fixed dialog not showing when using the Community hub's Memory Index before the regular hub's for the first time.
Fixed controllers not registering input for the first few seconds on the main menu under certain conditions.
Fixed a crash that could occur when selecting the "Replay" button after completing a level playtest.
Level catalog levels now pause when the game window gets out of focus.
Fixed an error causing Assist Mode's player damage taken to not save between sessions properly.
The game now always plays the level music while playtesting your level or chunk, and stops it when the level or chunk is completed, or when the game window gets out of focus.
Mega Mode files now display icons for the final levels.
Fixed the button prompts on Ace's technique HUD sometimes being incorrect.
Fixed Crushers sometimes being able to damage you when standing on them with reversed gravity.
Fixed Osafune sometimes having a broken animation after using Thanatos in the air.
Chests and Slot Machines on ceilings now apply reversed gravity to the items they drop.
Fixed L9's miniboss sometimes getting stuck on a wall.
Fixed sliding on slopes during NPC dialog.
Fixed the final boss sometimes getting inappropriately jammed.
Hopefully fixed the final boss dying early under rare circumstances.
Any active lasers at a certain point in the endgame are now disabled at an appropriate time.

30XX 1.0 Patch Notes - August 9, 2023

Hello! Today's 30XX 1.0 patch sees the game exit Early Access into full release!

1.0, first and foremost, brings 30XX's Endgame into the spotlight! We'll avoid too many spoilers here about the new levels, but all 30XX runs will now go past level 8, until you've truly saved the world that remains.

We've also fixed up all the remaining major bugs we've found, including some long-standing issues in online play and Mega Mode.

Of course, there's still a lot we're excited to bring to 30XX in the coming months. While we believe 30XX 1.0 fulfills our original vision for the game, there's lots more 30XX in the pipeline - more game content, additional characters, even more Maker flexibility, better mod support, and so much more! We see 1.0 as a fresh start for the game, and we can't wait to be able to share what's coming next.

Our launch trailer's available here on Steam, but it's also here on Twitter if you're into that. https://twitter.com/batterystaple_g/status/1689320798375538688?s=20

We'll also be doing an AMA on reddit today on /r/Games - the post'll go up at 2PM PT!

As always, thanks for playing. We hope you enjoy digging into 1.0 as much as we've enjoyed making it.

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GAME CHANGES & FIXES: Added 30XX's Endgame! More levels past level 8 await you. We wish you luck, hero.
  • The Endgame is available in all game modes except for the Maker for the time being.
  • Like our previous new-level updates, you'll have to create new Mega Mode files to see these.
  • Achievements requiring game completions are now available.
  • New narrative events are available past the ones in the pre-1.0 version of the game. You may want to talk to a few NPCs to find a hint, or check up on a certain device.
Updated several early UI elements, including the game's splash screen & mode select menus.
Updated Flapp visuals.
Added support for Traditional Chinese! Also improved loc display in most non-English languages.
All narrative text content is now available in all game languages.
Fixed a handful of issues relating to 0.57's Achievements.
Fixed an issue where Unstoppable Force, Crushing Slam, Digspinning, Lethal Evade, and Vagrant's Waltz damage weren't scaling with some effects. (They still all scale with the user's Speed stat, but now also benefit from lots of other effects.)
Lucavi's homing effect after a charged attack now also considered Phase Knives' effect when determining how far it can go.
Copy effects no longer copy Challenge Flavor benefits.
Fixed an online co-op issue where the non-pausing player's inputs were counted immediately upon a menu opening (say, for an Aug choice). The non-active player can still move the menu after two seconds.
Added a menu to Community Run to choose between Verified Only and Wild West. This option has been removed from the settings menu.
A certain Prototype no longer does its thing in a certain alternate stage.
Nina's shot groups that hit multiple enemies now correctly restore 0.5 NRG per enemy hit. Additionally, enemies that Nina defeats in one hit always restore 1 NRG.
Fixed a host of bugs that could cause performance issues in online play. If you have a smooth single player experience but have online performance issues, tell us!
Updated boss health bar graphics. Each boss now has its own icon on the health bar, too.
Added various new sound effects.
The world is now frozen during NPC dialog.
The barrier created by fusing Rending Whirl and Negation Pulse now disappears when the player unfuses those Powers.
Fixed an issue where playtesting the same level through the Maker multiple times may not update it properly on the game side.
Fixed Core Augs not showing on the end screen if the counting animation is skipped.
Fixed the Trader floating in mid-air when upside-down in Watergrav.
Fixed Very Safe Labs spawning slightly inside the ceiling when upside-down in Watergrav.
Corpses on ceilings now properly flip their orientation in Watergrav.
The player is now affected by gravity after (not during) a boss door transition.
Spring Knights now respect the laws of gravity while swinging their mace.
Fixed an issue where in online co-op, pausing in Clockzone's end chunk, then unpausing, would cause many Flapps to appear at once.
Fixed an issue where replaying the tutorial and quitting mid-way would trick the game into thinking the tutorial hadn't been completed, forcing you to complete it again.
Fixed Dally sometimes spawning inside a wall or in the air in Mega Mode's HQ.
Fixed the Leg Guardian visually shifting around when changing directions while dashing.
Fixed a weird transition when selecting Mega Mode after completing the tutorial.
Fixed a bug causing Rocket Beam to deal far more damage than intended when combined with multiple projectiles.
Fixed Sage Beam not properly casting Autodrone Fusions properly.
Fixed Shield Statues being offset half a tile from their Maker placements.
Fixed an issue where dead enemies could occasionally still block movements of other enemies.
Fixed an issue causing fully charged extra Nina projectiles to not pierce slain enemies.
Fixed a long-standing issue causing Echocave Digspikes (blue pathblock spikes) to appear permanently active.
Fixed an error causing some level themes to display their later backgrounds early.
Fixed the visuals on many of Nina's beams for the other player in online co-op.
Fixed an error causing L'il Hoot's damage to not properly scale with familiar level or Repro damage.
Thorned Hull effectiveness reduced to 1 ATK per 30 Bonus HP. Additional copies of Thorned Hull (say, from Hysteria) have no effect. (It was already a once-per-run Aug.)
Juiced Reserves is still 1 PWR per 20 Bonus NRG, but also now obeys the new non-stacking rule above.
Fixed the Trader occasionally behaving poorly in Mega Mode.
Removed a few Delta Conditions from Mega Mode that didn't make a ton of sense.
Fixed a weird Delta animation bug that could occur when defeating him.
Fixed boss health bars going into the negatives when dealing a lot of damage to the boss in one hit.
Fixed bosses living slightly longer than their depleted health bars would suggest.
Fixed a long-standing online co-op issue where the host's tiles could appear glitchy for a moment when coming out of a Teleporter.
Fixed Slot Machines sometimes giving more rewards than they should in community mode.
Fixed many objects despawning in community mode when crossing or spanning large distances.
Fixed Sonicrabs sometimes being able to walk off ceilings.
NRG should no longer drain during scenes where the player can't control their character.
End-of-level items no longer drop in community mode (they don't do anything in that mode).
Fixed Lethal Tempo dropping a broken item when defeated in Ellie's Gauntlet.
Void Persistence now properly makes the scythe stick to walls.
Fixed Gauntlet teleporters being offset too far down when on a ceiling in Watergrav.
Fixed weird downward movement when transitioning through boss gates.
Fixed some Aug names overlapping with their descriptions in the pause menu.

30XX 0.57 Patch Notes - July 19, 2023

Hello! Today's 0.57 patch cinches up some loose ends in 30XX as we prepare for full release on August 9. It fixes a bunch of online play issues, updates HQ and the Tutorial, adds Achievements, adds some missing Prototype Resonator benefits, and a bunch more!

As we did during the 0.56 patch cycle, we'll likely push several smaller updates these next few weeks as we continue to buff out 30XX's remaining bugs.

Some other news: We're going to be at PAX West from Sept 1-4 this year, and as always, we're looking for volunteers to come help out at the booth and hang out with Cityfires and I! Details here. https://forms.gle/kBUWFMCok65vd4AV6

30XX will also be at Gamescom in Cologne from August 23-27, and we're looking for one more person to come help out - if that might be you, info's here! https://forms.gle/wuzn5628AYDtqSn47

Thanks for playing!

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GAME CHANGES & FIXES: Added 50 achievements! Many achievements require beating the game in some fashion, and will not be earnable until 1.0 on August 9.
  • The hidden achievements are all narrative-flavored, and may require re-completing to unlock.
  • All achievements that don't require either the game's finale stages or a game completion are fair game now - the others will activate alongside 30XX's Endgame patch when we release 1.0 in three weeks.
Ace and Nina now have Character Cards that pop up the first time you select the character, explaining some of their basics. These can be re-viewed by pressing Power 1 instead of Interact at their respective capsules.
Added Prototype Resonator effects for the following Prototypes. Remember, Prototype Resonator only applies to future prototypes acquired.
  • Burn for Glory: Charged attacks remove 3 HP (down from 5).
  • Charging Force: Damage bonus increased to 75% (from 50%).
  • Elliecare, Focused Repair, Healing Flair: Health/NRG increase increased by 50% (so a small health pickup restores 25, instead of 20).
  • The One and Only: Provides 50% more copies of the chosen Aug.
  • Edges of Madness: Also provides 1 Scrapbit per two items rerolled.
  • Gears of Industry, Market Fluctuations: Nuts are worth 7 (instead of 5).
  • Patchwork Integrator: Damage dealt reduced by 3% per Core (down from 6).
  • Patchwork Overloader: Cost to equip Cores increased by 1 (down from 2).
  • Violence Enhancer: Damage bonus increased to 50% (from 30%).
  • Wincing Clover: Rerolling items costs 20 HP (down from 40).
  • Vexing Clover: Rerolling an item with this effect also grants 1 Scrapbit.
Updated the Tutorial with a little extra polish. Kur's gate now properly closes, the player can't be hurt during scenes, Zen Mortar is in a proper Weapon box, and there may be a condition under which you're much more capable of dying.
Updated HQ's tileset coloring.
Added info cards for Nina and Ace the first time playing as them in HQ. (This can be re-viewed by pressing Power 1 over one of their capsules.)
Beta and Gamma Workers (Dustria) now have a longer time in between their two wrench attacks, so they should be more avoidable at close range.
Echobeast now summons one fewer Sonic Bouncer before level 8 (the second summon will only summon one more), and two fewer Bouncers before level 5.
Updated the Game End screen to show Cores, Prototypes, and Weapons found as well as Augs. Removed the "Slain By" box, since it wasn't implemented for many enemy types.
Talking to Delta in levels now halts enemy AI and movement.
The Trader now always appears in Rush Job boss hallways, and doesn't replace the natural-spawning currency chest there.
Legacy's Circle shapes now have 50% less HP and take 50% less damage. (This means they take the same damage to destroy as before, but hurt Legacy less when you obliterate them all at once.)
Delta's "Haunt" condition no longer happens in co-op (not super fun for multiple players).
Fixed an issue that could prevent the Maker from sending level data to the game.
Fixed an issue with Ace's charged attack damage.
Fixed an online crash when trying to start a second run in a session.
Fixed a handful of performance issues in online co-op.
Fixed an issue causing a sound to be spam-played deep in Watergrav.
Improved and optimized a number of inefficient network traffic scenarios that could result in degrading performance in online multiplayer.
Removed a bunch of log info that we don't currently use (which should improve performance for some players).
Removed Blinding Hysteria.
Fixed the Energy bar sticking out a little bit.
Fixed a netplay issue causing Capital Punishment to double up on fists in online play.
Fixed an issue with Penumbra Orb Blocks sometimes having improper state.
Fixed a few uncommon crash states.
Community Modes (other than Community Run) no longer use or reset your Next Run shop purchases.
Fixed an issue where Healing Flair was incorrectly blocking healing from Dracopent/Owlhawk Body Cores.
Fixed Thrift Actuator not properly stacking in the level you find it in. (A second Thrift would not put a second item on sale in this level.)
Fixed The One and Only and Grey Goo behaving oddly with Save and Quit.
Acquiring duplicate Powers (mostly only possible in Community Mode) now grants 25 nuts instead of a second copy of the Power.
Acquired Scrapbits now display all at once (e.g. "+3 Scrapbits") instead of showing +1 three times.
Improved Deepverse Wall Turret visual as the client online.
Player corpses no longer appear outside of Standard Mode.
Fixed a bug where Mirror Pulse could also make Negation Gears persist after blocking attacks.
Resolved an ancient issue where lots of persistent sounds playing at once could garbolate the game's audio.
Fixed an issue where losing Marksman's Might wouldn't remove the benefit.
Fixed an error where Orbital Barrier could eat Raijin Call.
When regenerating NRG because of *healing* done, Pain Circuit is now limited to the actual amount healed (so Dracopent's Body Core will still give you 1 NRG per proc, but not 10). Was super busted.
Gamma Gear Elemental Barriers now properly launch at players as the client in online co-op.
Negation Gears and Power Within now display in line with the player's interpolated position in online co-op.
Fixed an issue causing the tileset to appear wonky for a moment when teleporting in online co-op.
Fixed an issue causing the client to sometimes be unable to hit Watergrav Anchor Mines in online co-op.
Added an additional second of invulnerability when teleporting.