30XX Public Test 0.16.2 Notes - March 21, 2021
NOTE: These patch notes are for 30XX's public test branch, where we'll occasionally push patches in advance of them being promoted live. We'll usually do this when the patch contains sensitive changes that could benefit from a few players trying them out before being released to everyone.
To access the test branch, right click 30XX in your Steam Library, click Properties, Betas, then select "publictest" from the beta dropdown. No code is necessary to access the public test branch.
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Hello! Today's 0.16.2 Test Patch fixes up Advanced Options saving properly and a handful of online issues that we weren't comfortable leaving in the game until our scheduled patch on March 31st.
Thanks for reading!
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CHANGES & FIXES (all play modes, not just online):
CHANGES & FIXES (online play):
To access the test branch, right click 30XX in your Steam Library, click Properties, Betas, then select "publictest" from the beta dropdown. No code is necessary to access the public test branch.
--
Hello! Today's 0.16.2 Test Patch fixes up Advanced Options saving properly and a handful of online issues that we weren't comfortable leaving in the game until our scheduled patch on March 31st.
Thanks for reading!
--
CHANGES & FIXES (all play modes, not just online):
- Attempting to pick up a duplicate Core Aug will now automatically Salvage it instead (even if the Salvager Circuit isn't unlocked yet.)
- Fixed an issue causing Advanced Options to be stubborn about saving. (Autocharge shouldn't turn itself off anymore.)
- Fixed an issue that'd let you buy items in Shops without sufficient currency.
- Fixed an issue that could cause Clockzone's Miniboss to leave its track.
- Fixed a chunk that could cause a softlock without the unstuck command.
- Reduced Deepverse's Miniboss HP by 40%. (We may bump this back up if it proves too be too severe a cut - just felt like this fight lasted too long.)
- Void Double's initial cast is now much faster. (250ms, down from 500ms).
- Fixed a broken Highvault window decoration.
CHANGES & FIXES (online play):
- Fixed an issue that could cause a player to be invisible when returning to HQ after a run in online co-op.
- Fixed certain "delayed" attacks not working properly on the client. (Some of Zen Primus' fireballs and Echobeast's falling spikes are the major ones.)
- Fixed Echobeast's summons not always rendering properly on the client (so his bounce-around-the-room attacks could hit you as the the client, but be invisible.)
- Fixed a few places where the client wouldn't correctly display boss warning pings.
- Fixed an issue that could cause the client to get locked out of miniboss rooms.
- Fixed Burning Temple's Rolly Giant not animating properly as the client.
- Fixed Clockzone's Miniboss Track not showing properly as the client.
- Fixed an issue causing the client to not be able to see their own Core Points/Max CP.
- Fixed a few more situations where resurrection capsules could show up in inaccessible places. (Thanks for keeping these coming!)
- Fixed an issue causing online players to show different Max HP/NRG values than their partner shows.
- Fixed an issue causing Contemplation Room gates to fail to close for the client.
- Fixed some sync issues with Deepverse's Laser Snakes & Miniboss as the client. Still more work to do here, but it's less broken than it was.
- Fixed an issue where Deepverse Wall Lasers would persist an extra half-second on the client.
- Improved level-load robustness in online multiplayer to help ensure that levels load successfully in scenarios where your connection to your partner isn't great.
- Improved connection robustness after a session.
- Reclassified enemy bullets as "unreliable" network messages. 30XX's network layer attempts to resend most information between you and the host if it detects packet loss. In the case of enemy projectiles, this would mean that the network message to spawn a projectile could show up later than intended (because it'd be on a packet resend, not on the first try), causing projectiles to show up at weird times as the client, potentially including after an enemy is dead. Now, in the case of packet loss, the client just gets the benefit of the doubt, and no projectile is spawned.
- Similarly, the client will now also filter out projectiles the host tells it to create from enemies that are already dead on the client's side (that the host may not be aware of yet).
- Fixed the Unstuck button in online co-op. (It'd sometimes have bad results as the client.)
- Fixed being able to interact with the Offering (midboss Aug choice award) before the miniboss is defeated.
- Fixed one player in co-op being able to interact with the Offering twice.
- Fixed an issue with Penumbra's Orb Blocks (the red/blue/green platforms that cycle when you hit a switch). Improved netplay sync, but likely still have improvements to make soon.
- Added a game version check when trying to find lobbies, or when trying to join a friend's lobby. Public lobbies will no longer be returned by lobby search if the game version doesn't match, and joining a friend's lobby will now show an appropriate error message if game versions don't match.