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30XX 0.56 Patch Notes - June 28, 2023

Hello! Some business first today: 30XX will be leaving Early Access and entering 1.0 on August 9! It'll also be launching on Switch the same day.

Also! Today, at 4PM PT, we'll also be streaming some of the awesome community-made levels that players have built since the Maker Update on June 7. Tune in and see us get destroyed by player creations! We'll be live at twitch.tv/batterystaplegames.

30XX Patch 0.56 contains most of the remaining systems work as we prepare for 1.0 in six weeks! We're trying out one new Nina NRG regeneration mechanic (see below), so let us know what you think! We've also updated the HUD, with more changes on the way as a mini-patch during the 0.56 cycle. We've done an iteration pass on Power Augs, Weapon Augs, and Remnants, aimed at improving or reworking Augs that turned out not to be super fun in practice - all Power and Weapon Augs should be useful in the right situation. We've also toned down the power level on a few Cores that are performing a bit out of line.

While we prepare for 1.0, we're likely to make a few smaller patches containing more than just hotfix content in between our "major" patches.

As always - thanks for playing!

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GAME CHANGES & FIXES: EXPERIMENTAL: We're trying one more Nina NRG system in the next few days here - we'll likely hotfix this out if it's not popular (instead of waiting for 0.57). Nina's attacks now restore up to 1 NRG per two enemies hit (or 0.5/ea). Reduced Nina's NRG-on-health-pickup by half. Owlhawk's Arm Core increases this by 50% (100% with Resonator).
We've updated several HUD elements, with a few more on the way:
  • Health bar visuals are granular (blocks of 10 HP) again. Partial HP blocks will be partially filled.
  • Updated positioning & spacing of main player HUD elements. In addition, Ace's HUD now shows the Powers he currently has on his HUD bars, and shows more Powers when he has more than 3.
  • Updated currency displays. (This will be more elegant in a hotfix shortly after the patch.)
  • In online co-op, your partner now displays much more limited information to save screen space. (In local co-op, the "Hybrid bars" setting now kicks in Numbers Only at 16 units, down from 30).
The Chronovane components no longer spawn in runs after they've been properly used. The area involved can be re-entered from a special area in HQ.
Rush Job bosses now drop Memoria. (They drop slightly less than Standard bosses.)
Scrap Trawler's buff is no longer removed when purchasing an Aug from the Trader.
Fixed an issue causing crashes when Quick Restarting Weekly Challenges.
Fixed an issue causing Delta's offers to sometimes show smaller rewards than the player actually receives.
Fixed weird positioning when P2 enters a Mega Mode session.
Fixed an issue causing Aiming Crystal to hit the player for 0 if fired into a wall at point blank range.
Armatort's Pound's shot erasure now triggers Defend effects (like Counterstrike and Reboot).
When exiting a Digzone while spinning, the dig/spin state is now maintained for up to 0.5s as long as that direction is held down.
Ace once again gains "half-charge" damage. This currently has no visual.
Dracopent's Set bonus now guarantees all attacks happen at at least half charge (instead of raising the effective charged level of all attacks by one). In combination with the rest of this set, this led to really degenerate damage too quickly.
Vagrant's Sonata (Head Core) now lets you use Powers during overheating as intended while you don't have the NRG to use the Power normally.
Zookeeper's Wrath (Arm Core) now fires up to 3 Repro attacks per fully charged attack (5 with Resonator). (This limit doesn't count Repros that naturally attack alongside charged attacks, like Facesmasher. It does count Reboot (if it resets Reboot's laser).
Updated several Power Augs, Remnants, Weapons, and Weapon Augs:
  • Swapped the names of Wild Mortar and Serene Mortar. (Wild increases Echo effects - Serene gives NRG back.)
  • Serene Mortar now grants 4 NRG per enemy killed by it (up from 2).
  • Metal Gear (Aiming Gear) now reduces damage dealt by 50% (down from 75%).
  • Whirlspur (Rending Whirl) now also increases damage dealt by 20%.
  • Supersonic Bolt (Jagged Bolt) now increases speed by 150% (up from 50%), and increases damage dealt by 20%.
  • Bouncing Bolt (Jagged Bolt) now chains homing effects to a second nearby target, even if the first target isn't killed by the attack.
  • Mimic Drone now increases Autodrone (and other damaging Autodrone fusions) damage by 25% instead of its previous effect.
  • Devoted Drone now grants +100% Power Efficiency for Autodrone and its fusions instead of its previous effect.
  • Void Double (base Power) now fires one scythe on effect end that seeks a nearby target (instead of 2, that fly off in the upper diagonals). Stacks capped at 20 (for a base 100 damage Scythe).
  • Enter the Void (Leviathan Power Aug) redesigned. Now increases explosion area of effect and damage by 30%.
  • Sacred Minnow (Leviathan Power Aug) redesigned. Now applies a debuff to enemies that heals Ace for 3 when defeating enemies with Leviathan.
  • Striking Leviathan no longer grants Style.
  • Remnant of Time (Clockzone) redesigned. Now increases buff effect durations by 50% instead of infinite coyote-time. (This currently includes Ace's Style stacks.)
  • Remnant of Wind (Highvault) redesigned. Now grants a bonus jump when dealing damage with an Attack in midair. This effect can be repeated.
  • Increased the size of Grandmaster's hitbox by 30% so it's a little easier to use.
  • Increased Grandmaster base damage to 14 (from 10).
  • Lingering Fist's previous effect (Grandmaster Unleash still sends enemies flying after death, even if it isn't the killing blow) is now a baseline Grandmaster ability.
  • Lingering Fist redesigned. Now increases the damage dealt by enemies sent flying by 50%.
  • Rapid Fist redesigned. Now doubles attack range while charged.
  • Dawnbind's charged attack now grants 6 style stacks as a bonus, instead of hitting all 3 aim directions. (The weapon's fun to aim - the charged strike hitting all angles made it a bit less fun to use.)
  • Chainbind tooltip corrected (Damage bonus is 50%), and now properly works on bosses and minibosses.
  • Stylestrike (Dawnbind Weapon Aug) redesigned. Now increases all damage dealt by 30% when Dawnbind is equipped at full Style.
  • Lara no longer costs CP to equip.
  • Wavethrower (Lara Weapon Aug) now increases damage and NRG cost of its Unleash, instead of its previous effect.
  • Edgewall base damage increased to 13 (from 10). Charged damage reduced to 40 (from 50). Edgewall no longer multi-hits large enemies. (This was a little silly - it could hit very large enemies 3-4 times.)
  • Edgewall's Unleash shield no longer consumes next-attack effects like Coup de Grace and Rage Circuit. (This is a buff - it was eating these effects for 0 damage.)
  • Tonbokiri base damage down to 15 (from 18).
  • Plasma Beam base damage per tick reduced to 3 (from 5). Duration reduced from 1 sec to 0.5 sec. Plasma Beam can now only spawn a damage zone on an enemy once every 0.5 sec. (Plasma Beam's damaging zone was almost tripling the damage of charged shots all by itself!)
Removed the attack stat bonuses from Arm Core Augs. (They're already very powerful as is!)
The Trader now offers 1 Core Extender per encounter (down from 2). She'll still stock up to 2 if you don't buy the first one.
Hazard indicators for off-screen enemies/projectiles now scale in size the closer they get to entering the screen.
Added over 70 new sound effects!
Fixed an error where starting Community Mode would fail to check for existing Standard runs, letting you overwrite your data without a prompt.
Fixed an "empty" support showing if you have a Power in a support slot with no Power above it.
Fixed Zen Vortex's mini fireballs spawning on the player.
Vital Gambit now properly leaves you at 10 HP (instead of 1).
Fixed an Ace animation error involving airdash & Thanatos.
Dash duration is now snapshotted when starting a dash, fixing an issue where Vagrant's Waltz could cause super long blink dashes or super short normal dashes. (It was usually the former.)
Item Copy effects no longer try to copy Quest items, Scrapbits, or Resonated Armor parts.
Autocharge can no longer be toggled on/off to fire charged shots with Zookeeper's Burden active.
Charmed Flapps no longer block additional enemy spawns in Contemplation Rooms.
Fixed an issue causing Delta's battle theme to fail to play sometimes.
Fixed Charging Magnet behaving oddly on gravity-flipped pickups.
Fixed Reboot's laser positioning when in reversed gravity.
Fixed Aim+Arc behavior with reversed gravity.
Fixed an issue allowing Fatal Fury to be rerolled after picking it up at least once.
Fixed Zen Vortex (Mortar+Whirl)'s mini-mortars not properly scaling with player Augs.
Fixed Dolomite Link & Raijin Call not properly scaling with temporary player buffs.
Fixed an inaccurate hitbox on Clockzone Spring Knight attacks.
Homing effects no longer try to target Deepverse Glitcharcs.
Mini Crystals no longer respawn with Delta's Spectres condition active.
Fixed some animation stuff w/ Edgewall's shield.
CQC Enthusist now also benefits Edgewall.
Zen Heretic no longer destroys Dustria springs.
Negation Pulse properly destroys Echobeast's summons again.
Seeking Striker is no longer neutered by Seeker Beam.
Buffed Seeker Beam's seeking ability.
Fixed Counterstrike's tooltip, and increased the buff time to 3 seconds (from 2).
Fixed some weirdness when digzone-dashing near the edge of a Contemplation Room.
Clockzone Swarmers no longer respawn with Spectres active.
Changed Arc Beam + Rocket Beam interaction.
Fixed Graceful Strikes' stacking.
Fixed level catalog searches breaking when using nonstandard characters.
Fixed a crash in the level catalog when your Windows username has characters that don't appear in the English alphabet.
Fixed a crash in the level catalog that could occur randomly (we weren't handling the server response properly).
Fixed an issue where in community mode, objects with a "path" parameter could prevent other objects from loading.
Fixed miniboss arenas sometimes disappearing when the player is too far to the right of them in community mode.
Fixed camera weirdness in Burning Temple's miniboss arena in community mode.
Fixed lava sometimes not drawing in community mode when the player is too far to the right.
Fixed certain objects not behaving correctly when crossing large distances in community mode. Some objects still have this issue though, and we'll continue to chip away at these.
Increased the speed of the endgame summary count (and fixed a bug where Damage Dealt was incrementing super slowly).

MAKER CHANGES & FIXES: You can now log in with your email address. Logging in with your username still works as well.
When trying to upload a level with the same name as a level you've already uploaded, the Maker now displays a proper error message.
Improved keyboard navigation in the Create Level menu.
Fixed an issue where a duplicate of Highvault's post-boss arena could show up under certain circumstances, making it appear incorrectly in-game.
Fixed a softlock in the level tutorial.
Fixed Deepverse's "Front Hexagon" decoration not having a name.
Fixed a crash related to Highvault's boss arena.

Mega Man-inspired roguelite platformer 30XX is launching out of early access in August




ccompanied by a killer chiptune soundtrack, the new 30XX trailer reveals that the roguelite will be out on August 9. The PC Gaming Show video also gave us a good look at the platformer’s robot-butt-kicking action...
Read more.

30XX 0.55 Patch Notes - June 7, 2023

Hello! 30XX Patch 0.55 is the Maker Update, 30XX's next Major Update! The Maker Update re-introduces our level creator as 30XX Maker, expanded with tools that give creators full control over the levels they make.

Lots of details below - don't miss the Maker changes under the game updates here! The TL;DR here is that you can now make and play full levels, and place elements from whatever stage you want, whatever Powers and Augs you want, and control so much more to craft exactly the 30XX experience you've envisioned. Gone are the days of only being able to build level pieces that fit into our stage structure!

Today's patch also reverts back to the 0.53 Power Fusion model, introduces a new EC that preserves the current one (Still Waters 2), updates the Vagrant's set, and makes a few more tweaks.

Also - 30XX is coming to Switch this summer! More news about the 1.0 launch timeline coming shortly.



Thanks for playing!

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GAME CHANGES & FIXES:
Added Community Mode!
  • Alongside the changes to 30XX Maker listed here, Community Mode now offers robust discovery tools for players looking to dig into the wild creations of 30XX's community.
  • By picking "Community" mode in the Main Menu (now listed alongside Standard and Mega), players will arrive at the new Community HQ space, where they can play fan-made levels one of two ways:
    • Using the Level Catalog, players can browse for individual levels to tackle.
    • If one level at a time's not enough for you, Ellie's Gauntlet lets you tackle a full 8-stage set of levels with a limited number of lives!
  • High-detail customization settings for finding levels are available in either mode, so you can play the kinds of levels you want!
  • Old "Maker Mode" is now "Community Run" in the new area, instead of being behind a menu. (This is the old "get player-made chunks" setting). The option is still in the Advanced Options menu - you can set it to Wild West before starting a Community Run to get Wild West chunks, else it'll pull from the Verified pool. (This will get more UI in a future patch.)
Reverted to the pre-0.53 Power Fusion model. Without Entropy Conditions on, Nina can now fuse Powers freely again. We've made a few adjustments to some of the wilder combinations for balance reasons, but we'd like to see how Nina's Fusions settle without making major changes to individual Powers before making any sweeping changes.
  • Still Waters now goes to rank 2. At rank 2, Nina's limited Fusion system applies, and Ace loses all Style on taking damage. This EC rank is worth two points. We may break this out into its own Entropy Condition in a future patch.
  • We know this one's been a bit contentious - we're still working on this system - let us know what you think!
  • Zen Heretic base damage reduced to 60 while divekicking (from 70). Extra fireball damage reduced to 20 (from 40). (100+ damage from a 15 NRG ability at base is a bit too high.)
Raijin Call lightning speed increased by ~30%. Base damage increased to 50 (from 40).
Reworked some Vagrant's Set pieces! In general, the goal is "overheating impedes the functions of the items of the set you *don't* have", while each piece of the set provides a way to spend Corruption to quickly get out of the overheating state. Accounting for this, we're also making it easier to build Corruption, since it's now more of a resource most of the time.
  • Vagrant's Dissonance reworked. No longer prevents the use of alternative Weapons. While overheating, attacks are automatically charged, and consume Corruption. Weapons that add projectiles reduce the Corruption buildup of each projectile. Glitch projectiles deal 50% increased damage. (Probably too strong, but we'll start here.)
    • Wave Beam currently overrides Vagrant's Dissonance's special projectile.
  • Vagrant's Waltz reworked. While building Corruption, dashes now complete more quickly than normal (the old "Boltdash" effect). While overheating, dashes consume Corruption to perform their current short-range teleport behavior, consuming Corruption in the process. The short-range teleport also now damages enemies.
  • Vagrant's Yearn (Body Core) now consumes some Corruption when it prevents damage while overheating.
  • Vagrant's Sonata (Head Core) unchanged.
  • Corruption now begins to decay 2 seconds after last hit (up from 1).
  • Vagrant's set bonus redesigned. Instead of always having a certain Corruption minimum, Corruption does not decay, and effects that spend it while overheating spend half as much.
Beta Gear Elementals now attack less rapidly.
Clockzone Spring Knights now require line of sight to attack.
Vibrodevourer (Prototype) now allows Powers to be used without the required Energy at 40% damage effectiveness (up from 25%). (Effect boosted to 50% with Prototype Resonator.)
Charmed Flapps can no longer be re-ignited.
Homing effects now work properly on frozen targets.
If Doppelgel has nothing to copy, you'll now instead get 25 Nuts (up from nothing).
Absolution's Voids now have 1 hp (in the event that you have something like Utilifier MAX).
Fixed an issue where Pulse Engine (Negation Pulse Aug) stacks were being eaten by other abilities.
Effects that give you Energy or Health after a level now take place after effects that change your maximum. (This means if you get max HP or max NRG after a level, post-level restorative effects can restore it.)
Vibrodevourer is no longer sometimes locked out by extremely low Power Efficiency (multiple Heavy Juice stacks).
Focused Repair now blocks Dracopent/Owlhawk Body Core healing (as indicated in the tooltip).
Fixed a buff overlap between Autoloader and Rage Circuit.
Fixed Power Within (Void+Drone) disappearing when absorbing a Clockzone Gear.
Oxjack's Head Core projectile speed (dashing fires a bolt!) now scales with player speed.
Fixed an error where the Helmet Guardian would be set to the wrong speed after a wall bump, and just float horizontally.

MAKER CHANGES & FIXES: Introducing 30XX Maker! The level editor now lets you create full levels from start to finish. This comes with several new features:
  • Give players any Augs, Cores, Prototypes and weapons that you want. You are no longer limited by the game's randomness.
  • New mechanics exclusive to full levels, such as checkpoints, weapon blocks and toll gates.
  • Use whatever enemies and mechanics that you want, regardless of the level theme. You can also choose where the boss and/or miniboss shows up.
  • An infinite builder grid
  • your levels can be as large as you want! There's also a minimap to help you navigate this massive space.
  • The ability to make your level coop-only, requiring the level to be played by two players.
  • And much more!
Changed the logo to match the new branding (Editor -> 30XX Maker) and modified the main menu aesthetic.
You can now toggle fullscreen in the settings menu. F4 and Alt + Enter still work, too.
Tiles and slopes can now override previously placed tiles.
Tile placement now has a "smart offset" that should hopefully make the placement of "perspective tiles" more intuitive. This can be turned off in the settings, which returns tile placement to its old behavior (enable Advanced Mode to make the option visible).
You can now use Ctrl + D to switch between disabled layer drawing modes (advanced mode only).
While moving the screen, you can now hold Shift + Alt to move even faster.
You can now click on a chunk ID in the chunk catalog to copy it to your clipboard.
Objects with a "destination" parameter are now always rendered, regardless of how far out-of-view its origin point is.
Fixed an issue where the grid wouldn't cover the whole screen when fully zoomed out if the resolution is set to 1920x1080.
Fixed the rank symbol on Anchor Mines becoming displaced when stretching them.

30XX 0.54 Patch Notes - May 17, 2023

Hello! 30XX Patch 0.54 revises 30XX's HQ space (and the way it develops as you play 30XX), lets you find the corpse of your previous character mid-run to reclaim an item you held, makes earlygame Memoria acquisition smoother, and makes Dally's Gift more interesting early!

Most of these changes are aimed at smoothing out the new player experience - let us know what you think! Thanks for playing.

--

GAME CHANGES & FIXES:
  • We've updated HQ! HQ now takes place in a new tileset, high above the Earth - a last refuge for you and your team while you gather the strength to challenge Ellie's Guardians.
    • HQ has been fully revised in terms of visual theming and layout.
    • HQ now unfolds as you play 30XX, instead of being fully unlocked all at once.
    • Most content has multiple unlock methods - a game clear will unlock all of it immediately, and players with an existing game clear shouldn't need to reclear to see everything.
    • Existing players will likely see most, if not all, of HQ unlocked from the start. Enterprising players might be able to slip around the locks and access content early.
    • Added several new dialogue flags for Alexia, Delta, and Dally. In general, characters now have something useful to say the first time you meet them, and Alexia usually has a comment when something new appears in HQ. We've also updated the dialogue box display - it's now larger, allowing for more text per panel, and larger font.
    • One area of HQ is still under construction - it's for next update.
  • Added a Memoria Bonus when finishing a run! This bonus scales with how far you make it into the run, and adds a sizeable bonus for a full completion. (This is intended both as a general boost to unlock rate and a targeted boost to unlock rate early in progression.)
  • We've re-implemented 20XX's Corpse mechanic. When you die in a Standard, non-Challenge run, you'll leave a corpse behind - in your next run, that corpse will be somewhere in your run (preferring the stage you died in). If you find it, you'll be able to reclaim either a Core or an Aug you had when you died.
  • (Experimental) Redesigned Dally's Gift Rank 1. Instead of offering low-value Augs, Dally's Gift at rank 1 now offers a single Weapon at the start of the run. Additionally, Dally's Gift Rank 1 automatically unlocks without spending Memoria after your first run.
  • Autotank now begins runs with 40 HP stored. If you somehow get additional Subtank uses, they start with 20 HP each.
  • Adjusted the costs of a few early Memory Index unlocks to help out with early progression:
    • Rite of Rebeginning (Autotank) costs reduced to 15/50/100/150 (from 30/100/150/200).
    • Dally's Gift costs reduced to 0/40/150 (from 20/75/150).
    • Salvaging Circuit costs increased to 10/50 (from 1/50). (Now that we have stronger earlygame Memoria gain, the "1" cost felt a little silly.)
  • Base Core Points increased to 10 (from 8).
  • Fixed a handful of issues involving Nina's Power Fusion update in online co-op.
  • Fixed an issue classifying Flaring Hysteria as a "less dicey" Prototype.
  • Advancing through dialogue is now done by pressing Attack (rather than Accept).
  • Fixed the almost-invulnerable-dummy at the end of a chunk granting score.
  • The Trader no longer sometimes offers to buy your Core Extender.
  • While not in HQ, currently held Scrap count is now part of the Pause screen alongside your Memoria, stats, and rerolls.
  • Loot Omega no longer benefits from Delta's +100% HP condition.
  • Laser Snakes (Beeg and not) now still segment properly with Delta's +100% HP condition active.
  • Charging Magnet now works with Edgewall and Grandmaster.
  • Kingseeker now allows you to pick up HP pickups for 0 HP (so you can restore NRG from them and trigger other on-HP-pickup effects, even though they don't heal). This curse still blocks the use of HP machines (for now).
  • Fixed Delta's "no healing" condition.
  • The "Powerful" Challenge Flavor now properly puts Ace's Techniques in their normal default positions.
  • Fixed an issue causing Crystal Pulse (Pulse + Crystal Wave) to not hit all enemies it passes through.
  • Fixed an issue causing Save & Quit to behave poorly with Autoloader (usually by giving you lots of extra nuts).
  • Reloading from Save and Quit now has proper level geometry where the boss room used to be, instead of an endless abyss.
  • Removed Lander's Essence from the Next Run shop item pool. (It's pretty low value since you start runs at full Health anyway.)
  • The One and Only now removes Zookeeper's Burden's penalty (to prevent the situation where TOAO rerolls all your Repros away, but you still can't attack.)
  • Sage Beam no longer works if your first Power slot is empty. (This is a buff.) This also resolves a weird interaction between Juice Beam and Sage Beam with Slot 1 empty.
  • Fixed a minor issue where purchasing the Smuggler's Beacon Memoria upgrade, then resetting HQ would result in a one-time Trader with no items for sale.
  • Fixed an issue where picking up The One and Only could look like it gives you copies of a Repro, then actually give you nothing.
  • Absolution's leftover Scythe no longer triggers a warning indicator.
  • Fixed an issue where pausing could fail to work after talking to Delta.

30XX 0.53 Patch Notes - April 26, 2023

Hello! 30XX Patch 0.53 overhauls Nina's Power Fusion system in a big way. We've updated every single Fusion, buffed most of them, and ~15 of them have entirely new effects!

Alongside that, we're experimenting with a new system where being able to fuse Nina's Powers together is a special, permanent condition, rather than something that's always guaranteed. Some Powers found in a run will be Fusible - you'll know it when you see it - and when you find one, you'll be able to Fuse it with an existing Power you already have, or just take the base Power being offered. In exchange for two precious Powers, every Fusion has been buffed substantially - we want the decision to take a Fusion be a choice you make as a player during your run, based on your preferences and build.

We know this change might be controversial, and we're excited to hear your feedback. We want Nina's Fusions to be powerful tools in her kit that aren't all available to her every run - we hope this'll add even more diversity to the way your runs play out while giving Nina lots of new tools at her disposal.

TL;DR - 0.53's new Fused Powers are much stronger than they were previously, but the decision to Fuse Powers together has to be made in the post-Boss room. You can experiment with the various potential Fusions there in the boss room before moving on. Tell us what you think!

We've also updated several of Nina's base Powers, made her shot limit a little less restrictive, and fixed a handful of other issues.

Thanks for playing!

--

GAME CHANGES & FIXES:
  • Updated Nina's Power Fusion system! Fused Powers now have new unique names and descriptions as Fusions.
  • EXPERIMENTAL: Picking up a Fusion during a run is now a permanent decision for that run. Powers will sometimes drop as Fusible from bosses - when you find a Fusible Power, acquiring the Power will bring up a new menu where you can choose between acquiring the Power on its own, or Fusing it with an existing Power, along with the names and descriptions of the potential Fusions. This decision can be reversed or made differently as long as you remain in the post-boss room before moving onto the next stage, giving you the chance to play around with the fused power before deciding whether or not to commit to it. We've also added a target-dummy style enemy in each post-boss room to try your shiny new toys on.
  • Our design goal here is that fusing a power should feel more like a strategic decision you make when you acquire a Power based on the choices available to you - to compensate for making a permanent decision, we've updated the effects of almost every Fusion, and adjusted damage numbers and NRG costs to account for the fact that you're sacrificing having the two Powers separately when you Fuse them.
  • The blocks below this one are in SPOILER tags. We're including them here for completeness if you want to see details on the updated Fusions, but if you'd rather discover the effects in game, don't mouse over these!
    • Zen Mortar + Rending Whirl = Zen Vortex: The base projectile now travels forward in an arc instead of straight up, making it easier to aim the portal Echo. Base mini-mortar damage increased to 40 (from 10). Mini-mortars now obey shotgun rules. Base duration reduced to 1 second (from 2 seconds).
    • Zen Mortar + Aiming Gear = Aiming Mortar: Visuals improved and clutter reduced. NRG cost reduced to 10 (from 20). Mortars fired horizontally or downward are no longer affected by gravity, so they're a little easier to aim.
    • Zen Mortar + Crystal Wave: = Splintercrystal: NRG cost reduced to 10 (from 15). Crystal shatter now applies light shotgun rules (50% per additional projectile instead of the standard 12.5%). Base Crystal damage increased to 50 (from 40). Now also ignores shields (inheriting this property from Zen Mortar).
    • Zen Mortar + Negation Pulse = Zen Protector: Descend speed increased to 55 (from 35). Statue now stops directly in front of you when cast (instead of landing wherever it can land), guaranteeing protection where you expect it. On-death fireballs now align to a cardinal direction instead of directly aligning away from you. Fireball base damage increased to 40 (from 20). Shield lifetime down to 2 seconds (from 3). Fireballs now also fire when the statue expires naturally, and pierce shields.
    • Zen Mortar + Crushing Void = Crushing Twin: Hitbox size increased. Base damage up to 70 (from 50). Triggering the Echo now also sends two additional projectiles straight up and down.
    • Zen Mortar + Jagged Bolt = Seeking Striker: NRG cost down to 5 (from 6). Projectiles now align properly when spawned (which also makes them take off slightly faster).
    • Zen Mortar + Autodrone = Zen Heretic: Summon a Disciple of your own that uppercuts, then divekicks down when you press the Power button again. Base damage is 50 during the uppercut, and 70 during the divekick. Explodes into cardinal fireballs upon contact with a wall or an enemy it can't kill (shotgun rules apply). Costs 12 NRG.
    • Zen Mortar general note: All Zen Mortar fusion projectiles now also pierce shields, inheriting this property from the base Power.
    • Rending Whirl + Aiming Gear = Aiming Whirl: NRG cost reduced to 12 (from 20). No other changes.
    • Rending Whirl + Crystal Wave = Crystal Torrent: Redesigned. Now fires a rapid set of Crystals above and below the player, dealing damage and freezing enemies. Crystals go through walls. Cost down to 10 NRG (from 15). Standard shotgun rules apply.
    • Rending Whirl + Negation Pulse = Negation Barrier: Projectiles absorbed by this effect grant a stacking buff, empowering your next attack by up to 50%. No other changes (other than the change below, making this effect correctly consider Nina's Power Efficiency).
    • Rending Whirl + Crushing Void = Eviscerating Whirl: Base damage increased to 25 per tick (from 10). Base duration reduced to 1.5 sec (from 3 sec). Overall, this is a 25% damage buff per use, and it happens twice as fast. The super-long duration on the previous version of this ability was funny, but not super practical. The NRG cost on this one remains high (40).
    • Rending Whirl + Jagged Bolt = Tagging Bolt: Mostly the same. Base damage up to 25 (from 20). NRG cost down to 10 (from 12). Still marks enemies with a Tag, causing primary attacks to home in on the victim.
    • Rending Whirl + Autodrone = Hoot Cheerleader: Summons a L'il Hoot that increases attack rate for you and nearby allies (including other players and repros). Increases Nina's shot limit during the duration. Costs 10 NRG, and lasts 4 seconds.
    • Aiming Gear + Crystal Wave = Aiming Crystal: Base damage increased to 20 (from 1). Crystal still creates blocks when making contact with walls. Improved wall/block placement.
    • Aiming Gear + Negation Pulse = Negation Gears: Unchanged.
    • Aiming Gear + Crushing Void = Crushing Slam: Base damage of the dash attack increased to 40 (from 30). If this ability kills an enemy, it can be immediately recast for free (even in midair). Making enemy contact with this ability grants the player brief touch-damage iframes, similar to connecting with an enemy with Zen Ascent.
    • Aiming Gear + Jagged Bolt = Divine Gear: Unchanged.
    • Aiming Gear + Autodrone = Twin Fangs: Fire two Gear Rollies that that split and fly orthogonally from the cast direction. Rolls along walls instead of disappearing. Aimable like the standard Aiming Gear. Costs 8 NRG, and each Gear deals 25 base damage.
    • Crystal Wave + Negation Pulse = Crystal Pulse: NRG cost to 12 (from 15).
    • Crystal Wave + Crushing Void = Crystal Burst: Unchanged.
    • Crystal Wave + Jagged Bolt = Crystal Seeker: Projectile speed increased by 25%. Reduced cost to 8 NRG (from 10). Fixed an issue causing weird curving if the Seeker's target is off to the left of the attacker.
    • Crystal Wave + Autodrone = Crystal Guide: Now fires a ride-able crystal block that'll also freeze enemies it makes contact with. Costs 12 NRG.
    • Crushing Void + Negation Pulse = Obliteration Pulse: Unchanged.
    • Crushing Void + Jagged Bolt = Electric Abyss: Now fires one salvo of eight Jagged Bolts in all directions. (Was super overpowered in its previous state.) Increased size of fired Bolts, slightly increased damage. Effect no longer sucks in nearby enemies (duration is too short to be useful).
    • Crushing Void + Autodrone = Void Within: Still projects a void from you. Damage radius increased. Damage per tick up to 30 (from 23). Effect no longer sucks in nearby enemies (since this usually just got you hurt).
    • Jagged Bolt + Negation Pulse = Pulse Bubble: Improved reaction time and speed of bubbles when negating enemy projectiles. Pulse Bubbles now do 10 damage each before activation (up from none), so they're still usable against non-projectile-shooting enemies (just not as effective).
    • Jagged Bolt + Autodrone = Voltage Vampire: Launches a small drone that latches onto nearby enemies, dealing 40 damage per second (and costing 10 NRG per second). Enemies that die after being drained by the Vampire restore 2 health to Nina. The Vampire will deactivate on its own if it can't find anything to Vamp on, or Nina can activate the Power again to turn it off.
    • Negation Pulse + Autodrone = Kindness Vector: Fires a friendly face forward that frequently casts small Negation Pulses (base 20 damage). Shooting the friendly face causes it to erupt into a major Pulse (base 50 damage). Costs 15 NRG.
    • It's likely the case that not all Power Augs have effects for every Fusion yet, but that's the goal.
    • Extra note: As of game version 0.53.0, some Fusions look a little wonky in netplay, but they should all work/not crash your game. We're anticipating a 0.53.1 to get in a few more updates before 0.54 - so if you see version 0.53.1 or later, these are probably fixed.

    Other Nina updates:
    • Nina's base attacks stop preventing other attacks after 0.75 seconds (down from 1 second). This means missing is still penalizing, but not as much so.
    • Crushing Void (Base Power): Bullet lifetime reduced to 2 seconds (from 8 seconds). 8 seconds was
    • wildly* too long, and resulted in the projectile floating along several screens. Base damage reduced slightly (to 70, from 75).
    • Rending Whirl (Base Power): Tornado base lifetime reduced to 0.6 sec (from 1 sec) - this will make it hit a stationary target up to 5 times, down from 7. Rending Whirl is still the most damaging base Power against stationary targets, but a base damage of 105 was a bit excessive.
    • Jagged Bolt (Base Power): Improved homing detection - the Bolt will no longer curve when there's a closer valid target on its current path. This will prevent the situation where you fire Jagged Bolt aiming at a target along the default trajectory, then it curves to hit something much further away.
    • Autodrone (Base Power): Base movement (how quickly it sticks to its desired position) doubled, so it'll do a much better job of being where it belongs. Float range (how far it floats up and down) reduced by 50%.

  • Added bad luck protection to Contemplation Room spawns. If a Contemplation Room hasn't spawned within 3 stages, it's now guaranteed on the fourth. This also increases CR overall spawn rate by about 25%. (This also guarantees at least two CRs per run, which I'm a little iffy on.)
  • Ace now gains very brief invuln frames when close to his target with Dolomite Link. While Dolomite Link doesn't prevent projectile damage without the Shield Link upgrade, it still feels a bit bad to see an enemy attack the frame you reach it.
  • Rerolling the Trader's offer now costs 2 Scrapbits (up from 1). Resonators from the Trader now cost 4 Scrapbits (up from 3). The Trader's offers are a little too powerful right now - it's a little too easy to guarantee getting a bunch of amazing stuff by stockpiling Scrapbits - this should get us over the line here.
  • Improved performance in Echocave Digzones.
  • Fixed an issue where a few newer Augs (Doppelgel, The One And Only, Armor Integrator, Grey Goo) would re-apply when loading a save.
  • Corrected an error where Exploding Barrels wouldn't harm the player.
  • Player homing effects no longer sometimes target enemies that haven't spawned yet (for example, in Contemplation Rooms).
  • Player Powers that drain NRG over time now properly account for the player's Power Efficiency.
  • Added an "ignited" state that alters behaviors of enemies in Burning Temple. (This is technically a fix!)
  • Thorned Revenger now obeys the same shotgunning rules as Tiny Flamespewer (so subsequent hits from the same burst deal reduced damage, instead of bumping into a boss and dealing 200+ damage that ignores iframes).
  • Loot Omega no longer has increased health with Faithmetal Flock (entropy condition) active.
  • Fallspikes (Echocave) no longer respawn with Spectres active.
  • Froggos spawned by Watergrav's Beeg Frog miniboss no longer respawn with Spectres active.
  • Fixed an issue causing Delta's attacks to sometimes hit for very low damage (1-ish).
  • Fixed an issue preventing appropriate Powers from destroying Absolution's Voids.
  • Corrected some Boots Guardian hitboxes.