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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.

30XX 0.52 Patch Notes - April 5, 2023

Hello! 30XX Patch 0.52 polishes up our recent Legacy battle update with gameplay polish and visual updates, and fixes a bunch of bugs! We had a great time being back in Boston for PAX East for the first time since we announced 30XX 3 years ago (but it did take up a lot of our patch cycle).

Now that we're back in the office, we're working hard on 30XX's next Major Update -- the Maker Update -- which will overhaul the way creators and players alike interact with 30XX's Editor, offering much more powerful tools to make whatever kinds of levels creators want - as well as much better discovery tools for players to find and enjoy those levels.

Thanks for playing!

--

GAME CHANGES & FIXES:
  • Updated some of the new Legacy bossfight mechanics:
    • Legacy's X-lasers no longer intercept shots. (The X-shapes themselves still do, but you can shoot in between them.) They can still be disrupted with Jagged Bolt and Raijin Call.
    • Legacy's Circle shape barrier segments can now be destroyed (in addition to still sending their damage to the boss). Their health scales with stage level, but not Entropy Conditions.
    • Legacy's Circle chase vertical speed decreased by 20%. Added a 0.5 second delay in between the circles spawning and the chase starting.
    • Legacy's Triangle shapes no longer collide with/block projectiles.
    • Legacy now projects a tell hologram over his head as he begins to use each of his moves.
    • Improved Legacy's animations before each of his moves in general.
    • Legacy's max # of waves in Phase 2 down to 5 (from 10). The phase still ends early if 3 weakpoints are hit. (Updated weakpoint visual.)
    • Dying shapes no longer count as "kills" for things like Remnant of Flame.
  • Loot Omega now has a warning indicator while active.
  • In co-op play, Contemplation Shrines now spawn their health pickups offset two tiles in either direction (so one player doesn't immediately hoover them all up on teleport).
  • Charmed Flapps (via an upgraded Re-Flapp) no longer send out retaliation projectiles when they die with the Eye for an Eye Entropy Condition on.
  • Increased Charmed Flapp explosion range to prevent a few cases where the Flapp would bump into an enemy, but not blow up.
  • The following Remnants now have explicit stacking logic in case they're targeted by an effect that copies an Aug you have: Flame, Spirit, Determination, Kindness. (Kindness already had one - the others didn't.)
  • The other four Remnants will no longer be targeted by Aug-copying effects.
  • Aug-copying effects no longer target Prototypes or Power Augs. (We might make exceptions for popular copy targets in the future if we can also increase the penalties associated, but most of these weren't fully supported.)
  • Aug-copying effects no longer copy Nutstack unless it's the only valid choice. (This wasn't a bug, it just also wasn't very fun.)
  • Pulse Engine (Negation Pulse Power Aug) now has a duration of 8 seconds (up from 3).
  • Nina's Verity Beam no longer causes massive screenshake if another effect causes her very fast attacks to also be charged.
  • Corrected Rage Circuit's tooltip (50%, not 30%). Rage Circuit now stacks, both by taking multiple hits and by having multiple copies of Rage Circuit. Corrected an issue where Rage Circuit was giving Ace less damage for Techniques than intended.
  • Fixed Into the Fray not working properly in many cases. (It's really good now!)
  • Narrowed Highvault's Stinger's collision box, both for the player and for walls. (This means it's less likely to get stuck, and less likely to tag you while moving near you.) Fixed up some hitbox issues with all versions.
  • Highvault Cloud Platforms no longer trigger warning indicators.
  • Player homing attacks now ignore walls when finding a target if the attack goes through walls (for example, if the player has Quantum Spook).
  • Fixed a rare cause of enemies warping back to their spawn point (most common in Clockzone's vertical sections). Enemies that would previously warp back to their spawn point will instead just die.
  • Fixed an issue causing the Trader to offer character-specific Augs to the wrong character in co-op play.
  • The Trader no longer offers Fatal Fury or Core Extender.
  • Added icons for 0.51's new items.
  • Ace now properly benefits from Arm Resonator + Owlhawk's Talon.
  • Enemies revived by Delta's Spectres condition no longer trigger certain effects (NRG on kill, Remnant of Flame) - having the optimal play be "farm a respawning enemy until I'm full on NRG/shield" is not great.
  • Players can no longer change characters in HQ while readied for online play. (This prevents a weird situation where a player changes character at the last second before the game starts, and the host and client disagree about who that player is.)
  • Fixed an error preventing Beta and Gamma Angle Bolters from spawning in mid/lategame Dustria.
  • Fixed an error preventing Blood Price from working if you also had Charisma Protocol (but not enough Scrap to spend).
  • Fixed a few Highvault decorations that were layering incorrectly.
  • Fixed a few visuals with Lethal Evade (Laurent Weapon Aug) & corrected the left-dashing hitbox (it was not hitting enemies as reliably as it should).
  • Fixed an issue where Gear+Whirl could be spammed infinitely (instead of having the normal one second CD).
  • Fixed an issue causing Delta to throw some of his attacks in the wrong direction.
  • Fixed Delta's Spectres condition being Fully Wack in online co-op. (It now works properly.)
  • Fixed an issue causing Deepverse Snakes to behave weirdly with Delta's Spectres condition active. (They do now respawn at their initial spawn point - we may keep this behavior.)
  • Fixed an issue causing Deepverse Snakes to sometimes show the wrong number of body segments in online co-op (sometimes resulting in snakes disappearing before being killed).
  • Enemies killed before accepting Delta's Spectres condition no longer do odd things.
  • Updated Armor Integrator's tooltip. (It transforms current Armor into Max HP, and doesn't affect future Armor.)

30XX 0.51 Patch Notes - March 15, 2023

Hello! 30XX Patch 0.51 introduces a brand new version of Deepverse's boss battle, adds off-screen hazard indicators for projectiles and speedy enemies, fixes up some annoying enemy behaviors, increases earlygame Memoria gain, increases Nina's base range, and fixes a bunch of bugs!

Legacy's new fight will get some updated visual assets in a soon-to-come patch - making sure it's all tuned and fun before we do all that.

If you'll be at PAX East in Boston from March 23-26, come hang out! We'll be at booth 24084 showing off the future of 30XX's Maker tools (trying that name out! It's the Editor) with some fancy custom-built content.

Thanks for playing!

--

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

30XX 0.50 Patch Notes - February 22, 2023

Hello! 30XX Patch 0.50 introduces Weapon Augs for Ace - they're powerful upgrades to his Primary Weapon drops that can show up in Contemplation Rooms!

0.50 also reworks Prototypes a bit, iterates on the updated Salvage mechanic, changes up some Delta conditions, adds 10 new Augs in addition to 3 new Prototypes and Ace's 18 new Weapon Augs, and more!

Thanks for playing!

--

GAME CHANGES & FIXES:

  • Added Weapon Augs for Ace!

    • Weapon Augs are upgrades for Ace's Weapons that can spawn in Contemplation Rooms in the Silver reward slot.
    • Weapon Augs will only spawn for Weapons Ace currently has - the chance to find one increases with the number of unique Weapons Ace currently has (up to a max of 3, at which point finding a Weapon Aug is guaranteed).
    • Each Weapon has two Augs (for a total of 18!) - in general, one buffs the basic weapon, and one buffs the Unleash.


  • Adjusted several aspects of Prototype Augs:

    • Prototypes now spawn as a choice of two (up from 1) when encountering a Very Safe Lab. Only one of these can be taken per player.
    • Labs are a little less common than before. On average, players will see more overall Prototype choices in a run, but fewer Labs. Due to the very situational nature of many Prototypes, this will still often result in more usable Prototypes per run.
    • Prototypes are now split into two buckets they're drawn from - "dicier" ones that have more punishing side effects, and "safer" ones that have less punishing side effects. The two-prototype choice currently picks one from each bucket (and rerolls also reroll among the current bucket).
    • Added three new Prototypes!
    • Removed the Final Bargain (all max HP becomes nuts) and Out of Business (augs become nuts) Prototypes.
    • Consuming Fury now reduces Max HP per level by 15 (down from 20).
    • Consuming Stamina now reduces Max HP by 10 (down from 20), and increases Max NRG by 30 (down from 40).
    • Consuming Habits now reduces Max HP by 15 (down from 20), and gives 25 nuts (up from 20).


  • Adjusted several aspects of the Trader:

    • The Trader now has a rarity table for the reward offers she makes the player in exchange for Scrapbits. Prior to this patch, the "trade all your Scrapbits for X Cores/Augs/Repros/Nuts/Armor" are much less common, and the other options are more common.
    • We're still exploring the new Salvage system, but one thing we aren't crazy about so far is how heavy the output RNG can be - in 0.49, players will almost always exchange several Scrapbits for a grab bag of rewards. While we're okay with this being the best thing to do every now and again, it shouldn't be every run.
    • Instead of "trade all!" being the intended way to spend excess Scrapbits, the Trader's main offer -- giving you a reward in exchange for your Scrapbits - can now be regenerated for 1 scrap, whether or not you've previously taken that offer this level. (This means you can spend excess Scrapbits to either get more rewards, or fish for a specific reward.)
    • In online co-op, the offer-regenerator function will be available in a hotfix shortly after the patch goes live.
    • The Trader no longer spawns on Level 1. Increased overall Trader spawn chance slightly. (This'll result in more usable Traders, since often a level 1 Trader could be found before the player really had anything to trade.)
    • The Trader will still spawn on level 1 if forced.


  • Added 10 new Augs! It's a mix of general-use Augs and Augs that support the revised Salvage system introduced in 0.49.

  • Fixed an issue causing Echobeast's bouncing sound waves to deal more damage than intended between levels 5-7.
  • Fixed an issue causing Experiment 9's Divekick attack to cause it to slide on the ceiling instead of stopping appropriately.
  • Powerless Void Rank 3 no longer contributes to Entropy Level. Better messaging about this will be added in a future patch.
  • Adjusted Contemplation Room spawn timing. The first few enemies spawn simultaneously, and spawn in more quickly if the player clears them fast. (The rate at which they spawn after the first few if the player isn't clearing them quickly isn't affected.)
  • Fixed an issue that could cause the game to hang when trading Scrapbits for Cores.
  • Retaliation effects can no longer trigger after a boss dies. (They didn't hurt, but it probably felt bad if it looked like they did.)
  • Rebalanced some of Delta's conditions and rewards. In general, numeric rewards now also scale. (Instead of nut rewards always being 20, for example, it now scales a bit depending on the Condition offered & the game level.)
  • Nutsmasher (Delta's Challenge effect) now costs 3 nuts when damage is taken, down from 5.
  • Inconvenient Assault (Delta's Challenge effect) now reduces attack damage by 50% (down from 75%) for the level.
  • Added a new Delta Challenge condition, Vulnerability. Vulnerability increases your damage taken by 2 every time you take damage, and resets at the end of the level.
  • Fixed an error causing higher level Clockzone Spring Knights to sometimes be invisible.
  • Head Guardian mines now only deal "explode" damage if they time out. (Destroying them no longer causes splash damage.)
  • Fixed a crash involving Maker Mode.
  • Fixed an error preventing online play clients from using the Trader more than once.
  • Fixed Trader deals Hysteria-duplicating some items it shouldn't.
  • Fixed Nina's shot origin being in the wrong place while in reverse gravity.
  • Fixed a bug causing Vagrant's Waltz (Leg) to increase the duration of the Oxjack's Blitz airdash duration.
  • Fixed a bug causing Shield Statues that have no nearby enemies to buff to stay invulnerable. (This fixes a problem where a Shield Statue spawns as the last enemy in a Contemplation Room.)
  • Fixed Grandmaster's Unleash not properly causing Exploding Barrels to detonate near enemies.
  • Fixed a memory leak with Glory Zone and Contemplation Room UI.
  • Striking an enemy while in a Dig Zone now resets the timer on the Dig Attack.
  • Fixed an issue causing Ace to show up/down movement animations while in a Dig Zone.
  • Added a load of new sound effects, including sounds for Spring Knights, Ticktocks, Dig Zones, Dialogue, and more!
  • Moving the camera while pressing Pause no longer moves the camera during the Pause screen.

30XX 0.49 Patch Notes - February 1, 2023

Hello! 30XX Patch 0.49 overhauls Burning Temple's enemies and mechanics, reworks how Salvaging items works, adds a new NPC that can visit you mid-run, and a bunch more!

Thanks for playing! Little light on bugfixes this week - we'll spend some more time there for 0.50.

--

GAME CHANGES & FIXES:
  • Updated Burning Temple!
    • We've added two new enemy types, the Zen Disciple and Shield Statue. Shield Statues protect nearby enemies, and Zen Disciples pursue the player with uppercuts and divekicks.
    • Most Burning Temple enemies have tweaked behaviors, and touching flames from any source in the stage (ground flames, spitter flames, flames generated by other enemies) will Ignite them, causing more dangerous behaviors. (Shield Statues currently don't have a special Ignited ability.)
    • Grounded Burning Temple enemies can now be placed on and anchored to moving platforms. (Mostly Snakes.)
  • Updated the Salvaging system!
    • Instead of awarding HP, NRG, Nuts, or Core Points, Salvaging items now always yields Scrapbits. The number of Scrapbits depends solely on the value of the item, and ranges from 1 to 3.
    • Scrapbits do nothing by themselves.
    • The Trader can now appear mid-run, and will make you some offers to either give her one of your items for some Scrapbits, take some or all of your Scrapbits to award you with one or more items, or sell you a Core Extender.
    • Augs that interact with the updated Salvaging system will come in 0.50 (next patch).
    • We felt that the current Salvaging system was a little shallow, not super fun, and gave too much access to extra Nuts, HP, and NRG.
  • Updated Clockzone's Spring Knight! Beta and Gamma variants now have frontal shields that rotate behind them while attacking, changing how the player approaches these enemies.
  • Effects that grant the player multiple items at once (often randomly) now also show popup text indicating what was acquired (instead of just the pickup flavor text). (Edges of Madness currently doesn't do this, since it's just... all your items.)
  • Fixed an error causing Gapminder to fail to protect the player from Dustria Grinders.
  • Burn for Glory now costs 5 HP to fire (down from 10).
  • Fixed an error causing Cursed Wounds 3 to prevent healing more often than intended.
  • Fixed an error in local co-op where using Save and Quit could result in only one player being able to choose an Aug from Choice Machines.
  • Fixed an error in local co-op where using Save and Quit could prevent players from teleporting to one another.