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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.

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.