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30XX 0.47 Patch Notes - December 21, 2022

Hello! 30XX Patch 0.47 adds Assist Mode and new Visibility Options to 30XX, letting players fine-tune the game's base difficulty, add outlines to players, enemies, and projectiles, and apply background filters that make it easier to spot critical stuff during gameplay.

Patch 0.47 also makes a long-awaited move over to using Granular Health, taking our pip-by-pip health into a more continuous form that lets us be a little more picky about exactly how much damage certain effects cause the player. As a result, many abilities now deal slightly more or less damage to the player, and some RNG health effects have been smoothed out.

This patch also tones down a few tough enemy behaviors, reduces Shop costs, and adjusts a few Entropy Conditions.

Today's patch also includes Editor 0.11, bringing it up to speed with our recent game changes.

Full notes below. Thanks for playing!

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GAME CHANGES & FIXES:
  • Health values have been reworked to be more granular. In general, 1 HP before today's patch is 10 HP after - this is very similar to our NRG rework earlier in the year. Today, this lets us make the following changes:
    • Zealot's Wrath (Entropy) now increases damage taken by 5 per rank (down from 10). Now goes to 6 ranks (up from 4).
    • Boss damage now scales with game level more smoothly. Boss damage dealt per level is now 10/10/10/10/12/14/17/20. Previously, boss damage dealt to players per level was 10/10/10/10/20/20/20/20. This should help smooth out the jump from 4 to 5 a good bit. (Damage reduction-wise, this means that bosses at level 5 now deal 40% less damage, 30% less damage at level 6, and 15% less damage at level 7.)
    • Beta Frog acid damage down to 15 (was 20).
    • Beta/Gamma Snomp flame damage down to 15 (was 20).
    • Beta/Gamma Turret blue flame damage down to 15 (was 20).
    • Dracopent and Owlhawk Body Cores now restores 1 HP per attack or power kill (up from an 8% chance to restore 10). Sources of healing prevention apply an RNG chance to prevent this (same as before).
    • Cursed Wounds now has smoother RNG. At rank 1, health pickups have a 50% chance to restore full value, and 50% chance to restore half (75% effectiveness, on average). At rank 2, all health pickups are half effective. At rank 3, health pickups have a 50% chance to be half effective, and a 50% chance to give no health.
    • For the time being, effects that give the player percentage damage reduction still do so on an RNG basis (50% damage reduction blocks 50% of incoming hits, instead of halving incoming damage). We'd love player feedback on this!
    • UI Healthbar scaling is a now non-linear process - instead of your health bar extending off the screen, it now scales a much more reasonable amount. The size cap is now equal to its previous size at 240 HP, but it doesn't reach that point until 1000 HP.
  • Added Assist Mode options! 30XX is easy to jump into and hard to master - with Assist Mode, you can customize 30XX's base difficulty to make the game more accessible. We encourage players to try out the game's base difficulty settings first, of course, but all that really matters to us is that people have fun playing 30XX.
    • Players can currently adjust Enemy HP (20-100%, in 20% steps), Player Damage Taken (20-100%, in 20% steps), and Game Clock Speed (25%-150%, in 25% steps).
    • Yes, this means the Game Clock setting can go faster than 100%. We added this in as an option for folks who miss 20XX's Lightning Skull.
    • In online co-op, the host's settings will override the client's, and the Game Clock setting is ignored in online play. (We may revise this in the future.)
    • Assist Mode settings do not apply to ranked Leaderboard Challenges.
    • We'll likely add more Assist Mode options in the future as players request.
  • Added a new Visibility Options menu! We've added the ability for the player to add colored outlines around player, enemy, and enemy projectile sprites, as well as to apply a background filter in case the background makes things hard to see. If you've ever found the game a bit tough to navigate visually, try this out!
    • There's an 8-color selectable palette for all types of outlines, and BG filter opacity moves in 10% steps. Experiment around and see what works best for you!
    • We've also reorganized the existing Options menu to accommodate the two new menu types, and moved some old Options into the Visibility Options screen.
  • Improved wall jump & slide collision handling on many kinds of moving surfaces.
  • Reduced Contemplation Room enemy count by 20%. Final room count reduced by 33%.
  • Adjusted general Shop prices downward. On average, items are ~15-20% cheaper than in 0.46. In general, they're now about halfway in between where they were when we increased prices several patches ago and where they were in 0.46.
  • Additionally, reduced cost of Core Extender, Core Expander, and a few other odd items by about 20% each.
  • Made some high-value items more common in the late-game.
  • Hyperinflation (Entropy Condition) now increases Shop costs by 40% per rank (down from 50%).
  • Fixed a few errors that could cause Clockzone enemies to detach from their proper moving platforms.
  • Gamma Angle Bolters (Dustria shooter enemy) now behave just like Beta ABs. This is a temporary change while we sort out what to make these guys do - the Gamma behavior isn't very fun. (They still have slightly more health than their Beta buds.)
  • Lowered enemy density in Clockzone and Echocave. (This lets the game take advantage of the new variety in enemy placements in these themes without their current levels of spamminess.)
  • Lowered Ticktock HP to 20/35/50.
  • Fixed Crystal Spawners not displaying properly in Contemplation Rooms.
  • Contemplation Room enemies now grant score (again) in Challenges.
  • Fixed a weird wall collision issue where the player would rarely fail to immediately grab the wall when making contact while moving downward.
  • Fixed Nina's Beam Enthusiast sometimes granting the wrong bonus value.
  • Aiming Gear is no longer universally swallowed by Boss Gates, letting you roll gears off them during boss battles.
  • Fixed Ace's Style indicator displaying incorrectly while upside down.
  • Fixed Edgewall's interaction with Resonated Dracopent's Helm.
  • Dustria Workers can now go up through thin platforms (if they spring up).
  • Spinning out of Echocave Digzones now properly launches you much higher than not spinning.
  • Updated Raijin Engine to properly restore the ability's new NRG cost.
  • Improved how Vital Crystal slings boulders when upside down.
  • Edges of Madness now removes Zookeeper's Burden's penalty when it rerolls all your repros. (This might be too powerful.)
  • Penumbra Acolytes no longer become eternally trapped if they jump into a low ceiling.
  • Improved Re-Flapp enemy-explosion-detection.
  • Wall clinging to Crushers no longer makes the player move up/down along with the Crusher.
  • (Experimental) Nina's shots now match her buster's height while dashing.
  • Fixed an issue causing Echocave Snake Blocks to remain "active" while invisible temporarily after a teleport.
  • Fixed a potential issue that could cause Delta's rewards to desync between instances of the same Seed.
  • Repros no longer target Flapps charmed by Re-Flapp.
  • Fixed an issue causing Dally to offer narrower options for player Cores and Weapons than intended.


EDITOR CHANGES & FIXES:
  • Added the Dig Zone tile and Crystal Spawner enemy to Echocave.
  • Added the Spring Knight and TickTock enemies to Clockzone.
  • Added a new ""Spicy"" difficulty option for chunks.
  • You can now force enemies to spawn with a certain rank (alpha/beta/gamma).
  • Clockzone's enemies can now be placed on Gear Platforms and Pendulum Platforms.
  • Improved tile layering when tiles of different tile sets overlap.
  • You can now select the level the game loads your chunk in when playtesting. For example, if you select level 4, the game will treat your chunk as if it appeared in the fourth level of a Standard run.
  • You can no longer select objects while holding Shift, to make shift-drawing more intuitive.
  • You can now press Escape to exit out of dropdown menus.
  • Improved rendering of backgrounds with transparency.
  • Fixed a bug where Dustria was not available as a theme filter in the Chunk Catalog.
  • Fixed a bug where in the settings menu of a Highvault Freefall chunk, the ""upward wind"" option did not have a header background.
  • Fixed a bug where a play count would display on the chunk thumbnail even for offline chunks.
  • Like the game, the Editor is now a 64-bit executable. This should yield improved performance, but may limit compatibility with older machines. Let us know if you encounter any issues!

30XX 0.46 Patch Notes - November 30, 2022

Hello! 30XX Patch 0.46 updates Clockzone's enemy interactions, reworks Ace's NRG recovery system, and makes Contemplation Room battles spicier and more dynamic!

We've also updated several of Nina's new Beams, made Autocharge/combo unlocked by default and player-specific in local co-op, and fixed a bunch of bugs.

Full notes below. Thanks for playing!

--

GAME CHANGES & FIXES:
  • Reworked Ace's NRG regen system!
    • If you've been playing 30XX for awhile, you might be aware that we've changed Ace's relationship with NRG a few times during development - our goal is to let Ace use Powers freely while engaged in heavy combat, rewarding players for balancing aggressive play and caution with lots of spicy Power casts. In general, this is a buff, but it likely depends a bit on your playstyle.
    • Ace now builds an internal Style meter while dealing damage to enemies with melee attacks and Weapon projectiles. (Power-fired projectiles don't count.)
    • Ace has four tiers of NRG regeneration based on his current Style count. The current Style count is visible on the HUD (Saber icon), and as a little flame effect on your character (both placeholder visuals). The Style breakpoints are 3, 6, 10, and 20 stacks, and the effect caps out at 25.
    • Ace regenerates 4%, 8%, 12.5%, or 25% of his max NRG per second, depending on his current Style tier. (Lower than 3 stacks = no natural regen.)
    • Stacks begin to decay if Ace doesn't gain a stack within three seconds. Enemies dying also resets the timer (in case your co-op partner is blazing through a section, at least you don't lose stacks).
    • Taking damage resets Ace to the bottom of the next tier down - for example, if Ace has 18 stacks (tier 3), taking damage will lower his Style to 6 stacks (bottom of tier 2).
    • The costs of all of Ace's Techniques has been doubled. We'll likely adjust this in a more fine-grained fashion next patch.
    • Void Double will almost certainly get some balance changes next patch, as the new system makes it pretty mighty. :)
  • Updated Clockzone's enemy set! We've added two new enemy types, revised a bunch of designs, and let existing enemy types use the level's platform types.
  • Reworked Contemplation Rooms! Earn your Weapon upgrades in a more dynamic three-room barrage.
    • On starting a Contemplation Room, you'll now be warped to two parallel Contemplation Rooms before returning to your home room (where you'll get a reward).
    • Instead of three waves of enemies in one room, you'll fight one wave of enemies in each room.
    • The number of enemies that spawn in a Contemplation Room wave has been increased, and will spawn in staggered fashion. (The spawn timer advances automatically if only one or two enemies is currently alive in the room.)
    • Contemplation Room enemies no longer drop health/nuts. (The reward you're fighting for is the choice at the end, after all.)
    • Existing Mega Mode saves will only spawn a single room still. (New Mega Mode saves will adopt the new behavior.)
  • Spiral Beam no longer deals more damage the longer a shot is active (it's powerful enough as is).
  • Spiral Beam now perform a "horizontal line of sight" check for wall collisions. Instead of ignoring walls entirely, it ignores floors and ceilings relative to the attack's origin - this means it's still functional, but you can't shoot it right through horizontal walls.
  • Sniper Beam damage bonus reduced to +50% (from +100%). Projectile speed bonus unchanged.
  • Scatterbeam now only causes Nina's initial projectile to Scatter into 5 close range shots (instead of all projectiles).
  • Verity Beam boss damage penalty increased to 60% (from 50%). (It's still a substantial boss bonus, but isn't so wild that we want to nerf it too hard here.)
  • Rocket Beam no longer causes non-Weapon attacks to explode. (This is a visual-only fix.)
  • Rocket Beam's explosions are now smaller.
  • Fixed Nina's Beam Enthusiast not properly stacking damage bonuses for Nina's new Beams. (This is likely way too good, but we'll see how it feels with the below CR bugfix.)
  • Fixed an error causing Vagrant's Dissonance charged shots to not benefit from all effects that benefit charged shots.
  • Fixed an error causing Dustria and Echocave to sometimes incorrectly spawn Contemplation Rooms. While this is a bugfix, it's also a substantial change, so we'll keep an eye on it.
  • Autocharge and Autocombo are now unlocked by default (no spending necessary), and have unique settings for multiple players in local co-op.
  • Fixed an issue with smooth weapon comboing while Autocombo is disabled.
  • If Facesmasher's seek target is killed before it gets there, it'll now see if there are any other targets it could go punch instead before returning to you. This includes any enemy targeted by Facesmasher that might die to the attack that triggered it, so it should trigger more reliably.
  • Increased Facesmasher's hitbox size so it connects with moving enemies more reliably.
  • Fixed an error preventing Facesmasher from hitting certain enemies (notably, Delta).
  • Shield Bash now has a maximum cap of 30% times the number of Shield Bashes you have, instead of being a flat 30%. (This means they now stack more effectively.)
  • Graceful Strikes and Bounding Blaster now stack properly.
  • Zealot's Fervor no longer affects Autodrones spawned by Experiment 9.
  • Sharply reduced Experiment 9's Autodrone health. (Health reduced by 33% at level 1, scaling up to 50% at level 8.) Entropy Conditions no longer affect enemy Autodrone health.
  • Revised a handful of visual effects, usually darkening them a bit, for clarity.
  • Fixed an error where Verity Beam removed boss iframes from
  • all* of Nina's attacks, instead of just her Weapon attacks.
  • Standardized the range endpoint of Nina's shots. (Prior to this patch, they'd have a little variability.) Shots that change trajectory midflight might still have some minor inconsistency - we mostly did this for the weird case where Scatterbeam shots don't always line up/have a perfectly predictable range.
  • Fixed an error causing some projectiles to benefit from Arc Beam's "falling projectile" damage bonus without Arc Beam equipped.
  • Fixed an old poverty-based text line.
  • Fixed an issue causing Haunt spawns to be attackable before their first warp, leading to bad vibes when combined with Eye for an Eye.
  • Protobalancer now stacks with itself if you get multiples at once via a Hysteria effect.
  • Adjusted how the camera handles Ace's Ryuusei with Astral Terminus (the one that makes it go super fast) to increase visibility and fix a condition where the camera can't keep up with Ace's incredible speed.
  • Removed a bunch of logic preventing some explosion visuals from displaying on Low graphics settings. (There's a hide explosions separate setting, so it felt unneeded.)
  • Fixed an issue causing some sound effects to linger after their associated projectiles stopped being relevant.
  • Updated Aiming Gear's logic for being sucked into Highvault Tornado Machines that should result in fewer wall collisions for machines right next to walls.
  • Rerolling an item will now maintain its rerolled state in the next shop (if the item rerolled was in the top row to begin with).
  • Gamma Gear Elemental-spawned Gear Barriers no longer respawn when the Spectres challenge condition is active.
  • Minor items and metacurrency that spawn in walls will now detect this state, and automatically be awarded to first player.
  • Fixed Seeker Beam occasionally seeking targets it can't hit yet.
  • Fixed issues with Dracopent set interactions with Juice Beam, Chaos Beam, and Sniper Beam. (These Beams now work properly with effects that modify or store charges.)
  • Fixed an issue where some sources of healing sometimes worked with a Healing-preventing Prototype equipped.
  • Fixed an issue where Delta could be re-engaged with after having completed his Challenge, ending in odd results.
  • Fixed Charging Magnet (it wasn't working properly).
  • Revised how Lethal Tempo's top gear's arc attack works so it's less likely to come at you at mach 7.
  • Fixed an issue causing Primary Attack to trigger Pause screen options other than Autocombo, sometimes leading to weird situations where you could toggle something the same frame you left the menu.
  • Shots hitting invulnerable enemies are now treated like shots that hit walls. This fixes Rocket Beam not exploding on invulnerable enemies, and buffs Wall Beam and Bouncy Beam a bit.

30XX 0.45 Patch Notes - November 9, 2022

Hello! 30XX Patch 0.45 triples the number of Beam upgrades that Nina can find during a 30XX run, adding a mix of powerful, fun, and occasionally goofy weapons for her to master.

It also fixes a handful of online play issues (I think we've resolved most recent crashes - please let us know!) alongside the standard run of gameplay improvements and fixes we aim for every patch.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Added 14 new Nina Beams! This triples the number of Beam upgrades that Nina can find during runs, which we hope will lead to fun, occasional overpoweredness, lots of variability in Nina's loadout, and a hefty dose of chaos into her gameplay.
  • Effects that remove HP on performing a certain action (Vitality Converters, some Prototypes) now remove Armor instead if HP is 0. (Burn for Glory stops taking HP if HP
  • Edgewall's Charged disc now properly counts as a Charged attack for things like Intensifier and Armatort's Pound. (This is a bugfix.)
  • Edgewall now has a one second cooldown when used with 0 NRG.
  • Edgewall's charged Disc can no longer multi-hit a single enemy. Also, fixed an issue where tightly packed enemies might not all be hit by it.
  • Attacks no longer count against the character's shot limit if they've been active for at least one second. (This is mostly for some of Nina's new Beams, but also affects charged Edgewall attacks.)
  • Continued to work on fixing up lingering "cornering" issues.
  • Corrected an issue that could cause the second choice in a Glory Zone Choice to be an already-seen Core. (There might be another way this is occurring, but it's probably fixed.)
  • Updated many icons for Entropy Cluster and Memory Index entries.
  • Void Double now follows the direction Ace is facing.
  • Fixed an error that could cause Ace's attacks to hit twice if an Unleash is used during an attack.
  • Increased the defense box size of Oxjack's Chest Core. It now extends further towards the player (so it defends projectiles in between the shield visual and the player).
  • Changed the way Entropy Conditions contribute to displayed Seeds to fix a few bugs. Old games should load correctly, but will display a different Seed than they were saved with if they were saved prior to 0.45.
  • Adjusted the hitbox of the Electric Shot enemy projectile to more accurately match the visual. (Only the "meat" of the projectile should deal damage - the tail is safe.)
  • Delta no longer spawns with a Level Boast in Level 8 (since his reward doesn't do anything anyway).
  • Delta's Circuit Breaker condition now costs 20 NRG when you take damage, regardless of the amount of damage taken. (Previously scaled with damage taken, meaning a big hit could just totally deplete your NRG.)
  • Mirror Shell (Echo Shell Power Aug) now quintuples the damage of reflected projectiles (unless the projectile already has special reflection damage that'd be higher). Mirror Shell damage additionally scales with Faithmetal Flock and Divine Construction as appropriate.
  • Experimental: Faithmetal Flock now increases enemy HP by 30% per rank (instead of 20/35/50% based on enemy variant). It now goes to 5 ranks (up from 4).
  • Cursed Wounds now reduces healing effectiveness by 25% per rank (down from 50% per rank), and goes to 4 ranks (up from 2).
  • Vibrodevourer (Prototype) can no longer spawn on Level 1.
  • Thanatos (Ace weapon) now properly has boss invuln frames. (It's now less good against bosses, but still great against everything else.)
  • Dracopent's Set's bonus now grants Ace half the charged damage benefit to basic attacks, in addition to making his attacks fully charged during the charging animation (and supercharged after a normal charge).
  • Standardized the health of Echocave's Crystal Shooter miniboss and Dustria's Tractor miniboss, and fixed an error causing Rising Tide to increase their HP. In general, they'll have slightly less health late in the game.
  • (Experimental) Increased Dustria's Tractor miniboss HP by 50%.
  • Nina's Autocombo now clears its attack queue if Nina hits her shot limit, preventing weird situations where she keeps firing indefinitely.
  • Penumbra Void Orbs spawned from a Spawner are no longer eligible for resurrection (Delta Spectres challenge).
  • Penumbra Void Orbs that
  • do* resurrect now properly re-project their void radius.
  • Crystal Minis no longer spawn in Shops, Very Safe Labs, or pre-Boss hallways. (Delta's Haunt condition)
  • It is no longer possible to reroll an item into Time Anchor, Hoot's Hourglass, or Chronopointer.
  • Fixed System Restore not properly curing Patchwork Integrator's damage penalty.
  • System Restore is no longer affected by Hysteria/pickup doubling effects. (This didn't do a lot, but did have a few edge cases where it caused bugs.)
  • Charmed Flapps no longer count as "living enemies" for Contemplation Room purposes.
  • Re-Flapp now works properly with effects that increase Repro effectiveness levels. Additionally, Twinifier + Re-Flapp now rewards a Level 2 Re-Flapp (instead of two Level 1 Re-Flapps, since the second one has no effect.)
  • Repros that scale with Bonus Health (Vital Crystal, Thorned Revenger) no longer penalize negative Bonus Health. (This also fixes an issue where Very Negative Bonus Health could cause these repros to heal enemies.)
  • Fixed Void-pulled Trapmoles leaving behind spooky ghosts.
  • Fixed an issue causing Dolomite Link to interrupt Ace's Autocharge.
  • Fixed an issue causing Zen Ascent, Dolomite Link, and Leviathan to interrupt Ace's charge if Autocharge is off.
  • Fixed an issue with Dawnbind's aiming.
  • Fixed an issue causing some forms of Power blocking to fail to properly block Power use.
  • Charging Magnet now works with Weapons that can't charge by default (but is still disabled by Augs that universally prevent charging).
  • Fallspikes in Echocave no longer trigger on-death Retaliation effects.
  • Fixed an issue causing Deconstructor's Might to deal 1 damage if the player has Utilifier MAX.
  • Fixed an issue causing Twinsparks (fired by Ryuusei and Capital Punishment) to sometimes move faster than intended.
  • Fixed an issue causing the player to be able to stand right on the edge of a spike without taking damage.
  • Fixed the following issues specific to online co-op:
    • Fixed a handful of crash conditions.
    • Fixed Delta's Boast not properly clearing after his miniboss battle as the client.
    • Fixed Crystal Minis not being visible as client. (Haunt, Echocave mechanic)
    • Fixed an error where P2 buying a Shop item wouldn't mark it as purchased, causing it to appear in the next Shop's offering.
    • Fixed Nina and Ace being able to pick up each other's Power Augs.
    • Fixed an issue causing players to occasionally see character-exclusive Augs for the other player in Choice Machines.
    • Fixed an issue causing Rolly enemies in BT to orient incorrectly as the client.
    • Fixed an issue causing homing Blaster fire (BT enemy) to fail to home as the client.
    • Fixed an issue causing the Helmet Guardian to appear to spawn extra split-heads as the client.
    • Fixed an issue causing Choice Machines to appear a few tiles off of their actual position as the client.
    • Fixed Absolution's Stained Glass rendering weirdly as client.
    • Fixed Absolution's Voids behaving like standard Void Orbs as client.
    • Fixed Gear Turrets occasionally having their pointers rotate the wrong way as client.
    • Fixed Tornado effects not displaying correctly as the client.
    • Fixed Beeg Frog sometimes spawning two extra FRO-6s occasionally.
    • Fixed a few Delta rewards being applied twice (nuts, tokens).
    • Online players no longer contribute to underwater sound effects.
    • Fixed Dustria's Tractor miniboss facing the wrong way as client.

30XX 0.44 Patch Notes - October 19, 2022

Hello! 30XX Patch 0.44 overhauls Echocave and Ace's primary Weapons.

Echocave's changes add a new Digzone mechanic the player can freely traverse and spindodge through, revises Trapmole behavior, makes Sound Alarms into the new Sonicrab (you can kill it now!), and much more! We hope the stage stands out as a more unique-feeling stage from a gameplay perspective now.

As for Ace, we've added another four weapons Ace can find in runs (doubling the number he can find!), added unique Charged effect benefits to each of his Weapons, and made it so Technique usage doesn't interrupt his charging.

These are both pretty major changes to 30XX - let us know what you think!

Thanks for playing.

PS - if you're in the Discord, we've added two new roles for our pre-patch Public Test builds and casual Dev Streams - if you want to be notified when new builds come up or catch us playing the game on stream, you can do so by typing "!publictest" or "!stream" in the #bot channel.

--

GAME CHANGES & FIXES:
  • Added four new Ace weapons that can be discovered during runs, doubling the number of non-starter weapons Ace has access to! Each weapon has a unique attack style and Unleash technique:
    • The weapons themselves are listed below. They're in spoiler text - don't click if you want to discover them for yourself!
    • Thanatos, the Scythe: Aerial spin attack when used in midair! The Unleash marks an enemy for death, causing immediate doom (or massive damage to bosses/minibosses) when another enemy is defeated by Thanatos.
    • Edgewall, the Shielderang: Throw destructive discs that return to you! Unleash the Shield to block enemy projectiles and charge up powerful Big Discs that fly straight ahead for big damage.
    • Dawnbind, the Whip: Aim up and down at 45 degree angles with a long-ranged melee! Unleash a bola that stuns enemies, preventing them from attacking.
    • Laurent, the Rapier: Charged strikes mark a Vital on the target, causing a hit from the other side to deal massive damage. "Unleash" Ace's latent talent by dodging out of harm's way! Or through it, if that's your thing.
  • All of Ace's weapons now have a unique secondary effect when used while charged (instead of just doing more damage). This includes his Saber, all of his old weapons, and all of his new ones. (So, all of them.)
  • Ace's Weapon charging is no longer interrupted by Technique use, allowing him to chain the fancy upsides of his new Weapon Charge abilities with his techniques smoothly.
  • Ace no longer has "half-charged" attacks. Attacks used while charging, but before a full charge no longer grant a small damage increase. (There was no visual indicator this was even happening - it was a bit confusing, and definitely isn't necessary - especially now that Ace's Techniques don't interrupt charging.)
  • Grandmaster (Fists) no longer gains bonus damage while the weapon is "charged". Instead, it's intended that the player builds up a charge, then uses Unleash as a finisher.
  • Lara (Hammer) no longer gains bonus damage from charged attacks. Instead, the damage has been moved to the shockwave effect the weapon creates when it strikes the ground. This is a big buff to ground-hitting Lara, and a nerf to air-Lara.
  • Lucavi's base damage increased by 20% (to 12, from 10).
  • Lucavi's Unleash Blade damage increased by 20% (to 12 base
  • 8 hits = 96, up from 10
  • 8 = 80).
  • Lucavi's maximum accuracy variance reduced by 50%. (This means that the maximum angle variance on your attack is now much smaller than before.)
  • Increased the hitbox size of Lucavi's projectile (so it more reliably hits enemies).
  • Pressure Strikes (Ace Aug) duration increased to 2 seconds (up from 1).
  • (Experimental): Changed the way Nina's projectiles function when she shotguns enemies (hits enemies up close with multiple projectiles at once). This will mostly affect situations where Nina has several stacked Beams at once.
    • For some background about why we're changing this - we'll be adding some new Nina primaries soon, and wanted to address how wildly powerful some combinations of Beams are. 2-3 beams being pretty powerful is great - but several 3-beam combos deal triple-or-more than regular damage up close, and at least one combo deals up to 7x damage - these spikes aren't healthy for the game, and make it too easy to become too powerful.
    • Other than Retrobeam (which still gets a 20% damage bonus), all extra-projectile-adding Beams now have a damage multiplier of 1.0. (Scattershot was 0.3, and Forkalator was 0.5.)
    • When an enemy is hit by a multiple-projectile Nina attack, the first 8 extra projectiles will deal 12.5% damage (down from 25%), and any further projectiles will deal 5% damage. A fully stacked projectile barrage still deals over 3x normal damage (instead of over 7x).
    • This change also makes Forkalator and Scatterbeam more consistent at range - Fork's angled shots now hit for full weapon damage when they hit alone, and Scatter's first hit on an enemy now deals full, normal weapon damage, making it much more powerful at distances where Nina can only hit the target with 1-3 shots.
    • Shotgunning enemies up close is still a damage optimization, but doesn't produce the overpowered results it did before.
  • Attempted to resolve "cornering", involving some weird physics behavior when the player lands near the edge of a surface.
  • Gamma Acolytes behavior changed. Instead of the current throw spam, it throws a projectile that increases in size as it travels along the ground.
  • Exploding Barrels, Anchor Mines, and certain Friendly Flapps now deal damage that scales with the appropriate Enemy HP Entropy Condition enabled. (This is usually Faithmetal Flock - during Capital Punishment's fight, it'll scale with Divine Construction instead.)
  • Delta will no longer offer the same challenge or reward twice in a row. (This is technically a bugfix.)
  • Certain Story augs no longer spawn after they aren't usable anymore.
  • Projectiles created by Retaliation effects are no longer reflected by charged attacks.
  • Zookeeper's March now works properly with Graceful Strikes.
  • Fixed the effects of ranked-up Re-Flapp.
  • Adjusted Experiment 9's minefield-pull attack while upside down to more closely match the standard gravity version.
  • Experiment 9's Autodrone placement should no longer rarely show up inside the left/right walls of the room.
  • Fixed an issue causing Vagrant's Dissonance (Arm Core) to not properly increase the damage of Nina's special projectiles.
  • Vitality Converters (Red Vending Machines) no longer interact with effects that modify damage taken, positive or negative. This means that damage taken from these machines can't be prevented, but also won't be amplified by effects like Hysteria.
  • Vitality Converters now also remove HP before Armor.
  • Delta's Powerless challenge no longer disables Ace's Unleash Blade.
  • Changed up Delta's grace logic slightly (what makes him leave the level if he decides you've ignored his Boast) to be a little friendlier.
  • Dustria's Workers now have collision against each other, so pairs of Workers will no longer overlap.
  • Clockzone's Gamma Clock Turrets now fire 4 projectiles (down from 5) over the same angle spread (so they're a little further apart now).
  • Standardized the time it takes for Absolution's Stained Glass to show up.
  • Made Remnant of Determination a bit more robust. With it active, players no longer take contact damage from enemies below them, hopefully preventing issues where the aug behaves inconsistently. You can still take damage in cases where you let an enemy push you up into a ceiling!
  • Orbital Barrier no longer blocks Ace's own Raijin Call (preventing him from absorbing it).
  • The endgame stats window now shows Memoria earned during this run, instead of how much you currently have total.
  • Added some terrain to the left of the boss hallway in Rush Job.
  • Fixed an issue causing Nina's "hit" animation to fail to play.
  • Fixed an issue causing Ace's menu cursor to jump to Entropy Conditions if they're active when he toggles Autocharge or Autocombo.
  • Fixed Core Luddite not working properly for Ace - it was counting his Saber as a Core. Core Luddite will still deactivate with non-Saber Weapons equipped.
  • Fixed an issue sometimes causing Dustria crushers to be soft on enemies.
  • Fixed an error that could cause Delta to give you a Resonated Armor piece also rewarded by a Gauntlet in the same stage.
  • Fixed a few issues with Delta in online play (in a hotfix right after 0.43 came out).
  • Fixed an error with Repro targeting vs. gravity-reversed enemies.
  • Fixed an issue that could prevent Up/Down from displaying in Ace's HUD (and causing "?" to appear in the Change Controls screen for Up/Down, even if they worked. If this currently affects you, set those keys again or reset your controls.
  • Fixed an issue causing the Nutstack item after bosses to be salvage-able. (It is no longer salvage-able.)

30XX 0.43 Patch Notes - September 28, 2022

Hello! 30XX Patch 0.43 adds some new behaviors for Delta, changes around his conditions some, experiments with the way levels are generated to give levels a little more natural difficulty flow, and much more! Lots of fixes and QOL improvements in today's patch - full notes below.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Levels 2 and 6 of a run are now slightly shorter than before. Prior to this patch, Level 1 used a "short" level generation length, Levels 2-5 used a "medium" LGL, and 5-8 used a "long" one. This is an oversimplification of how the system works, but the "short" LGL will now be Levels 1-2, "medium" will be 3-6, and "long" will be 7-8. We're very likely to adjust this in the future - especially once the game's finale content is added at 1.0.
  • (Experimental) We've made a change to the way levels generate in 30XX aimed at achieving a better sense of difficulty cadence through each level.
    • Prior to this change, every chunk in a level had its difficulty selected randomly and independently, based on the level number you're on.
    • For example, in 0.42 and before, Level 6 would generate an somewhat-even split of Normal and Hard chunks in the level, but it wouldn't make sure they were even - each roll was independent, so you could sometimes generate Level 6 full of Hard chunks or full of Normal chunks, or clustered together such that you saw a bunch of Hard chunks early in a level, then only Normal ones later.
    • This change aims to smooth that out a bit. Now, the level generator will consider the entire level at once when assigning the desired difficulty rating of a chunk, and try to build an appropriate cadence where it can - when a level calls for a mix of chunk difficulties, the game will try to escalate those difficulties leading up to the miniboss, then reset, then increase again.
    • For example, a Level 6 in the new system with four "main" chunks in a level might be in the following order: Normal, Hard, Miniboss, Rest area, Normal, Hard, Boss.
    • We'll keep an eye on how this plays - it may not even be that noticeable to some players! - but we're pretty sure that 30XX's level generation is varied enough that this shouldn't harm stage generation variance.
    • Note that this definitely messes with Seed generation some.
  • Delta now has an array of weapons at his disposal during his miniboss encounter (9, up from 3). The first two times he uses each ability, he'll flash the icons for the abilities he's about to use.
  • Delta now offers a little more grace on killing enemies at the start of a level before he decides you've ignored his Boast and leaves. (You can now kill a few enemies without him leaving, as opposed to him leaving after one enemy.)
    • This also means Delta shouldn't just leave on level start sometimes.
  • Temporarily disabled the Vulnerability Delta condition until we make a move to granular health. Disabled the Crushing Defeats condition.
  • Added some new Delta Boast conditions that were cut from 0.42 for time.
  • Entropy Conditions and any active Delta conditions are now hoverable icons in the Pause menu, so you can see what they do during gameplay.
  • Airdashing now grants an inherent +2 Speed while airdashing (so airdashing is now faster than normal dashing).
  • Reverted a previous swing timer nerf on Ace's Lara weapon (back to 0.5 sec per swing, down from 0.75).
    • This just ended up making the weapon feel not-very-good - we might still nerf it later if we think it needs it. The weapon still only begins charging once the previous swing is complete.
  • (Experimental) Dolomite Link now automatically refreshes Zen Ascent when it makes contact (with an object or an enemy). Additionally, when Dolomite Linking an object (like a wall or switch), Dolomite Link refreshes itself.
  • Jagged Bolt will no longer seek out Anchor Mines, Experiment 9's lingering shuriken, or Exploding Barrels in Dustria.
  • Vital Crystal's projectile is now a different color (so it's not as easily confused with similar projectiles used by enemies).
  • Retaliation projectiles from enemies (usually with the Eye for an Eye Entropy condition, or Delta's Final Gasp active) now have a hard cap on their horizontal speed to prevent cases of boulders flying at the player from a million miles away.
  • Dustria's Tractor miniboss now begins throwing barrels when you enter the room (instead of when you reach it).
  • Fixed an error causing a few enemy types to fail to spawn as higher-level variants.
  • Fixed an error causing Deepverse's Wall Lasers to sometimes fail to spawn.
  • For Certain Purposes, anything that grants the full Vagrant's set bonus (for example, one or more Patchwork Prototypes in addition to some pieces of the set) now counts.
  • Beta Snomps (BT Snakes) can no longer spawn on level 2. (Will probably remain true as long as their high-damage attack remains as-is.)
  • Made a few screen shake adjustments aimed at preventing overly-high shake scenarios.
  • Fixed a Challenge consistency issue where picking up a Resonated Armor part with no Cores of that type equipped could grant different Cores in different runs.
  • Fixed an issue causing Watergrav's goo sound filter to persist if dying or exiting a run while inside it.
  • Fixed Unstoppable Force behaving poorly while in reversed gravity.
  • Lethal Tempo's boss-enter drama now plays a moment after entering the room (instead of before entering).
  • Fixed an issue where entering a Seed containing some Entropy Conditions wouldn't properly set all the ECs involved.
  • Fixed an issue where Quick Restarting a Seed Racer run would cause the displayed seed to be incorrect with Entropy Conditions active. (The restart worked correctly, but the displayed seed failed to take ECs into account).
  • Adjusted a few item names and descriptions.