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30XX 0.42 Patch Notes - September 2, 2022

Hello! 30XX Patch 0.42 is 30XX's third Major Update, the Rivalry Update! It introduces some new characters to 30XX's world in-person for the first time, adds brand new challenges for players to encounter during runs, adds two new play modes, a revamped tutorial, some new endgame goals for veterans to seek out, and more!

Today's notes will be a little on the shorter side - we're here in Seattle for PAX West, so we're going to hit the major notes here! (Come say hi - we're in booth 660 on the fourth floor, near where the Megabooth used to be!) This also means that hotfixes for any patch issues that arise might be a little slower than usual.

(We're releasing this patch a few days ahead of schedule to celebrate PAX!)

30XX will be 15% off for the duration of PAX West, as well - thanks for playing!

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GAME CHANGES & FIXES:
  • Delta, the Rival, is here to test your resolve!
    • In addition to taking up precious space in HQ, Delta will occasionally make an appearance at the beginning of a level, or even in the middle!
    • When he shows up at level start, Delta will offer you a challenge condition that only applies to that specific level. Finish the level with that condition active, and receive the associated reward! (Also, Glory, of course. Mostly Glory.) Take a stupid risk - it'll be fun!
    • When Delta shows up in the middle of a stage, his Boast challenge will only apply specifically to his brand new miniboss encounter (accessed through the teleporter right next to him). Turn on a spicy challenge, take him on, and reap the rewards!
  • New mode - Rush Job! All killer boss battles, no main levels. Available by default in HQ. (Only in Standard for now.)
  • New mode - Seed Racer! Toggle on some Entropy Conditions if you like, set the game's RNG seed, and go to town! Seed Racer lets you share specific seeded runs of 30XX with your friends. It might also do something else!
  • Tutorial revamp! We've redone 30XX's tutorial with a new mid-level event, a proper climax, and more!
  • Many HQ characters now have more text prompts than before. Alexia's prompts contain some new info after your first run win, so be sure to check in with her if you see a "!" over her head!

30XX 0.41 Patch Notes - August 17, 2022

Hello! 30XX Patch 0.41 reworks the Vagrant's Core Set to be a little more straightforward and a little less punishing, and adds a handful of new Augs that boost the player's damage under certain circumstances to encourage different kinds of movement during combat.

As usual, we've also fixed a whole bunch of bugs - full notes below. Thanks for playing!

PS - if you're going to be in Seattle during PAX West 2022, we'll be there showing off a brand new Major Update for 30XX at booth 660! Come say hi!

Double PS - our previous game, 20XX, turned 5 years old out of Early Access on PC yesterday - thanks for the continuing support that lets us keep doing this for a living.
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GAME CHANGES & FIXES:
  • Added 5 new Augs that add conditional damage under certain circumstances!
  • Reworked the Vagrant's Set. Its first iteration's clunky and unpopular for all but a very specific slice of players - we'd like it to be a little more appealing.
    • The set's design intent is still to provide ramping power that ends in a cooling-off period, asking players to manage Corruption progression to mitigate its downsides. As players pick up pieces of the set, Overheating provides more opportunities for use as a resource, and fewer restrictions.
    • We've made Overheating into a less punishing state. By default, Overheating no longer damages the player or stuns you. Instead, Overheating lasts longer (5 seconds) by default, and prevents Attacking, Power use, and dashing. Each piece of the set changes the way the player manages the Overheating state. Corruption is still built up by damaging enemies with Attacks.
    • In addition to its other visual cues, Corruption now displays its progression over the player's head.
    • Vagrant's Dissonance (Arm Core): when Overheat is triggered, gain a buff that allows 2 (3 resonated) Charged Attacks to be fired without the need to charge (and during Overheat, which normally prevents attacks).
    • Vagrant's Waltz (Leg Core): Your Dash is replaced by Blink-dash while Overheating. Removed cooldown from blink-dash. Improved blink-dash consistency, and added a short invulnerability period (100ms) when finishing the dash so it can be used more reliably to avoid attacks. You may dash normally while not Overheating.
    • Vagrant's Sonata (Head Core): While Overheating, most Powers may be used for free (instead of not at all), venting Corruption quickly in the process.
    • Vagrant's Yearn (Body Core): Changes in your health cause you to emit a damaging Pulse that scales with bonus health. You are immune while Overheating.
    • Part of this set's bonus will not be implemented until 0.42.
  • Fixed Vagrant's Waltz + Oxjack's Blitz (Leg Cores) interacting weirdly.
  • Fixed a few cases where Repro attacks could erroneously build Corruption.
  • You may no longer equip or unequip Vagrant's set items if your current Corruption is greater than the minimum.
  • We've (temporarily) disabled Timed Glory Zones/Contemplate Rooms while we work on manual timers that make them more fair. (We should have done this awhile ago. Sorry!) This means that, in patch 0.41, all such rooms will be Play Safe! rooms.
  • Fixed an issue causing Lucavi's charged attacks to not interact with things that care about Charged Attacks (certain Augs, Watergrav Anchor Mines, etc).
  • Active Entropy Conditions are now shown in the Pause Screen while in HQ.
  • Fixed Hoarder's Might indicating the wrong ATK/PWR values in the pause screen. (It worked correctly in-game, but indicated the old values while paused.)
  • Updated a few popup UI elements.
  • In Challenges, Level 8 now properly scores for time left over (and Level 7 no longer counts twice).
  • Fixed a potential issue that could prevent Miniboss rewards from spawning in Standard.
  • Fixed an animation issue with Ace's Echo Shell while in reversed gravity.
  • Fixed Jagged Bolt behaving poorly in reversed gravity.
  • Memory Index purchases (HP, NRG, Nuts) now apply immediately instead of on game/level start, so it's a little more clear they've taken effect. (This is for clarity only, and doesn't change any gameplay.)
  • Fixed Vexing Clover not properly working with other Prototypes.
  • Oxjack's Ken (dashing bolt) is no longer incorrectly affected by Utilifier MAX.
  • Shield Turtles no longer attempt to attack through walls.
  • Temporarily disabled the Fresh Moves prototype while we rework it into a normal Aug.
  • Fixed an issue causing Vagrant's Waltz to fail to pick up Health.
  • Picking up "Oops! All Refunds" after previously collecting Zookeeper's Burden now disables the curse effect (so you aren't softlocked by losing all your Repros and being unable to attack).
  • Crushing Hysteria (and any other sources of Max HP damage) will no longer reduce your Max HP below 1. This mostly fixes a co-op oddity where a player could be revived with negative max HP, causing weirdness. It's also a tiny buff, since it means Autotank can actually save you.
  • Enemies in Challenges now round their health up for Score purposes. (For example, an enemy with 25 or 30 HP will now grant 2 points instead of 1.)
  • Memoria now falls substantially faster after defeating bosses and minibosses.

30XX 0.40 Patch Notes - July 27, 2022

Hello! 30XX Patch 0.40 introduces Vanilla Challenges to 30XX - seeded score Challenges without any modifiers, for those who just want the standard 30XX experience in their Scoretimes.

We're also tamping down a bit both on endgame enemy power and density in the lategame, alongside player power scaling, in an effort to make the endgame feel a little more under control for both you and your enemies. We consider these efforts a work in progress, so please let us know what you think!

We're doing this in a few ways.

On the enemy side - we're reducing both the general density of enemies later in the game to avoid situations where powerful Gamma enemies spawn very close to one another, removing counterplay other than "offscreen your enemies or be immune". This will affect both general enemy density and upgraded enemy density (so sometimes even later in the game, you'll still see Alpha enemies in packs). We're also curbing some obnoxious Gamma enemy behaviors so that they're still challenging, but have less potential for cheapness. These changes will also slightly affect the midgame, but not by much.

On the player side, we're taking an iterative approach here, but the general vibe's that we're lowering player damage scaling late in the game. Earlier this year, we added lots of powerful new Augs that give the player alternate ways to scale damage, usually along the lines of +20-30%, but occasionally much more (Thrill of Battle's +50% at the start of a boss fight, Coup de Grace's +100% potential Power bonus, etc). As of 0.40, benefits from normal Augs will stack additively, instead of multiplicatively - this means that the benefits from these items will be added together (+100% +50% = +150% damage, or 250% total) instead of multiplicatively (200% * 150% = 300% damage total, or +200%). (We'd love your feedback on this - we know it's a big change in some cases.) Some individual items affected by this change will also have their numbers updated so they don't lose relevance. We're also making Choice Machine choices a little more consistent - we're taking a stab at making the items selected by a Choice Machine a little closer together in overall power level - this'll probably take us a little polish to get right.

As a note: Prototype-driven multipliers are still multiplicative (Burn for Glory, Charging Force).

We're also taking an overdue look at Nina having her shots on screen limited. Part of Nina's gameplay should involve pressing Attack at the right time - for most of 30XX's development, this hasn't really been the case. To compensate a bit, we're looking at some of Nina's less useful Primary Weapons, and buffing them. We'd love to hear your thoughts on these changes.

As a second note: all of these changes are very experimental - they don't take into account Entropy Conditions - we'll likely rein in the enemy-HP-related Conditions if these changes stick.

We've also adjusted the shop costs of most Augs (usually up a bit). Some very powerful, undervalued Augs (Quantum Spook, Core Bulkener, Thorned Hull, Juiced Reserves) cost a good bit more than before.

Also - I'm out of town through this weekend, so other than super-major-must-fix crashes, any hotfixes/etc will come around Monday.

Thaks for playing!

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GAME CHANGES & FIXES:
  • Updated enemy placement logic, aimed at reducing challenging enemy density later in the game. These are big changes, so we'll be keeping a close eye on them.
    • Enemies placed near other upgraded variants of enemies are now less likely to be upgraded themselves.
    • Groups of enemies that are not super threatening while in alpha form or meant to be taken out as a group by a single charged attack (generally, enemies with 25 HP or less) will now
    • either* remain as a group of alphas, or one of them will upgrade to a higher variant - not both. (No more groups of Beta/Gamma Angle Bolters in Dustria.)
    • This change likely lowers enemy density in general - we'll keep an eye out in case we've overdone it.
  • By popular demand, Vanilla Challenges return! Vanilla challenges are like 30XX's existing Flavored challenges, but they have no modifiers of any kind applied. (This is partially an experiment - we're not sure yet what other challenge types should exist by 1.0 - we're curious to see how much each type gets played.)
  • Removed the two Clover prototypes from Challenges.
  • Modified the behavior of several enemies:
    • Burning Temple: Snomps now spit two waves of blue fire, instead of three waves of very-fast normal fire. They now throw fire on death, like Beta Snomps do. Bzzomb (Bee) base HP down to 10/15/25, from 10/20/50.
    • Echocave: Shieldfaces now only retaliate as Gammas, and speed up when their shield is struck in Beta/Gamma form. (This may make Betas too unthreatening, but we didn't really like the laser retaliate on the Gamma.)
    • Penumbra: Sunsphere Beta attacks are a little lighter. Changed Gamma attack from laser to a two-wave attack that fires in 8 directions, then directly at the player. Acolyte attack is a little more threatening as an Alpha. Acolyte Wildfire spread gravity mechanics slightly tweaked.
    • Deepverse: Bouncy now ignores drop-through platforms when slamming downward. Fixed up smashing logic a bit to be more consistent.
  • Revised Nina's attack limits.
    • Nina is now limited to 3 active shots on screen by default, like she was in 20XX.
    • Shots are "active" if they aren't currently expiring (due to hitting a wall, an enemy they don't pierce, or timing out).
    • Nina's Primary Weapons that modify her shot pattern are only concerned with the "center", straight-ahead firing shot when determining how many shots are currently on screen. (So no matter what combination of items she has, Nina has three full waves of shots on screen.)
    • In practice, this only affects Nina's shots from more than about half a screen away. It means she's capable of more damage up close, since her shots will hit enemies/walls before she'd reach the shot limit.)
    • Aiming Gear's cooldown has been removed, and it now uses a similar shot limit system. In addition to Nina's checks, Aiming Gear also doesn't count as an "active" shot if it's been on the screen for longer than a second (since Aiming Gear often rolls around slopes for a long time). This means the ability is spammable again, albeit in short bursts.
    • Marksman's Might now increases Nina's shot limit by 2, instead of its previous effect. This also affects Aiming Gear.
    • Buffed some of Nina's underperforming Weapons:
      • Arc Beam now deals 12 base damage (up from 10) if it hits after the apex of its arc. This applies to all modified Arc Beam projectiles, too (if the projectile is moving vertically in line with Nina's current gravity direction).
      • Retrobeam's backwards projectile now deals 12 damage (up from 10).
      • Toy Beam no longer reduces damage dealt. It still costs -5 CP to use, and still causes attacks to be inaccurate.
      • Wave Beam reduced back to 10 base damage. It still has its wall-piercing property - we may flip that around in a future patch.
  • Counterstrike damage bonus increased to 50% (from 30%).
  • Rage Circuit damage bonus increased to 50% (from 20%).
  • Regenerative Plating now restores 4 HP immediately and per level (up from 2).
  • Fatal Fury now costs 1 Max HP plus one per Fatal Fury copy you already have. (This means it'll cost a lot more to pick it up 5 times, unlike now, where it's a very powerful no-brainer.)
  • Grandmaster (Ace weapon) now gains 50% damage per charge-level, down from 100%. The finisher attack is unchanged. It's probably still way too powerful against Bosses, but one thing at a time.
  • Lara now has a 0.75 swing timer (up from 0.5 sec).
  • Hoarder's Might is now 1 ATK/PWR per 30 nuts held (up from 20). It caps at +10.
  • Consuming Fury ATK/PWR reduced to 1 per level (from 2).
  • Thorned Hull and Juiced Reserves are now once-per-run Augs (they'll only spawn once).
  • Fixed a bug causing Armatort's Pound to sometimes work on half-charged attacks. (This should normally only happen with the Resonant Buster part.)
  • Fixed a bug causing Lucavi's Unleash to trigger boss iframes on the first hit. (This makes the attack work properly on Bosses again.)
  • Geardash (Aiming Gear + Crushing Void) damage increased by 50%.
  • Unstoppable Force contact damage increased by 150%.
  • Adjusted shop costs. In general, items cost a bit more than before.
  • Glory Zone Choice Machines will now always grant a choice between two of the same Core type (Two sets of Boots, two Helms, etc).
  • Resonated Dracopent's Bound now enhances the second jump instead of enabling a third jump.
  • Nutstack can no longer be rerolled.
  • Boss Health no longer scales with Rising Tide.
  • Angle Bolter (alpha) HP reduced to 25 (from 30).
  • Angle Bolters (all types) now act on the global chunk timer, but still only fire if a player is within range. (This will prevent the issue where they're slightly out of sync when approaching a group.)
  • Removed a handful of useless Augs from the Mega Mode pool.
  • Fixed Unyielding Wave having strategic timings on Zen Primus and Watergrav's Beeg Frog that'd lock their AI routines.
  • Fixed a timing error that could cause certain timing mechanics to desync when returning from a Glory Zone.
  • Boots Guardian now has a proper wind-up time before his dash attack starts.
  • Void Double no longer changes the camera at all.
  • Fixed a crash involving Heavy Juice.

30XX 0.39 Patch Notes - July 6, 2022

Hello! 30XX Patch 0.39 is a smaller bugfix patch aimed at stitching up some of the issues that've popped up in the past few patches. We're hard at work on post-level-8 content behind the scenes, so we don't have much new content ready to show off for today!

Hope you're enjoying the summer and getting a little time off. Thanks for playing.

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GAME CHANGES & FIXES:
  • Fixed Void Double's scythe hitbox (by increasing its size considerably - it was smaller/harder to hit with than it should have been.)
  • Still Waters (Entropy Condition) now lets you change cores up until the first enemy of the next stage dies (so you can still swap Cores/Weapons if you forgot after the boss, but before the next stage really starts.)
  • Autodrone + Crushing Void no longer sometimes spawns an additional Void inside the bigger one. Additionally, the larger Void is no longer sometimes consumed by nearby shields.
  • Eye for an Eye (Entropy Condition) no longer triggers on Exploding Barrels in Dustria.
  • Fixed a super-old issue causing some "delayed projectiles" to deal damage before they appear (the big notable one being Zen Primus' ground slam upward fire).
  • Autoloader will now correctly prevent you from manually switching Weapons (which negated the prototype's penalty).
  • Verdant Shard (Penumbra Green Stained Glass) Void duration reduced to 30 sec (from 60).
  • Absolution base Void duration reduced to 15 seconds (from 20).
  • Absolution's Voids no longer collide with one another or get stuck on walls. Generally improved their movement. (They're now a little faster vertically, too.)
  • Reclassified Orbital Barrier so it will properly trigger "Defend" effects instead of "Wall Collision" effects on enemy projectiles. (This also fixes an interaction issue where Experiment 9's shuriken throws wouldn't be completely blocked by Orbital Barrier.)
  • Fixed Oxjack's dash-barrier not properly triggering Defend effects.
  • Fixed Soul Scrapper's description (Aug pickups reduce Max HP by 1, not 2.)
  • Picking up Boss Powers no longer triggers Soul Scrapper's health reduction.
  • Cursed Wounds is now limited to rank 1 in Daily Challenges.
  • Fixed Sacred Spines displaying +5 damage at rank 2 (instead of +4).
  • Fixed Earthmetal Plating not properly disabling the effects of Dracopent's Bound and Excitement Engine.
  • Fixed two missing Prototype icons.
  • Fixed Dracopent's Pride + Resonant Chestplate displaying "1" on a life-restoring kill (even though it restored 2 HP).
  • Deconstructor's Might is no longer affected by Vibrodevourer.
  • Fixed Toy Beam not properly costing negative CP.
  • Barbarian's Resolve now properly grants converted Health on level change (instead of Armor) when combined with Armorative Plating.
  • Owlhawk and Vagrant Body Cores are now subject to checks that reduce healing received.
  • Picking up System Restore now removes stacks of Autoloader on the player (if you have any).
  • Fixed an issue causing Violence Enhancer to misbehave.
  • Fixed an issue with Vibrodevourer causing it to not properly reduce the damage of Powers when out of NRG.
  • Fixed an issue with Vibrodevourer and Forgotten Memento leading to negative NRG values.
  • Fixed an issue causing Next-Level teleporters to be blank as the client in online co-op.
  • Fixed an issue causing Nina's P2 color to not display properly.
  • Fixed an issue causing Hoot Omega's Large Whirl to not display properly as the client.
  • Fixed an issue causing Void Double to deactivate when the player's gravity flips.
  • Fixed an issue causing lategame Dustria enemies to sometimes use the wrong color shader (causing things to appear green that shouldn't be green).
  • Fixed an issue with Surging Lubricant's info/name display in some languages.

30XX 0.38 Patch Notes - June 15, 2022

Hello! 30XX Patch 0.38 is ready to roll, and it's got a mountain of new Entropy Conditions and new Memory Index rewards for pushing your skills to the limit via the Entropy Cluster.

It also introduces a few new Prototypes and fixes some long-standing bugs.

NOTE: Patch 0.38 fixes the age-old "eventually some textures load as black boxes" bug. To accomplish this, we've retired the 32-bit build of 30XX in favor of a 64-bit only build (which almost every game under the sun already uses!). According to Steam's most recent hardware survey, 0.17% of players on Steam may not have 64-bit operating systems - if this is you, reach out to me at chris AT batterystaplegames DOT com and we'll sort something out. This note should mean nothing to the overwhelming majority of players, but I'm mentioning it since it's a substantial technical under-the-hood change.

Thanks for playing!

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GAME CHANGES & FIXES:
  • Added a new control feature we're calling "Autocombo", unlocked alongside Autocharge.
    • While active, Autocombo causes Nina to fire three times in rapid succession, instead of just once. Pressing the button again during her combo will queue up two additional shots, so the player can fire rapidly without having to mash the button hard.
    • Autocombo causes Ace to complete a full combo with his currently equipped weapon (3 attacks for the Saber, Lucavi, and Grandmaster, 2 for Tonbokiri and 1 for Lara). In Lucavi's case, Autocombo works just like Nina's.
    • Autocombo's designed to make the game require less mashing to input attacks. It can be turned off independently of Autocharge in the Pause menu.
    • Activating a Power will cancel the currently active combo. (An exception to this is triggering one of Nina's Echo effects.)
    • This change also limits Nina's fire rate to roughly 11 shots a second. Changes to Nina's number-of-shots on screen are likely coming next patch.
  • Added a whole bunch of new Entropy Conditions, bringing the total to 15.
  • Added a new metacurrency, awarded for your first-time completion at a given Entropy Level (starting at 0, with your first no-entropy game completion). We'll leave out exactly what this currency does for spoiler reasons, but you can spend it at the Memory Index. More info:
    • You'll receive this reward for your first completion at a given Entropy Level, and you can only earn one reward per run. So if your best run so far is Entropy 2, you'll need to play on Entropy 3 or higher to receive another reward - and no matter how high you go, your next success after that will require Entropy 4+, and so on.
    • Pilgrimage does not contribute to Entropy Level (since it doesn't really make the game harder, and we don't want players to feel like they have to pick it because it's "easy" while pushing Entropy).
    • Zealot's Wrath is likely overtuned - we have plans to convert HP to a more continuous measure the same way we did with NRG a few patches ago, and when we do, we'll likely tone it down a bit.
    • The reward received scales up the higher you push Entropy (up to a cap).
  • Added 3 new Prototypes. Added icons for 0.37's small mountain of new Prototypes, too.
  • Fixed a long-standing bug where long gameplay sessions could eventually lead to black-boxed textures (usually level tilesets and Ace's spritesheet failing to load). This is still theoretically possible, but should only happen on very memory-constrained systems (instead of all systems, given enough time).
  • Fixed a bug where Gauntlets could repeat minibosses, resulting in multiple Resonant Armor pieces of the same type.
  • Slightly adjusted Tonbokiri hitbox to properly hit certain low-standing targets.
  • 30XX now runs in a 64-bit executable, which should lead to better overall stability when the game's been running for a long time.
  • Fixed an issue causing Clockzone's Waterfall Platforms to occasionally take their time spawning when first entering a room.
  • Fixed an issue causing Glory Zone conditions to sometimes desync in online co-op.
  • Fixed an issue causing Dally to sometimes fail to show up at game start in online co-op.
  • Suck effects no longer affect Capital Punishment's fists.
  • NRG costs in the Pause screen now round up in cases where Power Efficiency result in fractional costs. (A Power that costs 5.5 NRG will display as "6" in the Pause screen, but it'll still accurately take 5.5 from the player.)
  • Fixed a buggy interaction where having Blue Streak and either Gears of Industry or Market Fluctuations would make you more or less invulnerable, until the game crashes because you spawn a million nuts at once.
  • Fixed a potential cause of the Rolly-Miniboss-Attacking-Weirdly issue.
  • Wincing Clover's damage taken now ignores the invulnerability you normally have after defeating a boss. (No more infinite free rerolls on the Nutstack.)
  • Fixed a sound issue with Reboot attacking.
  • Fixed Crystal Wave and Jagged Bolt not properly disrespecting power/support ordering.
  • Fixed a placement/collision issue with Burning Temple's Bridge tiles.