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20XX - Draco Character DLC›Events›20XX 1.2.0 Patch Notes - February 12, 2018
Game update

20XX 1.2.0 Patch Notes - February 12, 2018

20XX - Draco Character DLC · published 9 years ago

All eventsPlayers around this dateRead on Steam

Hello! Today's 20XX 1.2 patch introduces Hawk, 20XX's third full playable character! Master her whip-like Siphon, and rain destruction on your foes with her nearly-limitless pool of whip-stolen Energy. (Using her requires the new Hawk DLC, which will be about $2 until the end of the Lunar New Year sale, and $2.99 thereafter.)

This patch also contains 9 new Augs and a tremendous number of QOL updates and fixes. These non-Hawk updates are free for all players, and are not part of the DLC.

Read more about Hawk and the new changes below!

--

IT'S HAWK (requires Hawk DLC to use!):

  • Hawk is 20XX's third full character, built to master 20XX's Powers. Her whip-like Siphon steals energy from foes, giving her a nearly limitless supply of fuel for her devastating unique Powers.
  • Hawk has five unique Powers - she begins with one (the Protorifle), and can find four more in the game's Primary Weapon Chests. Hawk finds these Powers in lieu of Primary Weapon swaps.
  • Hawk's DLC allows players to use Hawk in all of 20XX's gameplay modes. If you're playing with a friend who doesn't own the Hawk DLC, you can still use her, and your friend will see her as normal.
  • The Hawk DLC costs $2.99 (USD), but through the end of the Lunar New Year sale, Hawk will be 34% off. Her DLC won't be part of every sale, so get it while it's hot!
  • The rest of Patch 1.2's features are free for all players, and do not require the Hawk DLC. Enjoy!

CHANGES:

  • Made a general performance improvement that should help people experiencing slowdowns.
  • Added 9 new Augs! Discover them, and unleash their power.
  • New Skull: Dearth! Dearth disables the three-item Boss Choice from appearing in the post-Boss room after Level 3. (This means only up to 3 Powers can spawn in that run, and if a Boss doesn't show up in the first three levels, its Power is unavailable this run.)
  • In scored modes, Level 10's time bonus now applies after defeating the boss, instead of at the end of the level. The bonus timer now also shows up properly during the level during Challenge/Seeded runs.
  • Nina's shots now combo on bosses similar to Ace's attacks. If Nina strikes a boss with a primary weapon, she can now hit the boss up to twice more in quick succession for additional damage. Scatterbeam is excluded from this change. (This is a Nina buff.)
    • This combo does not scale with how many shots Nina can have on screen at once.

  • Enemies protected by Maintcore shields (Beta and Gamma variants) now take 90% reduced damage (instead of being completely immune to damage).

    • Shield-piercing weapons still ignore this damage reduction.

  • Juiced Force Nova no longer has any damage scaling as it chains. (This is a buff - the damage scaling was negative.)
  • The Bonus Timer no longer ticks down in the pre-boss hallway.
  • Co-op pairs playing the same character once again receive the same Primary Weapon when destroying a Blue Chest.
  • Oxjack's Blitz (Leg Core) now has a "grace zone" when air-dashing horizontally very close to the ground.

    • Airdashing super close to the ground currently has a feel-bad case where a falling player intends to dash immediately upon reaching the ground, but instead activates his airdash a hair above the ground (so he never lands, and never restores his jump or airdash). This feels bad. Today's change checks if you're really close to the ground when activating an airdash, and if so, pretends you landed before dashing.
    • This change will not count the player as having landed for safe-return calculations.

  • Moved Character Select text so it doesn't overlap the HQ sign.
  • Normalized Flat's mortars a bit. (No more hyperspeed Mortars.)
  • Implemented a jump buffer. Jump presses will buffer for up to 100ms, so if you hit Jump a hair too early (say, right before hitting the ground), you'll jump anyway upon ground/wall contact if you're still holding Jump.
  • Added a pop-up menu notification when attempting to join a player's game when you're not in the lobby.
  • Memory optimization: 20XX now unloads characters not in use by the game on game start. Please tell us if you still see Flat black-boxing sometimes!
  • Tweaked Core Aug availability. Reduced Glory Zone occurrence by a hair, and decreased the chance that a given Shop item is a Core Aug. On average, the goal here is to reduce the number of Cores that spawn by about 25%.

    • We understand this one might be controversial, and we're keeping an eye on it. In general, too many Cores were spawning in a typical run - when all 16 are likely to spawn, players don't really have to make choices about what to take - doing the best with what's available is an important part of 20XX.

  • Reorganized Datalore. Primaries are now all one section, and Powers have their own section.
  • Tiny Flamespewer rebalance:

    • Tiny Flamespewer's flames no longer pierce except when they kill the enemy they hit.
    • Tiny Flamespewer's flame base damage increased to 15 (from 10).
    • Tiny Flamespewer's flames deal reduced damage to Bosses, but each flame can now hit a Boss separately.

BUG FIXES:

  • Really, really fixed the way cutscenes draw.
  • Fixed an issue causing some projectiles that pierce slain enemies from failing to do so (and vice versa).
  • Fixed an issue causing chests to draw in front of other enemies.
  • Juiced Force Nova no longer sometimes hurts your online co-op partner. (This is also a buff, unless you're a jerk.)
  • Fixed a spooky invisible Wind Platform in a certain Skytemple config.
  • Fixed a bug causing leaderboard finishes to display Level 10 instead of "FINISH!" in the Level column.
  • Fixed a netplay issue causing the host to be able to pull up the Main Menu while waiting for the client, resulting in general havoc.
  • Fixed the Bonus Timer in Boss Rush.
  • Fixed a bug causing a super-zealous Re-Flapp to gobble up an Astral before the fight starts, breaking the game.
  • Fixed a missing Level 10 drop-through platform.
  • Fixed an issue causing Death Lotus and Spirit Vine attacks to occasionally fail to register.

Thanks for reading!

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