Nov 11, 2017
Grand Class Melee 2 - Drixxel


GCM2 V1.1.8 CHANGELOG
  • Roaming monsters have been replaced with glowing Jack-o-Lanterns for Halloween, you can toggle between these and regular monsters by hitting F2 at the player select / interround screen (wet splat sound = pumpkins, squeak sound = monsters)
  • A few bugs in the 8th round job sprite casting animations fixed
  • "Start Game" at the title menu now reads "To Battle!"
  • Adjustable round time under Gameplay options now includes a 1:30 setting
  • The spritesheet for Whirlwind has been added to "Tools & Resources\Assets\Ability Effects" having been accidentally omitted previously
  • The Mod Uploader tool has been updated to v1.1 and now accepts 10-digit fileIDs, necessary for updating any newly-uploaded mods

To all those intending to celebrate in spooky fashion, Happy Halloween! Go ahead and smush a few virtual pumpkins to get in the spirit :)
Jun 21, 2017
Grand Class Melee 2 - Lannro
General:
  • Monsters have been added to the game. These are currently just a taste of what is about to come in our next big patch. In the current version, they will wander mindlessly, but soon they'll be ready to fight back in the coming Survival Mode!
  • One monster has been added per biome. Boars in the wood, Rats in the dune, Spiders in the mire, and Wolves in the Ruin.

Cosmetic Changes:
  • The credit screen now acknowledges the team the monster sprites were originally designed for.

Bug Fixes:
  • Players should no longer jump around when they start a round in a tree or other obstacle.
  • When the Wild Snare ability ends, the grass and water textures around the player should now properly revert to their original pallet.
  • Skeletons should no longer be able to pick up health drops.
  • Various other bug fixes.
May 31, 2017
Grand Class Melee 2 - Drixxel
It's high time we share a look at some of what's going on in the upcoming monster survival mode! :D



In this mode, each round features a set of evil portals that each spawn monsters specific to the biome. A portal contains a set number of monsters and defeating all of them collapses that portal, but not before spitting out a sinister shadow version of whichever player dealt the final blow. The round is over when all portals are destroyed and all enemies on the map are dispatched.

Currently, each biome has 2 unique monsters, have a look at those below (as well as a bunch of assorted GIFs of survival mode stuff)!















There's still work to do on this mode but we're well underway. Thanks for playing GCM2! :)
Feb 20, 2017
Community Announcements - Lannro
General:
  • Custom keyboard and USB gamepad keybindings will now save and be persistent between play sessions. These bindings should sync with your steam cloud settings.
  • Added a "reset" button for the custom controller bindings that returns the controller settings to their default.
  • A Game Mode Select Screen has been added, replacing the scrolling "versus battle" button on the main menu screen.

Cosmetics Changes:
  • Added names aboved and changed the border around the AI Selector.
  • Player Portraits now blink, and will display different emotions during the end game scoring screen to reflect whether the player has won or lost.
  • Generic USB Gamepad button icons have been changed.

Bug Fixes:
  • Health Mod Multiplier setting will now properly save between sessions.
  • The "Diviner" class weapon should now properly display.
Dec 14, 2016
Community Announcements - Lannro
General:
  • Large super structures now act like trees, stopping projectiles and deflecting slashes.

Cosmetics Changes:
  • Added a text prompt at the bottom of the player selector panel to indicate how to hide the panel.

Bug Fixes:
  • Strength and Fortitude potion now use the proper cast flash.
  • Afterlife now uses the proper cast flash.
Dec 9, 2016
Community Announcements - Lannro
Balancing:
  • Savage Speed and Subduction now also activates when you deal damage with another ability, instead of just from slashing.

Features Added:
  • Selection Hiding: while selection your job and abilities, you may hide your selection from the other players by pressing either of the ability buttons. You still move around and select your choices, but now no one can tell exactly what you're selection.

Cosmetics Changes:
  • Outro animation added for the health drop.
  • A Round Over sound effect has been added.
  • Tatsujin and Charge both given their own castflash.
  • Arcane Mind castflash changed to Globewink.

Bug Fixes:
  • Jump animation frame now properly displays for the "Jump" ability.
Oct 10, 2016
Community Announcements - Drixxel
Balancing:
  • Players hit boxes have been readjusted.

Features Added:
  • Strafe-Locking: now when playing on a keyboard, a player may lock their looking direction by holding the "Slash" button.
  • Global health handicap can now be tweaked under Gameplay Options
  • Gameplay & Custom Terrain settings from the options menu are now persistent through game sessions.

Cosmetics Changes:
  • Large Structures: large structures have been added to all the biomes.
  • Every job sprite now has it's own unique weapon sprite.
  • Default option for uploading highscore after playing a Quick Battle has been changed to "yes".
  • Terrain generator defaults have been changed.
  • Removed the "rebind controls" prompt when the Xbox 360 gamepad demo is active.

Bug Fixes:
  • Player sprite now properly draws the "airborne frame" when using the Jump and Leap abilities.
  • A rare bug that caused the game to crash upon starting a Spectator Mode now fixed.
  • Healthbars now properly follow the player sprite when using the Jump and Leap abilities.
Oct 7, 2016
Community Announcements - Lannro
Balancing:
  • Players hit boxes have been readjusted.

Features Added:
  • Strafe-Locking: now when playing on a keyboard, a player may lock their looking direction by holding the "Slash" button.
  • Gameplay & Custom Terrain settings from the options menu are now persistent through game sessions.

Cosmetics Changes:
  • Large Structures: large structures have been added to all the biomes.
  • Every job sprite now has it's own unique weapon sprite.
  • Default option for uploading highscore after playing a Quick Battle has been changed to "yes".
  • Terrain generator defaults have been changed.
  • Removed the "rebind controls" prompt when using a gamepad.

Bug Fixes:
  • Player sprite now properly draws the "airborne frame" when using the Jump and Leap abilities.
  • A rare bug that caused the game to crash upon starting a Spectator Mode now fixed.
  • Healthbars now properly follow the player sprite when using the Jump and Leap abilities.
Aug 4, 2016
Community Announcements - Drixxel
Features added:
  • Terrain Menu: You may now customize what terrain objects appear to what frequency in each biome with a real-time preview (and 'Start Biome' has been moved to this screen)


Here's a look at some of the objects referred to in the Terrain menu's various categories:

Flowers

Flavour

Patches

Rocks

Logs

Stumps

Trees

Misc


Bug Fixes:
  • Fixed some stability issues.

Cosmetic Changes:
  • Fixed minor costume errors & inconsistencies in the animations for a number of job sprites
  • Replaced some of the ground flavour in all biomes with improved environment art
  • Added climate-specific details to each biome's screen border (see below for some samples!)
Wood

Dune

Mire

Ruin
Jun 24, 2016
Community Announcements - Lannro
Workshop Features Added:
  • Custom Player Panes: The image used as the background for the player's heath, abilities, name and cooldowns is now customizable through modding.
  • Custom Sound Effects: new and custom classes can now have their own custom sound effects.
  • Check out the Workshop Guide for more details on modding and custom classes.

Bug Fixes:
  • Fixed some stability issues.
...

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