Grand Class Melee 2 - Ogopogoid
Patchnotes - v1.1.12

AI Improvements
AI's has been adjusted so that the classes now behave more like they should.(Mages keep their distance, Warriors approach, Thieves run around) This should help to create more dynamic situations in games with a lot of bots.

General
This patch will reset game options for all users.
The default scoring option for normal games has changed to 'Standard'. The FFA and 3v1 AI Challenges will continue to use the 'Tournament' setting.
The duration of Health Drops has increased to 6 from 3.

Round 4
The damage of Monk's Soul Strike has increased to 2 from 1.
Grand Class Melee 2 - TowerFlare
Patchnotes - v1.1.11

Significant adjustments have been made to several classes in order to round out the class tree. Thanks for all your excellent feedback!

Round 1
The duration of Apprentice’s Sprint has been reduced to 4 from 5
The cooldown of Apprentice’s Sprint has been reduced to 8 from 10
The cooldown of Savant’s Scorch has been reduced to 1.25 from 1.5

Round 2
The cooldown of Militia’s Lunge has been decreased to 3 from 4
The cast time of Acolyte’s Pray has been increased to 0.65 from 0.5
The cooldown of Scribe’s Fireball has been increased to 0.4 from 0

Round 3
The cooldown of Halberdier’s Whirlwind has been decreased to 4 from 5
The cooldown of Archer’s Poison Arrow has been decreased to 3 from 4
The cast time of Disciple’s Pillar of Light has been decreased to 0 from 0.35
The cooldown of Disciple’s Pillar of Light has been increased to 2 from 0.4
The cast time of Sorcerer’s Flame Wisp has been increased to 0.75 from 0.5
The cooldown of Sorcerer’s Flame Wisp has been reduced to 0 from 0.4

Round 4
The cooldown of Lancer’s Jump has been decreased to 3.5 from 5
The cast time of Marksman’s Volley has been increased to 0.3 from 0.25
The cast time of Chemist’s Fortitude Potion has been increased to 1.25 from 1
Mage's Wreath of Flame now explodes after its 12 second duration

Round 5
The cooldown of Phalanx’s Heroism has been reduced to 6 from 10
The cast time of Mystic’s Kai Beam has been increased to 1.35 from 0.8
The cooldown of Mystic’s Kai Beam has been decreased to 3.5 from 8
The cast time of Sage’s Dukkha has been increased to 0.35 from 0
The cast time of Magus’s Fireblast has been decreased to 0 from 0.25
The cooldown of Magus’s Fireblast has been increased to 2 from 0.75

Round 6
The duration of Transcendent’s Reprisal has been decreased to 3 from 5
The cooldown of Dragoon’s Leap has been decreased to 5 from 7
The forward momentum of Dragoon’s Leap has been increased, making it easier to hit opponents
The cast time of Priest’s Afterlife has been decreased to 0 from 0.4
The cooldown of Priest’s Afterlife has been decreased to 18 from 25
The cast time of Transmuter’s Living Fire has been decreased to 0.25 from 0.4
The cooldown of Transmuter’s Living Fire has been increased to 0.75 from 0.5
The duration of Transmuter’s Living Fire has been increased to 2.65 from 2

Round 7
The effect of Angel's Eternal Warrior has been increased to 1 heart from 1/2
The duration of Vinewalker’s Wild Snare has been reduced to 6 from 10
The cooldown of Vinewalker’s Wild Snare has been reduced to 10 from 15
The cast time of Preserver’s Kai Bomb has been increased to 0.75 from 0.5
The cooldown of Preserver’s Kai Bomb has been decreased to 2 from 3
The cast time of Vicar’s White Fire has been increased to 1 from 0.75
Archmage's Arcane Mind will now also teleport you to a random location
The cooldown of Archmage's Arcane Mind has been increased to 8 from 5

Round 8
The duration of Lightblade’s Subduction has been reduced to 5 from 10
The effect of Lightblade’s Subduction has been reduced to 30% from 40%
The cast time of Archmagus’s Shadow Blast has been decreased to 0.35 from 0.9
The cooldown of Archmagus’s Shadow Blast has been increased to 4 from 0
The damage of Archmagus’s Shadow Blast has been decreased to 1 from 2

All 'white' magic will now correctly destroy 'fire' magic upon collision.

Edited Jul 14, 18 - To reflect changes not included in original patchnotes
Grand Class Melee 2 - TowerFlare
Patchnotes - v1.1.10

-In game music has been swapped to the original GCM1 soundtrack for a trip down memory lane!
-Adjusted volume levels of various sound effects
Grand Class Melee 2 - TowerFlare
Patchnotes - v1.1.9

-Halloween has finally ended! The roaming monsters have reverted back to their default biome styles.

-Minor game fixes
Grand Class Melee 2 - Ogopogoid
Hello to all GCM fans!

The development of Grand Class Melee 2 is being handed over to Ogopogoid Entertainment.

We hope to bring you the relevant updates this game requires before a final release. We acknowledge the lack of recent updates in this game's history has been frustrating for many of you and we're aiming to change this.

We are currently working on version 1.1.9 and hope to have it available soon!

Important Note:
Some users may be experiencing problems launching the game. Navigate to your 'data' folder (Ex. C:\Program Files (x86)\Steam\steamapps\common\Grand Class Melee 2\Content\Data) and create 2 new folders inside the 'data' folder. Name one 'Custom' and the other 'Workshop' and the game should now launch properly. (Please leave a comment on our community page if this was relevant for you!)
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.
Jun 21, 2017
Grand Class Melee 2 - Lannro
General:
  • Monsters have been added to the game. These creatures wander mindlessly, and drop a heart when killed.
  • 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.
...

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