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ChronoclysmNewsPost Anime North Patch
Game update

Post Anime North Patch

Chronoclysm · published 1 Jun 2016, 05:37 UTC

All newsPlayers around this dateRead on Steam

Had a great time at Anime North! The console really went over well and I met a lot of new Chronoclysm fans! Got another chance for some great live feedback and have reworked the game a bit.

An extra big thanks to Josh B for being so damn hooked on the game he decided to be a great help this weekend.

Mage Changes:

  • Can now change directions while charging shot
  • Charging longer than 0.43 seconds will increase damage by 1
  • Slightly reduced size of magical missiles hit radius from 0.035 to 0.033
  • Reduced freeze time after Mages teleport by 0.166 seconds
  • Added extra detection to stop the mages shot from missing collisions at top speed
  • Beam collisions now actually cause damage in the arena
  • Able to save teleporting Mages who drown by building a bridge under them. They no longer incorrectly fall through.
  • Made Mages able to mark builders bombs. Marked bombs have an X on them and explode immediately. Marked bombs hurt everyone regardless of team or friendly fire being on or off. This stops the builder from protecting himself from the mages missiles with a bomb.

Other Changes:

  • Lowered bomb radius from 0.32 to 0.3
  • Mirror Random was the same as random. Now properly mirror random
  • Reworked Sudden death graphic to look MORE INTENSE
  • Also added 1 more sudden death creeper per sudden death round
  • Creepers actually cause a death animation now
  • Spikes are no longer hidden in Horlk (red and orange cave level)
  • Able to lock in a class selection at class select screen
  • Bridge time extended from 2 seconds to 5 seconds
  • Bridges can now be rebuilt without having to first disappear.
  • Shot re-directors now spin the same way they rotate shots
  • Characters no longer freak out and teleport randomly when scoring paradox points
  • Turrets now show a little disc while being built.
  • Changed ghost panels graphics. Now blooping blocks.
  • Altered the fruit thrown at the victory screen. Now color coded with Blueberries, bananas, eggplants and tomatoes.

As for upcoming content it has become incredibly clear to me I was being pig headed not implementing online multiplayer.

So I'm going to be rolling that into the level editor update. It will wind up being a lot more like Warcraft III. Where the maps that are made can be played online with other players downloading a copy. As well as being added to the workshop.

The level editor is nearing completion and I will be starting on the online stuff right soon.

Thanks for being great players!
-Shane

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Game update3 May 2017The Big Online UpdateThe most requested aspect of Chronoclysm is finally available! Cascading time paradoxes are no longer limited to a simple couch phenomenon. Players can now collapse realities with both local, online and mixed multiplayer! Along with adding multiplayer you will notice most of the game has gotten a rather large overhaul: code, visuals and sounds. Patch Notes · Added mixed local/online multiplayer…Game update6 Apr 20173.0 Beta Patch NotesThings seem to be going pretty well thus far. Some bugs but smoothed them out. And here's what's been addressed: · Quick play sends the server and the client the same map now · Fixed strange GUI issues with 3 non local players · Turrets no longer rotate lazily · Name entry defaults to steamID on first start entry · Fixed error in text key not matching up and making some symbols not the right on…Community26 Mar 2017Chronoclysm Online Beta Signup and ChangelogAfter many months of finger breaking work I'm happy to announce that the Online version of Chronoclysm is nearly complete. It just needs some further testing Sign Up Here to Help Test, if you would ever so kindly A small sampling of screens of the upcoming version · New controller code, sign in process and team colors · New map engine meaning workshop backed content · Online play means new lobb…