- Controls Workaround for Remote Play - 11 January 2024
YouTuber Wild4Games explains how to get certain games working with Remote Play in this YouTube video. https://www.youtube.com/watch?v=VGHBU5Ek1_k Before starting the game, the host needs to have as many controllers plugged in as players that are going to play. (So, if you're hosting, and three friends are connecting, you need to have 4 controllers plugged in on your machine) Then, when assigning controllers in the remote play screen, you rearrange the guests' controllers into their respective slots. The other controllers on the host's machine basically become unused dummies. You can now drag them out entirely if you want. Note: it may not work for any controller on the host machine. I tested this with a Logitech Precision Gamepad and because Steam does not recognize this controller (it's reinterpreted as keyboard input) it didn't work. It did work when the host was using all xbox contro…
- GCM2 v1.1.14 - Balance Patch - 18 December 2021
We're continuing to bring the magic abilities into line with the rest of the class tree by lengthening cooldowns and cast times generally. Where some of the abilities needed a boost, we've increased damage or spell durations. We've also opened up some hopefully new and interesting routes in the class tree by switching a few secondary options at critical points along the journey. Detailed Class Adjustments Round 1: The cast time of Bowyer's Quick Arrow has decreased from 0.3 to 0.25 Round 2: The cast time of Scribe's Fireball has increased from 0.25 to 0.3 Round 3: Friar's Cure has the following changes: -Cast time has increased from 0.9 to 1 -Cooldown has increased from 1 to 3 -Heal effect has increased from 1/2 heart to 1 heart The secondary class choice of the Disciple has changed from Monk to Chemist Round 4: Hoplite's base health has increased from 6 to 7 The secondary class choice…
- New Project On The Horizon - 17 December 2020
Greetings friends! It is my pleasure to announce a new project we've been working on in the background for quite some time now. The Ways of Uron is an upcoming medieval fantasy action RPG with a focus on story and combat strategy. Play as Garen and his companions through a linear narrative in procedurally generated zones. Collect new weapons and items while revealing the mystery of Garen's past. Each zone features unique art, rewards to collect, monsters, and story elements that propel the player forward. Discover everything the zone has to offer, or skip forward quickly, choosing your interactions. Assemble a full team of four characters to play with your friends! Combine your weapons, spells, accessories and foods however you desire to create your party's unique combat style. Discover the World of Uron. Unravel the mysteries and explore the many challenges that await you! Please head…
- GCM2 v1.1.13 - Balance Patch & Fixes - 4 December 2020
Patchnotes - v1.1.13 Summary(tldr) There has been a general consensus developing that magic classes become overpowered as the game progresses through the rounds. In response to this, we felt that increases to many cast times and cooldowns across the board were warranted. To mitigate these changes slightly, and give these player's a bit more space to play with, a change to global movement speed was needed to balance things out. This should also make speed abilities feel more impactful. We look forward to any feedback about how these changes affect your games. General Game & Fixes Global movement speed has been decreased by 5%. A bug that caused the monsters to be able to killed multiple times by spells has been fixed. Detailed Ability Adjustments Round 1: The cooldown of Bowyer's Quick Arrow has increased from 0.4 to 0.75 Round 2: The cast time of Acolyte's Pray has increased from 0.65 t…
- Grand Class Melee 2 and Remote Play - 10 February 2020
After some internal tests, we're pleased with what we see so far with Steam's Remote Play feature. We hope that players who were concerned with the lack of online functionality have an opportunity to test out this new feature. Please let us know what you think about this development!
- GCM2 v1.1.12 - AI Improvements - 18 July 2018
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.
- GCM2 v1.1.11 - Class Balance and Improvements - 14 July 2018
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 Fl…
- GCM2 v1.1.10 - Sound Fixes - 11 July 2018
Patchnotes - v1.1.10 -Fixed various sound effects -Adjusted volume levels of various sound effects
- GCM2 v1.1.9 - Game Fixes - 8 July 2018
Patchnotes - v1.1.9 -Halloween has finally ended! The roaming monsters have reverted back to their default biome styles. -Minor game fixes
- Developer Change - 28 June 2018
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!)
- GCM2 v1.1.8 Changelog - 26 October 2017
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 :)
- GCM2 v1.1.8 Changelog - 26 October 2017
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 :)
- v1.1.7 changelog: - 22 June 2017
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.
- v1.1.7 changelog: - 22 June 2017
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.
- Survival Mode News! - 1 June 2017
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! :)
- v1.1.6 changelog: - 20 February 2017
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.
- v1.1.6 changelog: - 20 February 2017
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.
- v1.1.5 changelog: - 15 December 2016
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.
- v1.1.5 changelog: - 15 December 2016
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.
- v1.1.4 changelog - 10 December 2016
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.