Team.01: An amazing new Local Multiplayer and Team Deathmatch experience!
Hello again everyone!
Another 2 weeks have passed, so another update is out! This time we're calling it Team.01!
Why Team.01?
Well we reworked our entire design philosophy when it comes to Team Deathmatch maps! We added 5 new maps for you to play on, and they now feature a completely new panel type which makes the entire battle feel much more connected than our old teleporter-based approach!
Better CPUs!
CPUs also became much harder as they're now able to use ultra VOCs against you, so Team Deathmatches with only CPUs fighting against you will now REALLY test your skills!
Reworked Local Multiplayer Experience
We also completely revamped the Versus screen! Through this screen, you can play offline matches with your buddies in local multiplayer or customize offline battles the same way you would with online multiplayer matches!
Changelog
If you're interested, here is our entire changelog for this new update: + Completely reworked Versus screen! > + PC: Improved local multiplayer experience! > + Unified rules between online and offline versus battles + NEW PANEL TYPE: Run-panels! > + Indestructable and unchangeable move panels > + Your character will run along them and turn automatically + Completely reworked Team Deathmatch maps! > + Sanctuary > + Roundabout > + Catch The Rainbow > + Invader > + Tempest > - Removed Mid-Side + New 1v1 maps > + Sumo > + Snowball + New shop dialogues! + New Endcyclopedia entries! + Android: Lite users can now play BattleCycle and Onslaught! - Online battle backgrounds cannot be defined anymore * Gently asked unwelcome bugs to leave the room * CPUs are now able to use Ultra VOCs * Autofill now has a sick animation * Autofill can now replace entire pack if already full * Improved controls on Android * Improved broken and cracked panel visual clarity * Reworked some campaign dialogues! * Fixed save sync issues
We hope you have a lot of fun with this new update! - Gal & Daniel (12B3 Games)
Have no fear, the Help.02 update is here!
Another new update is here!
2 weeks have passed, so say hello to our newest update: Help.02!
Did we mention we're now pushing out an update every two weeks? We didn't? Well now we did!
While not huge, these updates still add a whole bunch of new things to the mix. Just check out this amazing changelog:
+ Adventure Mode SAVING! Runs are saved after each zone + Auto-fill button that automatically completes a pack + Team deathmatch-feel improved + Team deathmatch status updates appear on top-right + Improved tutorials with previews and better explanations + Added advanced inventory and elemental tutorials + New Achievements can be unlocked + Message when betraying / switching sides in Adventure Mode * Better game feel when damaging enemies * Faced our fears and used bug spray * Game Servers can have custom ports
Auto-Fill
With the new "Auto-Fill" button you can now let our super advanced AI complete your pack! Lean back as it does some heavy lifting to create a great deck with the starting base you provide it with!
Adventure mode saving!
Do you or your relatives experience the following: Playing Adventure mode and accidentally betraying your friends all the time? No problem! Your progress in an Adventure Mode run is now saved after each zone you clear, so you can easily continue with only a slight setback if you get killed! No more retracing your steps and entering the exact same seed again!
Improved Game-feel and Team Deathmatch experience
Our highly trained engineers (Gal) analyzed the game feel and thought there is still room for improvement. After years of theorizing and experiments here is the result: The camera now zooms in ever so slightly when YOU hit an enemy. This makes the game have that crispy hitmarker feel, yet not get in the way of visual clarity.
We also improved the visual effects for our team deathmatch mode. It now feels much clearer and more fun to play!
That's about it for this week's update! We're hoping this update will be fun for you all! -Gal & Daniel
Help.01 Update is out!
It's Friday! Time for a brand-new update!
Today we're focusing on adding Tutorials to the game as well as several QOL improvements. This way new players will quickly be able to take part in our online multiplayer and pose as formidable foes for all you EndCycle VS Pros in the future!
Furthermore we've tinkered with the Inventory menu, adding the option to customize recipes you've bought and improving the overall deck building flow.
Here is the complete changelog: + Interactive Inventory Tutorial + Menu explanation & Tutorial + Added UI improvements + VOC Templates * VOC bar now adapts to color of set * Bug-demons exorcised * Updated and improved the entire Help menu * UI improvements * Re-worked starting Tutorial
Here's a look (or two)!
We hope you're enjoying your summer! -Gal & Daniel
New Update? Tournament coming soon!!!
Hello again!
We're hard at work to bring you regular content-updates in EndCycle VS and this week it's time for another one!
This Friday we're releasing the Help.01 Update!
It will focus on adding more interactive tutorials for new players and add several hotfixes! As more and more people are starting to get into the online-EndCycle VS scene we're providing them with the necessary tools to unfold their potential as quickly as possible!
And to celebrate, we're having ourselves a little tournament! Try out the new update while our very own project lead Gal Axis will participate and live-stream the event!
The winner of the event will receive a special role in our official Discord ːsteamhappyː !!!
Her Ultra VOC Infinity Slash is a unique addition to our game: First you lock on to your enemy and then you can deal massive damage with a series of heavy blows.
Unleash your Lux with this new and exciting character!
-Gal and Daniel
Mythos.2
* Fixed many issues with the online multiplayer * Fixed issues with mods not displaying text correctly * Improved online multiplayer experience
Online Multiplayer Stable update
+ Brand-new netcode which allows for online scripted mod support + Online matches can now be joined through steam / discord invites + New Player list which displays players currently in-game + Redesigned AV.atar sprite and concept art + Packs made in Adventure Mode / BattleCycle can be saved as Recipes + Descriptions on Mode select menu + New field flicker and party change animations + Re-added animations for IceCube, BoulderDrop and Companion + Custom spawn animations for certain characters + Re-added game crash reporter for PC version + Battles and music in online matches can now be set random - Replays are temporarily disabled * Reduced spectator chairs size * Simplified Revo scripting * Many many bugfixes
EndCycle VS New Online Multiplayer & Summer Sale
Hello there!
This Sunday we finally moved EndCycle's new and improved online multiplayer out of its beta stage and gave it a full release!
To make sure it's the best it can be we had a Sunday evening live-event where Gal and me played the new multiplayer with the people attending and streamed ourselves doing so! It was a ton of fun answering your questions and hanging with y'all.
Watch the event here:
[previewyoutube="TL4O4N7yyqw;full"]
Join our Discord if you want to participate in future events like this: discord.gg/zS33UCb
If you’re new to EndCycle VS this is the perfect time to start:
EndCycle VS is part of the Steam Summer Sale and 25% off!
We're really proud of the progress we've made with EndCycle VS and believe us: The best is yet to come.
Can't wait to see you on Sunday!
Love, Gal and Daniel - the guys behind it all
Online Multiplayer Update: How far we are and general progress?
Hello everyone, Gal Axis here! I am the project lead and programmer of EndCycle VS!
I just created a little update vlog on the state of the online multiplayer of the game here: [previewyoutube="uJh8uZEpVDI;full"]
Here is the content of the video in text form if you would rather read:
As you might know, we have been reworking the online multiplayer systems of the game since early January. As such, the official servers have been offline a lot of the time. We apologize for this inconvenience. We are working diligently and as fast as we can on bringing out the new multiplayer experience.
So the question on your minds must be how the new online multiplayer is coming along.
After looking at the systems in place, I decided to keep the lobby system intact as it worked well until now.
On the flipside however, I have started a complete rework of the old online battle code. Before the rework, it was extremely hard to maintain and it took a lot of resources to adapt it to changes and additions to the game, such as the ultra attacks. I have now made it possible for the battles to automatically transfer their entirety over the network and load it with barely any adaptations to the netcode to work. This change also makes it possible for modded battles to work online. However, this ended up being a mistake, as battles would perform very poorly in terms of FPS and the amount of data transferred.
At the beginning my goal was to make the systems so automatized that it would need no further input from me or developers of mods to create online multiplayer content. Unfortunately, while I was testing these systems, it became apparent that complete automation was not possible. In a battle run situation, the game simply transferred too much data and ran very slowly trying to copy the state of all objects to the clients. I exhausted almost every possible optimization measure possible while still keeping it all automated. I kept insisting on this solution so that developers of mods would have an easy life, however it ended up costing me a lot of development time.
I have now decided to rework this automatic systems and introduce some manual networking definitions that modders will also have to use in order to keep the data transfer low and the FPS high! What this means, is that I now need another go at reworking the online multiplayer to transfer events instead of the data itself! This change will minimize the amount of data transfer and make it not impact the performance of the game. This change is quite the big amount of work, so it will take some more time before the new online multiplayer is ready to be played.
I hope you now have a clearer grasp at where the online multiplayer update is and hope you look forward to playing it.
Thank you all for your continued support of the game! Look forward to more news about the release date of this update soon!
Rollback Netcode incoming!
Hello everyone!
As part of the final touches on the game, we're now adding rollback multiplayer! What this means is that the online multiplayer experience will be polished to a degree, where you won't even feel like you're playing online any longer!
As part of this overhaul, we'll also be adding support for the custom scripts you make when modding to be transferrable via the network. This means you'll be able to play online with all of your custom content, even with elements you coded yourself. Cool huh?
Unfortunately, there have been issues with our online multiplayer as of late. And due to us having only one programmer (Gal), we have to dedicate our time and resources towards creating the new overhauled experience. As such the current online servers for the game will be under maintenance a lot and suffer outages.
We hope that this next update will stabilize and enhance your online experience! We're trying to make it as fun as we can!
Thank you for your understanding and your continuous support. - Gal & Daniel