Gigachess v1.13 Update | A new 40-stage puzzle mode, Knight's Dungeon!
The new knight's tour-inspired puzzle mode is here! :D
GIGACHESS V1.13 CHANGELOG
Knight's Dungeon mode added, offering 40 new puzzle stages based on moving a Knight around all open squares of the board (way more info below!)
The ability to permanently disable turn auto-advance added, the blue switches on either side of the turn advance button can now be clicked a 2nd time to enable a permanent manual mode, requiring an ongoing deliberate click of the turn advance button or spacebar to end your turn
Smoother transitions when selecting game modes from the main menu added
A chain counting bug affecting Tutorial mode where hits from the previous lesson could contribute to the chain tally for the following lesson fixed
A layering bug where the level preview pane at the Puzzle Attack level selector could appear above the exit prompt blackout fixed
Added later via quiet patch:
Pawns are now able to spawn in the middle two rows of the board when playing on Expert & Master difficulties in Endless mode
A permanent on-screen indicator of Shieldguard progress added to the bottom right of the play area during Endless, Puzzle Attack & Tutorial modes
Dynamically resizing HUD counters added, allowing much larger numbers of Waves, Hits & SP to be displayed without overlap
Help panels added during the party builder screen of Endless mode, drawing attention to party size & difficulty configuration
Performance grades calculated at the end of an Endless game now more heavily weight the use of autosaves as a penalty
12 new achievements added for Endless mode, recognizing high performance grades when playing with multiple party sizes & difficulties and some special recognition for teleporting 8 Pawns simultaneously with a single Pawnwarp, getting Cursed a bunch, earning Shieldguard points, etc.
The threshold for activating a hero piece's Hyper state now adjusts based on party size chosen, lowering the threshold for smaller parties and raising it for larger parties
Hardcore mode added to Endless mode, an optional toggle that adds additional challenge to any difficulty level selected by reducing starting lives from 10 to 1 and preventing hero pieces from refreshing their Hyper lifespans by scoring hits, meaning any two turns without a hit will break that piece's Hyper state
Song D has been updated to match the lightly revised cut available in the downloadable soundtrack
Tooltips added for the turn advance button and auto-advance switch
Tooltips for party size and difficulty now communicate the current setting for each
An SP counting bug where loading a quicksave or autosave could occasionally result in the loaded SP value not taking into account the +1 from the most recent All-Strike fixed
A bug in Tutorial mode where Pawn starting positions could get scrambled when playing with turn advance set to permanent manual fixed
An inconsistency in the French language stage unlock tooltips in Puzzle Attack mode fixed
A bug in Endless mode where a Bishop with a Queen-up could stay infinitely Queen-up'd fixed
A few layering bugs where the turn advance button, the performance grade and performance category text could appear above the exit + load screen blackouts fixed
The Knight's Dungeon concept has been kicking around for a long while but it wasn't until January that work really began on making it playable, having this officially part of the game at long last is a great feeling and I'm excited to share it with everyone! A game mode that's completely non-combat focused and carves interesting dungeon floorplans out of the standard 8x8 board breaks up the Gigachess offering quite nicely, IMO ;)
So if you're not familiar with the classic knight's tour chess puzzle, the idea is incredibly simple: move a knight around the entire chess board, touching each square only once. Turning this into something more video game-like is nothing new, you can find any number of browser-based versions of the knight's tour offering all sorts of board sizes and wild layouts. Here's what a classic 5x5 knight's tour looks like played in Gigachess world:
What makes a stage of the Gigachess Knight's Dungeon mode different, though, is threefold: 1) a given stage may feature up to TWO Knights under your control, 2) shapeshifting tiles are available that temporarily grant the touching Knight either Rook or Bishop movement for 1 turn, and 3) SP is awarded upon a stage exceeding its Par value of turns, allowing the use of Blockades to fill untouched squares (on Easy difficulty, at least!). Quality-of-life features like the ability to rewind through all moves made, to redo the last move and to view the order of a Knight's entire move history via right click round things out a little further :)
There are 40 stages total to play through, ranging from breezy and bite-sized to big and maze-y. I was strongly considering spinning Knight's Dungeon into its own game or releasing this mode as DLC but, well... everyone who's been so lovely as to support Gigachess here on Steam deserves a free expansion, I say! :D
There's more I'll be quietly patching into v1.13 as the week goes on, namely a Hardcore difficulty toggle for Endless mode to present a super duper challenge, additional achievements for Endless mode based around obtaining particular performance grades, dynamically resizing counters for the HUD, some beefed up in-game reference material and a number of other little tweaks. With Knight's Dungeon mode ready to go right now, though, I wanted to get it out in time for the weekend :)
One last important point in this rambling changelog:
If you've had a bit of fun with the game and would like more people to discover it,
Please consider helping Gigachess by leaving a short review <3
Valve recently changed how user reviews are counted and it's unfortunately buried the game a little deeper in the store as a result. For Gigachess or any small indie, a brief review makes a world of difference towards people finding the game more easily. This thing will only improve as more people play it :)
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess, and as always, please let me know whatever's on your mind <3 http://steamcommunity.com/app/415910/discussions
Soundtrack released! :)
The Gigachess OST just hit Steam, check it out!
http://store.steampowered.com/app/604890/
The soundtrack will be added to your Steam music library for listening through the Steam client's media player, and if you'd like to access the files directly, just navigate to the Gigachess folder in your Steam games directory (likely to be C:\Program Files (x86)\Steam\steamapps\common\Gigachess\Gigachess OST for a typical installation).
Alternately, the tracks are all up on the Gigatross Games Soundcloud for easy streaming! :D https://soundcloud.com/gigatross-games/sets/gigachess-ost
Thanks for playing (and listening to!) Gigachess <3
Gigachess v1.12 Update | Hero piece Hyper states
Brand new to v1.12 are upgrades for Knights, Rooks & Bishops that extend their movesets in exciting ways! :)
GIGACHESS V1.12 CHANGELOG
Hyper states in Endless mode added, these activate for a hero piece after a sufficient number of hits against enemy Pawns are scored and offer the hero piece an expanded attack range for as long as Hyper is maintained (more info below!)
Display controls have been modified to allow free resizing of the game window beyond the fixed resolutions available
Hover highlights on clickable hero pieces no longer appear when holding a piece
Hover highlights now appear over clickable hero pieces on the party builder screen of Endless mode
Minor volume adjustments made to a number of sound effects
A bug where non-offensive positioning conflicts between hero pieces and Pawns could incorrectly update the Pawn's position in memory fixed
A bug where a power-up purchased with the SP from an All-Strike awarded that turn would remain in play even after Undo was used fixed
Added later via quiet patch:
A bug preventing the proper drawing of the particle effects trailing after moving Pawns fixed
A bug where clicking through the cancel button of the autosave and quicksave loading prompt could move a piece with its movement grid open fixed
Possible edge-of-screen cutoff when displaying tooltips fixed
Unmoved hero pieces with only 1 turn left on a Queen-up now flash
A bug where Trapmines hitting 3 Pawns simultaneously could award 4 hits fixed
A bug where auto-tooltips could get stuck permanently displayed fixed
Issues affecting the counting of Queen-up turns left when forcing the next wavespawn via an All-Clear! fixed
A bug where 2nd wave Pawns (cyan palette) could overtake 1st wave Pawns (magenta palette) when blocked in certain situations fixed
Campaign tooltips for Queen-up turns remaining and Cursed! status now display during Puzzle Attack and Tutorial modes
When selecting hero pieces at the party builder screen of Endless mode, pieces now appear as greyscale until the party size is reached to reflect their unclickable state
A bug where attempting to load a save at the end of an Endless game using the gamepad would seriously glitch the game fixed
The new Hyper states available in Endless mode have been in the works for quite awhile! The original plan was to offer an extended moveset exclusively for Knights (available as an unlockable), but the more I thought about this the more it felt that offering a suitable upgrade for all hero pieces would be way more fun :D
Hyper's extended movesets not only open up new attack strategies but also add a strong incentive towards planning ahead. Since it takes a certain amount of effort to maintain the Hyper state once it's activated, ensuring that the Hyper hero piece always has viable Pawns in range to keep refreshed with is paramount. The number of hits required for a hero piece to go Hyper depends on the difficulty (10 hits on Easy, 12 hits on Medium, 14 hits on Expert and 16 hits on Master).
To go along with this, Cursed Pawns have been made way more threatening! A hero piece getting cursed resets its Hyper buildup to zero or otherwise breaks its Hyper instantly. Ordinarily, the Hyper state breaks if the hero piece goes 2 turns in a row without a hit but a Queen-up can be used on a hero piece to prolong its Hyper state for the duration of the Queen-up in lieu of capturing Pawns. A hero piece will begin flashing at double speed the turn before its Hyper breaks.
Right-click on a hero piece to see how many hits remain to go Hyper! :)
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess <3 http://steamcommunity.com/app/415910/discussions
New to v1.11 are an Easy mode in Puzzle Attack, better Puzzle Attack performance recognition, expanded hints and lots more! :)
GIGACHESS V1.11 CHANGELOG
Puzzle Attack mode can now be toggled between Easy + Pro modes on the level selector, with Easy offering 2 lives, more readily available power-ups and bonus SP compared to playing on Pro (a.k.a the original setup)
Curses have been selectively added to many Puzzle Attack stages and the full set of 48 stages has been worked through and gently rebalanced
Clearing a Puzzle Attack stage within its par value now awards stronger positive feedback with a big announcement that recognizes a Par, Birdie (Par -1) or Eagle (Par -2) clear, as well as granting a corresponding medal for that stage on the level selection screen
Performance evaluation in Endless mode now offers a 2-page summary of the run's selected stats including undo count and average seconds per turn
Hints in Puzzle Attack and Tutorial modes now display 2 suggested moves towards a possible solution and feature a much more attention getting message upon unlock
The subtle screen shake present in Endless mode when Pawns slip past the board's bottom added to Puzzle Attack and Tutorial modes
Shieldguards are now possible in Puzzle Attack mode
A Queen-up and King-down palette variation has been added for the trail effects when dragging pieces around the board
The highlight when mousing over unmoved hero pieces now also applies to moved pieces to help indicate the presence of click-undo
When the grids for Blockades, Trapmines and Resurrects are up, a highlight is now applied to the currently moused-over tile
An "error" sound effect now plays when attempting to place Trapmines and Blockades on occupied tiles or when a maximum number of placements is reached
A bug where using click-undo after restarting a Puzzle Attack stage could fail to restore captured Pawns to the board fixed
A bug where the Curse wisp's animation could freeze when spawning on certain Pawns fixed
A bug where loading an autosave in the turn following a hero piece's resurrection could permanently remove that piece from play fixed
A bug where SP values could get scrambled when loading an autosave fixed
Added later via quiet patch:
The "Return to Main Menu" button on the exit prompt now switches to "Reset Game" while on the main menu
A small memory leak occurring with Puzzle Attack + Tutorial stage reset fixed
A bug where the smoke explosion effects on the HUD counters wouldn't spawn in the first turn of a loaded autosave or quicksave fixed
A bug where Trapmines could remain on the board for the rest of the enemy movement phase after detonating fixed
A bug where disabling the auto turn advance to spend the SP gained from an All-Strike! in the turn it's earned could bug the SP value upon click-undo fixed
A bug where the auto-wavespawn from achieving an All-Clear! in Endless mode would shorten the time to the next wavespawn by 1 turn fixed
A bug on the in-game leaderboards where displayed scores were being transposed 1 position on page 2 fixed
Puzzle Attack mode got a lot of love in this update, the introduction of "easy" variations for each stage's power-ups combined with relaxed win conditions and extended hints should hopefully make these puzzles more welcoming! Also, the addition of Cursed Pawns and rebalancing tweaks made to many of the stages change up the solutions possible, there might be a bit of fun in revisiting something you've previously cleared :)
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess <3 http://steamcommunity.com/app/415910/discussions
New to v1.10 are quickloading, autosaving, performance grades and more! :)
GIGACHESS V1.10 CHANGELOG
An autosave separate from manual quicksaves introduced, this updates every turn allowing you to replay the previous turn (check out the new button above the current 'Save' button near the bottom right of the screen)
A quickload button has been added to the title menu, allowing you to jump instantly into your last Endless quicksave without having to build a party, start a game and then load
At the end of an Endless game, it is now possible to instantly load an autosave or quicksave
Letter graded performance is now delivered at the end of an Endless game, calculated from your hit efficiency and a number of other factors
A 2-page 'Help' has been added that offers a quick summary of gameplay basics, accessible via the new '?' button added to the drop-down menu
A 'Replay Stage' button has been added when a Tutorial stage ends in victory
Cost of Queen-ups has been dropped to 4 SP (previously 5 SP)
Muting music now saves, meaning that music will stay muted from session to session
Board tilesets are no longer randomized on start-up, instead defaulting to Tileset B (black & white) on first play and saving your last selection
Default audio volume at first play is now slightly quieter (~75% max)
A bug where King-down curses on hero pieces weren't being cleared with Endless game reset fixed
A bug where using click-undo on a hero piece that had been on the receiving end of a Shieldguard could scramble the Shieldguard count fixed
A bug where quickly restarting a Puzzle Attack stage while Pawns are in their movement phase could mess up the starting positions of Pawns fixed
A bug where Pawns were able to spawn in the turn that a quicksave was loaded fixed
A bug where using click-undo on a moved hero piece would create a positioning conflict with a recently placed Blockade, Trapmine or resurrected hero piece fixed
A massive memory leak possible at the end of an Endless game fixed
Autosaving will hopefully make the game less intimidating, allowing players to jump back a turn and fix a mistake or try something different. The only penalty to using/abusing the autosave feature is an impact on the newly-introduced performance grading, with each autosave load subtracting a small chunk from the score.
Speaking of which, performance grading! I've wanted to add a detailed breakdown of player performance for ages and some very thoughtful input shared on the community forums helped motivate me to do it. This is something I plan to expand on and rebalance quite a bit, but for now the game will assign you a letter grade (D, C, B, A or S) based mainly on your efficiency, skill and longevity. Some additional achievements will almost certainly be made to offer a little extra encouragement here :)
Looking ahead, there's a whole new puzzle mode in the works, a riff on the classic Knight's Tour where the goal is to touch every square of the board. Currently, 32 stages are designed and ready to go but there's a lot of work and testing yet to do. This new mode will be making an appearance in the next big update (although there is a super secret way to access these stages now ^^).
Here's a look at this mode in action, please pardon the lossy grossness of the GIF!
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess <3 http://steamcommunity.com/app/415910/discussions
To celebrate the 1-year anniversary of Gigachess on Steam, there's a bunch of new stuff added in this update! :D
GIGACHESS V1.09 CHANGELOG
Pawn advance has been greatly improved, Pawns now descend row-by-row in cascading fashion making it much easier to follow what's happening during the enemy's movement phase
Cursed Pawns introduced -- at random, a Pawn on the board will be affected by a curse indicated by a swirling purple wisp and any hero piece that captures this cursed Pawn will be transformed into a King with single-step 8-way movement for the following turn (more info below!)
A turn advance stopper has been added, allowing the player to disable the automatic turn advance when their last hero piece is moved (click the buttons at either side of the turn advance button to activate the stop switch)
In the turn immediately before a Pawnwarp's timed triggering during an Endless game, an additional reminder now appears on-screen during that turn
Hero pieces being threatened during the enemy's movement phase now receive a bolder warning outline to draw attention to their threatened state
A connected gamepad now only activates upon input being registered as opposed to taking priority over the mouse at start-up
If a gamepad is detected at launch, a friendly window indicating that fact now appears
The sound effect for quick-target Pawn blocking when using a gamepad changed
Viper Pawns entering the board's endzone now flash as they do when a Shieldguard Vipedown is triggered
A helpful tip window now appears near the start of an Endless game reminding the player of the availability of gamesaving and undo, this will never appear again once clicked through
Queen-up states for each hero piece have been given new, much fancier-looking powered-up sprites
All manually-triggered tooltips are now attached to the cursor as opposed to having fixed locations relevant to the object being queried
A small memory leak occurring with Endless game restart fixed
The introduction of Cursed Pawns that inflict King-downs on any hero piece that captures them is a mechanic I hope you enjoy! It's one that I've been mulling over for ages and it adds a little bit of spice to what the enemy has to offer. The King-down curse isn't necessarily a detriment, the single-step 8-way movement can be used strategically to get a hero piece into a position they might otherwise be unable to access. Just like how Viper Pawns downgrade to regular Pawns when they enter the bottom two rows of the board, Cursed Pawns will lose their curse in exactly the same way. Give Endless mode a try, get cursed and let me know what you think!
The cascading Pawn advance is arguably the bigger addition, though! This took extensive reworking of the game's collision but it's working perfectly as of now, the enemy phase is much more entertaining to watch after this change and it really does make it easier to keep track of what all those Pawns are doing.
The first year of Gigachess on Steam has been a good time! The game has come a heck of a long way since launch and I very much appreciate everyone who's taken an interest, I hope you all continue to have some fun with it :)
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess <3 http://steamcommunity.com/app/415910/discussions
Gigachess v1.08 Update | Full Controller Support!
Brand new gamepad controls and some bugfixes step Gigachess forward a version :)
GIGACHESS V1.08 CHANGELOG
Support for Xbox 360 controllers and generic USB gamepads added, more details below!
The Halloween skin is now deactivated by default for first time players
A bug where apostrophes were being replaced with smiley faces fixed
A bug where the tooltip for Song D was attached to the wrong pushable button fixed
A bug where display settings weren't being saved when the game was reset for the first time fixed
Added later via quiet patch:
Gamepad quick targeting improved to recognize all possible Pawn-blocking opportunities for the selected hero piece
A 'Test Gamepad' panel added to the drop-down menu that provides a live, interactive breakdown of the action each button corresponds to
The Blockade and Trapmine icons in the HUD now include counters that indicate the number of Blockades and Trapmines active on the board
Menu tooltips now display automatically when hovering over a menu button
Special sound effects added when using quick targeting to cycle through viable Pawn captures and blocking opportunities
A bug where click-undo on Rooks while using a gamepad would take two tries fixed
A bug where the floating text for party size and difficulty on the party builder screen could get permanently frozen fixed
A little while ago, a request came in on the community forums for controller support and now it's here! Since the very first prototype, Gigachess has been built on mouse input -- the quickness and precision of a mouse is a natural fit for a grid-based game with a lot of careful clicks and decisions to make. That being said, developing an alternative control method based around a gamepad has been an interesting and worthwhile endeavour. I'm pretty happy with how it's feeling so far and I hope you give it a try with your favourite controller! :)
To try and compensate for the reduced precision of an analog stick, there's a new quick-browse / quick-target system introduced when playing with a gamepad that allows the player to instantly snap the cursor between hero pieces or, with a hero piece selected, to instantly snap between Pawns in range. Minimizing the need to manually guide the cursor with the analog stick is the goal here and it definitely helps to speed things up.
The game will automatically detect a connected gamepad at launch and an active gamepad can do everything a mouse can do (with one tiny exception explained later). An active gamepad takes priority over the mouse for controlling gameplay, but the mouse always retains full control over the menu, making it totally possible to juggle both inputs simultaneously for those who prefer their mouse for navigating the interface. An 'Input' button has been added to the drop-down menu that allows the toggling of control priority between mouse & gamepad and this setting may only be toggled by a mouse click in hopes of preventing the player from disabling their controller by accident ;)
There's more to come with regard to controller support, most notably the ability to rebind buttons and improvements to the feel of analog cursor control. While the button layout is non-rebindable at the current time, the default configuration should be nice and usable. Here's a copy-paste of the Xbox 360 gamepad defaults from the latest readme:
Left stick - move cursor
A - select / move / attack
B - view tooltips (hold button)
X - end turn
Y - undo moves in current turn / reset Puzzle Attack or Tutorial stage
LB - quick-target up
RB - quick-target down
LT - view tooltips (hold trigger)
RT - select / move / attack
Back - decrease analog sensitivity
Start - increase analog sensitivity
As always, your bug reports and feedback on the community forums are a huge help! Definitely let me know what you think of the current gamepad controls or if you discover anything weird or broken when using your gamepad of choice, I only have so many controllers on hand to test with so your input is a big deal. Thanks for playing Gigachess! <3 http://steamcommunity.com/app/415910/discussions
Gigachess v1.07 Update | Happy Halloween!
A Halloween rehaul featuring an army of jack-o'-lanterns, an expanded tutorial and tons of tweaks move Gigachess ahead a version :)
GIGACHESS V1.07 CHANGELOG
A Halloween-themed skin is now available that transforms enemy Pawns into pumpkins & jack-o'-lanterns, offers a special tileset for the game board and makes lots of other changes to transitions, effects, decoration and sounds (switch between skins by clicking the new 'Skin' button added to the drop-down menu, 2nd from the bottom, or by using the keyboard shortcut 'S')
A moody new music track has been added (Song D) that plays by default in Endless mode when the Halloween skin is active
3 stages have been added to Lesson 3 of the Tutorial that cover advanced use of Blockades, Trapmines and the Shieldguard mechanic
The 'Rank' & 'Hits' headers on the in-game leaderboards now switch over to 'Rang' and 'Coups' respectively when playing en francais
Hero pieces being click-dragged around the board now leave a particle trail, this was previously only generated when the piece was initially teleporting towards the cursor
The 'Hint' button to the right of the game board during Puzzle Attack and Tutorial modes now features a bright flash when the hint for the stage has been unlocked by 3 successive defeats
The turn advance button at the bottom of the board now begins pulsing if extended thinking time is taken during a turn
At launch, the game will now boot up to whatever display option was last used rather than defaulting to full screen
Windowed resolutions larger than the primary display are now removed from the available display options
Improvements to audio asset loading mean the game now consumes about 15% less memory while running
While playing with the Classic game skin, the board tiles now randomize between sets A-D at launch
The sound effect when starting an Endless game is now much more dramatic
A bug where using click-undo on a hero piece involved in a Shieldguard that turn could mess up Viper Pawn states fixed
A bug where using click-undo on a freshly resurrected hero piece permanently removed that piece from play fixed
A bug where quickly clicking between unmoved hero pieces on the board could get the most recently unselected piece stuck partially transparent fixed
The official Steam Controller configuration has been updated to be fully ambidextrous, primary game controls are now mirrored between the left & right shoulders, triggers and grips for accessible one-handed play
Added later via quiet patch:
A bug where hits delivered by the 2nd Knight in any party weren't being counted towards the 250 & 1,000 stat-based achievements fixed
Achieving an 'All Clear!' in Endless mode now resets all surviving hero pieces to the starting line-up and triggers the next wavespawn of Pawns
Here's hoping you have some fun with the new Halloween theme! The visual update and additional music make the game a little bit special for the season, and personally, gotta say I prefer the pumpkin'd Pawns over the classic variety. Please do share your impressions, there's no reason I couldn't make additional game themes like this. Happy Halloween! :D
As always, your bug reports and feedback on the community forums are a huge help! Thanks for playing Gigachess <3 http://steamcommunity.com/app/415910/discussions
Gigachess v1.06 Update
Click-to-undo, 100% French localization + lots of polish step Gigachess ahead a version! :)
GIGACHESS V1.06 CHANGELOG
Hero pieces can now have their actions in a turn individually reset by clicking on them once moved, allowing you to pick and choose which moves to undo
Hero pieces currently threatened by one or more Pawns now receive a red highlight to indicate that they're in danger if not moved or protected that turn
Values ticking up for Wave, Hits and SP now feature a poof / splash effect on the HUD to add some extra satisfaction
Full translation into French completed, every button and piece of in-game text will now switch over when Language settings are toggled in the dropdown menu
Subtle visual feedback added when mousing over clickable hero pieces and tiles available to move on when a hero piece's movement grid is displayed
A sound effect now plays when power-up icons in the HUD are clicked
Lowering master volume to 0 now prevents songs from automatically starting when a game begins
The concealing panel of bricks over the game board now transitions away more smoothly when a game of any mode begins
These improvements to Undo allowing click-undo per piece make Puzzle Attack much more welcoming, as previously the only option was to completely reset the stage if a mistake was made. That full reset is obviously still available, but being able to undo a single move without scrapping all progress is a definite good thing ;)
A very promising start has been made on porting Gigachess to Mac, the game runs perfectly under OS X as of this weekend but there are a number of quirks yet to resolve. If all goes well, though, Mac & Linux versions of Gigachess will be available through Steam in the near-ish future! :D
As always, you're doing a huge favour by reporting any bugs or giving feedback on the community forums. Thanks for playing! <3 http://steamcommunity.com/app/415910/discussions
Gigachess v1.05 Update
New themes for the game board, bug fixes and polish push Gigachess forward a version! :)
GIGACHESS V1.05 CHANGELOG
3 new tilesets have been added, switch freely between all 4 themes (A, B, C & D) by clicking the new buttons to the left and right of the board
Sound effects for Pawn capture are now slightly different from hero piece to hero piece
Unlocking the next block of Puzzle Attack stages now features a special "unlock" event upon returning to the level selector
The headers on the HUD are now available in French and work has begun on providing French language versions of all clickable buttons, starting with the 'Last Formation' / 'Dernière Partie' on Endless mode's party builder screen
Hero pieces with full Queen-ups no longer receive a red highlight when the Queen-up HUD icon is clicked
A bug preventing Puzzle Attack and Tutorial mode's hint overlays from displaying fixed
A bug where spamming the 'Undo' command during a Puzzle Attack or Tutorial stage would stop the music fixed
A bug allowing players to perform pixel perfect ninjaclicks through the title menu and start a seriously glitched out Endless game fixed
Glitches affecting attack tracking while running video capture software that could award 'All Strike!' SP rewards without every piece landing a hit fixed
These new board themes seek to spice up the look of the game and each one offers a unique motif & colour palette to break up the visual monotony of longer sessions. Try them all out and see which of the 4 is your favourite! :D
Be sure to report any bugs or odd behaviour you observe on the community forums! Thanks for playing <3 http://steamcommunity.com/app/415910/discussions