Grand Class Melee 2 cover
Grand Class Melee 2 screenshot
Genre: Role-playing (RPG), Strategy, Indie

Grand Class Melee 2

Controls Workaround for Remote Play

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 controllers. Even a steamdeck that connected as a guest was able to work. The only downside being it requires the host to have an excess of controllers.

Let us know if this workaround fixed the issue for you!

GCM2 v1.1.14 - Balance Patch

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 of the Paladin has changed from Sensei to Phalanx
The ability to deflect projectiles has been added to Samurai's Kendo
The secondary class choice of the Samurai has changed from Holy Knight to Sentinel
The cooldown of Lancer's Jump has increased from 4 to 5
The secondary class choice of the Lancer has changed from Ranger to Sensei
The cast time of Marksman's Volley has increased from 0.3 to 0.35
The cooldown of Marksman's Volley has increased from 0 to 1.25

Seer's White Spark has the following changes:
-Cast time has decreased from 0.3 to 0
-Cooldown has increased from 0 to 1
-Damage decreased from 2 to 1
-The projectile's speed has increased slightly

The cast time of Chemist's Fortitude Potion has increased from 1.25 to 1.5
The duration of Mage's Wreath of Flame has increased from 12 to 15
The cooldown of Mage's Wreath of Flame has increased from 2.5 to 3

Round 5:
Phalanx's base health has increased from 7 to 8

Sensei's Tatsujin has the following changes:
-Speed and damage effect has increased from 50% to 75%
-Cooldown reduced from 15 to 12
-Duration reduced from 10 to 4

The damage of Ranger's Pitch Arrow has increased from 1 to 1.5 hearts
The cooldown of Ranger's Pitch Arrow has increased from 1 to 1.5
The cooldown of Mystic's Kai Beam has decreased from 3.5 to 2
The cast time of Alchemist's Strength Potion has increased from 1.25 to 1.5

Round 6:
Praetorian's base health has increased from 8 to 9
The secondary class choice of the Dragoon has changed from Vinewalker to Myrmidon
The cooldown of Valewalker's Shift has increased from 3.5 to 4
The cast time of Priest's Afterlife has increased from 0.75 to 1.25
The cast time of Time Mage's Stop has increased from 0 to 1
The Time Mage and her allies are no longer restricted from casting spells during Stop.
The damage of Transmuter's Living Fire has increased from 1 to 1.5 hearts
The cooldown of Transmuter's Living Fire has increased from 1.25 to 2
The cast time of Elementalist's Trigleam has increased from 0.25 to 0.75
The cooldown of Elementalist's Trigleam has decreased from 9 to 6

Round 7:
Praefectus's base health has increased from 9 to 10
The cooldown of Vicar's White Fire has increased from 0.75 to 1.5
The cast time of Archmage's Arcane Mind has increased from 0 to 0.75
The cooldown of Archmage's Arcane Mind has decreased from 8 to 6

Round 8
The cast time of Devout's Flare has increased from 0.45 to 0.75
The damage of Archmagus's Shadow Blast has increased from 1 to 2
The slow duration of Archmagus's Shadow Blast has increased from 3 to 4

We look forward to your thoughts on these changes!

New Project On The Horizon



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 on over to the Steam store page to see more screenshots and follow developments ->
https://store.steampowered.com/app/1382080/The_Ways_of_Uron/

GCM2 v1.1.13 - Balance Patch & Fixes

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 to 0.75
The cooldown of Scribe's Fireball has increased from 0.4 to 0.75

Round 3:
The duration of Halberbier's Whirlwind has increased from 1 to 1.25
The cast time of Archer's Poison Arrow has increased from 0 to 0.25
The cooldown of Archer's Poison Arrow has decreased from 3 to 2.5
The cooldown of Friar's Cure has increased from 0 to 1
Disciple's Pillar of Light has the following changes:
-Cast time increased from 0 to 0.25
-Cooldown decreased from 2 to 1.25
-Duration reduced from 20 to 15
The cast time of Apothecary's Speed Potion has increased from 0.75 to 1.25
The cooldown of Apothecary's Speed Potion has increased from 10 to 12
The cast time of Sorcerer's Flame Wisp has decreased from 0.75 to 0.65
The cooldown of Sorcerer's Flame Wisp has increased from 0 to 1.5

Round 4:
The speed effect of Cavalier's Charge has decreased from 100% to 75%
The duration of Cavalier's Charge has increased from 2 to 2.5
The damage mitigation effect of Hoplite's Runed Armor has decreased from 75% to 50%
The healing interval of Paladin's Healing Aura has increased from 4 to 5
The cooldown of Lancer's Jump has increased from 3.5 to 4
The damage of Seer's White Spark has increased from 1 to 2
The description of Seer's White Spark now properly notes its magic nullifying effect

Round 5:
The cooldown of Phalanx's Heroism has increased from 6 to 8
The cast time of Ranger's Pitch Arrow has increased from 0.5 to 0.6
The cooldown of Ranger's Pitch Arrow has increased from 0 to 1
The cast time of Sage's Dukkha has increased from 0.35 to 0.75
The cast time of Alchemist's Strength Potion has increased from 1 to 1.25
The cooldown of Alchemist's Strength Potion has increased from 10 to 12
The slow duration of Magus's Fireblast has increased from 2 to 2.25

Round 6:
The cooldown of Crusader's Hallowed Blow has increased from 1.25 to 2.5
Dragoon's Leap now lasts slightly longer and gives you more control in the air
The cooldown of Valewalker's Shift has increased from 3 to 3.5
The cast time of Priest's Afterlife has increased from 0 to 0.75
The description of Priet's Afterlife now properly notes its heal over time effect
The cooldown of Time Mage's Stop has increased from 10 to 12
The cast time of Transmuter's Living Fire has increased from 0.25 to 0.4
The cooldown of Transmuter's Living Fire has increased from 0.75 to 1.25
The cast time of Elementalist's Trigleam has increased from 0 to 0.25

Round 7:
The damage mitigation effect of Templar's Plate Mail has decreased from 100% to 50%
The damage interval of Myrmidon's Astral Aura has increased from 2.5 to 3
Preserver's Kai Bomb has the following changes:
-Cast time decreased from 0.75 to 0.6
-Duration reduced from 20 to 16
-Cooldown increased from 2 to 3
-Movement speed of the orb has increased slightly
The cooldown of Vicar's White Fire has increased from 0 to 0.75
The cooldown of Wizard's Black fire has increased from 0 to 1

Round 8:
The duration of Celestial's Virtue has decreased from 5 to 4
The cooldown of Celestial's Virtue has decreased from 15 to 14
The slow effect of Lightblade's Subduction has increased from 30% to 35%
The duration of Lightblade's Subduction has decreased from 5 to 3.5
The cast time of Archmagus Shadow Blast has increased from 0.35 to 0.5
The cooldown of Archmagus Shadow Blast has decreased from 4 to 3.5

Grand Class Melee 2 and Remote Play

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

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

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

GCM2 v1.1.10 - Sound Fixes

Patchnotes - v1.1.10

-Fixed various sound effects
-Adjusted volume levels of various sound effects

GCM2 v1.1.9 - Game Fixes

Patchnotes - v1.1.9

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

-Minor game fixes

Developer Change

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!)