A lot of that isn't exactly interesting to show until we present the fruits of our labor! This will also clear up most or all of Demo 5.0's original issues with Netcode, and allow us to implement cooler and cooler PvP-centric aspects and features. It took months of testing and re-writing to undo our original Netcode structure and build it from the ground up once again. So if someone were to use an Areagrab, a time-stop, you could interject with a NaviChip or something else that stops time to get yours in first! What is TFC? Time-Freeze Counter, or "Cut-in" as the official term is dubbed, is when a player is able to interrupt an opponent's Timestop chip with one of their own. We brought back the fabled "TFC" mechanic from Battle Network 4 and beyond to our multiplayer.
People have begged, and they now shall soon receive. But that rewrite came with a LOT of positives. Take a look at it: the freezing mechanic from Battle Network 6 has been brought to Chrono X, and that needed a rewrite. Why? Because there were cool features you guys wanted. Max has done an impeccable job rewriting the entire Netcode system and even some major gameplay elements. Not only was Demo 5.1 going to be the true experience content-wise, but then we went way, way further than we expected. Ouch.įorgive the slightly older gif, but I'm using it to demonstrate what transpired: scope creep. Anything that wasn't considered crucial to the release at the time (like RequestBBS) was automatically tabled for our follow-up update.Ģx damage from Break-element whilst frozen. 5.1 was going to be our way of iterating on the experience and directly address most concerns/feedback. As such, we sort of agreed to do a release right after Demo 5 called.Demo 5.1 as a codename. We'd also knew we would be doing at least 1 follow-up release for bug-fixes and the like. Max and I knew that we would get feedback from our wider player audience once we released Demo 5. First, let's talk about what the next release actually is.