Achron Message Board

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Posted by Kotaku Apr 11 2012 19:40 GMT
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#casemodoftheweek I know, I know; a home theater PC barely counts as a gaming PC, but in the case of HardOCP forum member Achron's sexy metal creation I'm willing to make an exception. Warning: machining porn inside. More »

Posted by Rock, Paper, Shotgun Nov 15 2011 11:45 GMT
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Brain-provoking time-travel RTS Achron, which Richard had a good old chat about here, has been out for a couple of months, but it’s been lacking a demo for cautious, interested parties to have a play with before taking any kind of plunge. That all changes today with a demo that gives you a taste of the linearity-shattering multiplayer. Developers Hazardous say: “The recommended way to download the Achron Demo is via torrent,” but “The demo is also available via direct download.” Hooray!

I’ve also posted a video of some of the multiplayer action below.(more…)


Posted by Valve Nov 07 2011 19:31 GMT
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Achron version 1.1.0.0
RELEASED 2011/11/6

Summary: This release includes a prehosting multiplayer chat, ability to change game and replay speed, a performance improvement for long games, and numerous bug fixes and balance improvements.

Achron changelog:
changed hierarchy attack-move to break formation if issued order is to a nearby destination
added toggle to pre-game lobby: subordinates can chronoport with commander using hierarchy
added toggle to pre-game lobby: morphing during rechronport delay
added toggle to main menu graphics settings: os-drawn mouse
added toggle to in-game settings and main menu gameplay settings: unit gages display values
increased range of chronofreeze area of effect from 13 to 17
reduced cost of all comm center/hub/mound buildings by one third
reduced cost of Sepi by 3LC and Pharo by 9LC
fixed bug: Octo would make RP on edited timeline if given cancel-progen-for-all order in original timeline
fixed bug: RPs approaching crates from the diagonal would not move 1 space closer to automatically start processing
fixed bug: subordinates continued to stutter-move after arriving at destination if ahead of commander during attack-move
fixed bug: chronobombing a research building mid-upgrade would leave the building stuck in upgrade mode
fixed bug: reaphs and foundations would attempt to repair TSSd units
fixed bug: HELP window keybindings did not update when user changed the key bindings
minor fixes to incorrect tooltips and keybindings
minor fixes to campaign levels
removed weapon damage multipliers for Shin Vir vs Zayin Pulser and Octo vs Zayin Pulser match-ups
added built-in community IRC chat for multiplayer
added game speed slider to replays and single player
added visible placement outline to the move command for mobile buildings
included additional maps and tile sets (courtesy of Shadowfury333)
Resequence Engine changelog:
fixed bug where sound effects would not be set to proper speed on reloading a save or reconnecting to a server
added DefaultGlobalTimeRate to configuration.ini, GlobalTimeRate to skin language, and PERFORM SET_GLOBAL_TIME_RATE and GET_GLOBAL_TIME_RATE to Rescript
file lists now sorted case insensitively across all platforms (also fixes unsorted issue on Linux)
fixed minor memory leak when reloading engine configuration settings
fixed bug where overriding the window opacity would not change the color of fonts to white
removed redundant command tracking history (no longer needed since replays were introduced) which saves 2-5% basis memory in the server for a typical 20-30 minute game, and accompanying minor performance improvement
improved accuracy of core timing code
added PERFORM GET_CHRONAL_FIELD and SET_CHRONAL_FIELD to Rescript for 4 global chronal fields (selected via target variable)
fixed Rescript compiler bug where chronoenergy retrieval performs were not properly specified as floats (were attempting to set integers instead)
Apostrophes in name in Steam are now changed to underscores in multiplayer for compatibility
added EngineReady indicator to skin language
double-click selection now includes all units that match type, rank, and highlight (instead of only exact class)


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Posted by Giant Bomb Oct 11 2011 14:00 GMT
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Time travel's often viewed as a cheap, desperate tactic for storytellers, an all encompassing deus ex machina that both solves and creates a million different problems.

Hazardous Software founder Christopher Hazard came up with the idea for his time travelling real-time-strategy game, Achron, back in 1999, and spent the years after working out the kinks.

Turns out there were a bunch of kinks.

"There was a lot of balancing aspects that I don't think people fully appreciate that went into Achron," said Hazard.

In situations where Hazardous could have easily compromised its central mechanic, it didn't.

I spoke with Hazard while on a business trip recently, and already filed a story on the game's 10 years of development and involvement with our nation's military (no, our government doesn't have time travel), but part of our conversation never made it into the story. Hazard watched our Quick Look (it's below) and read the comments from all of us--including you.

He wasn't upset, since many of the observations had been echoed elsewhere before. Instead, he started explaining the reasons behind them.

One of the basic decisions we puzzled at was having to select all your units simultaneously to chronoport, letting you warp across the map, rather than just telling the commander to do so, as in other games.

"You wouldn't believe the amount of balancing and thought that went into that simple decision," said Hazard. "You can send something back in time, and now, if you wait until the arrival--let's say the arrival was a minute ago--if you wait until that falls off the timeline that was committed into the past and now you undo the departure, now you end up with a permanent clone of that unit--a permalone, as we call it."

But if movies and books have taught us anything, clones (and paradoxes) are an intrinsic part of time travel. Hazard didn't want to erase it, only to ensure cloning didn't break the game and make Achron an interesting experiment, rather than fun to play.

"Early on," he said, "we knew this would happen and we had a whole bunch of tools to mitigate it, but we didn't want to break that mechanic because it's so consistent in our engine, so we wanted to come up with economic ways to mitigate that."


Posted by Giant Bomb Oct 04 2011 14:00 GMT
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Your ability to manipulate time in Achron happens at the bottom of the screen. The changes happen during "time waves."

Sweaty palms, pounding heart, and a mind that won't stop racing. The sooner it's over, the better, you tell yourself, but wouldn't it be be nice if someone pulled a fire alarm and ensured this didn't have to happen at all?

That probably describes public speaking for most of us, even if it's the best man speech you've rehearsed for weeks. Now, imagine being asked to present your ideas to some of the world's most powerful people in a small room at the Pentagon.

"I don't remember the last time I was nervous presenting," said Christopher Hazard, founder of Hazardous Software and one of the two main developers on Achron, a real-time-strategy game with time travel mechanics as impressive as they are perplexing.

Yes, the same Achron that collectively melted the brains of a room of Whiskey Media employees during a recent Quick Look. The same RTS that allows players to play with time and space to create the ideal outcome for a matchup by allowing the player to jump back and forth through time. If Achron were real, we could practice our public appearances over and over again.

Knowing that, it shouldn't be much of a surprise Hazard knows how to keep his cool.


Posted by IGN Sep 16 2011 21:24 GMT
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It's awesome when game developers seek to buck the status quo and innovate with unusual ideas that are both exciting and a little out there. But cool concepts don't amount to much when they're shoehorned into a lackluster game. Achron is perfect example of a great gaming idea sunk by poor execution....

Posted by Valve Sep 06 2011 19:35 GMT
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  • added cinematic volume toggle to volume settings
  • added toggle to enable/disable autosaves for single player levels
  • disabled quick (radial) controls by default
  • changed guards to be a little looser (campaign 3)
  • improved scrimmage AI start game logic
  • fixed bug: Clone Challenge would not unlock Achievement when condition was met
  • fixed bug: in main menu, immediately changing profile post menu load would return to active profile the first time
  • fixed bug: Loading save games would play start-level cinematic
  • fixed bug: moving Slingshot did not stop properly
  • fixed bug: tooltip for weapon strengths for Incepter and Carrier
  • fixed bug: Incepter creation would not account for missing foundation Power amount
  • fixed bug: teleporting Vecgir RPs long distances would not work via Slipgates
  • fixed bug: exploding Vecgir air vehicles could get stuck in permanent explosion if pilot failed to eject out
  • fixed bug: performance degredation on some C3 levels when controlling a lot of units in proximity of main character
  • fixed bug: incorrect unit is created in a progen triad where one of the triad is low on energy
  • fixed bug: autohierarchy would create circular heirarchies
  • fixed bug: skip torpedo could get stuck perma-teleporting if it couldn't get to destination
  • fixed bug: grekim units would ignore initial arcticus dispatch after setting the arcticus as commander
  • fixed bug: Incepters would not attack air units directly above them
  • fixed bug: RPs wouldn't auto-process large QP crates when approaching from certain directions
  • fixed bug: Incorrect logic to set speed key bindings for Steam install
  • numerous campaign improvements
Resequence Engine changelog:
  • major performance and behavioral increase on pathfinding
  • added AdditionalParameters 3 & 4 to Rescript
  • stop action step now clears target's current action
  • fixed bug where private game servers would frequently say that files are mismatched
  • added goal_distance to Rescript for BESTMOVE queries
  • BESTMOVE query now sets perf_ret to goal position as packed position
  • improved bloom filter

Posted by Rock, Paper, Shotgun Sep 05 2011 11:59 GMT
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Meet the time-travelling RTS that should be impossible. It’s called Achron, and we asked Richard to pull off the equally impossible feat of not calling it ‘Archon’ even once. That’s a completely different game. But we digress. Here’s Wot He Thought.

(more…)


Posted by Rock, Paper, Shotgun Aug 24 2011 17:30 GMT
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We haven’t written anything on time-bending RTS Achron for while, which is probably because our enemies travelled back to the past and eradicated our earlier posts. Let me just travel to the future and ascertain whether we go on to write any further posts about it.

We do! Not that anyone on the planet ever gets to read them, because of… no, I vowed I wouldn’t talk about that. So while I go dig a fallout shelter in the garden, I’ll leave you guys to enjoy your final week of existence with the Achron launch trailer.(more…)


YouTube
Posted by Joystiq Aug 08 2011 20:00 GMT
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We still don't understand how the time-shifting RTS game Achron works -- the concepts of rewinding, summoning reinforcements for things that haven't happened yet, and whatever other kind of chrono-frippery Hazardous Software has put into the game are well, well over our heads.

The best way to understand Achron, we suspect, is to play it, which you'll be able to do starting August 29. Hazardous sent Joystiq a note letting us know the new date -- a note we suspect arrived from a future in which the game is already out, hence the certainty of the date.

If you'd like to travel into the future yourself, you can pre-order the game for $29.95 and hop into the beta.

Posted by Kotaku Aug 04 2011 16:00 GMT
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#achron I was already interested in Dr. Chris Hazard's complex time travel war video game when he mentioned the military was interested in it as well. More »

Posted by Kotaku Jul 11 2011 22:00 GMT
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#greatideas In the first mission of the upcoming computer game that Chris Hazard, PhD, has been trying to make since 1999, our hero, a man named Holloway meets himself. More »
Gold Prognosticus
I still maintain you guys need to buy this game.
Fallen Shade
awesome

Posted by Gold Prognosticus Jul 06 2011 08:56 GMT
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Gameplay

Achron requires a little explaining in terms of how it works. The core of the game is a pretty standard RTS fare, with three playable races and a variety of units for each. Where Achron really stands out, however, is it's primary gameplay element: fully-funtional time travel. In addition to the mini-map and controls on the game screen, there is also a timeline displaying all the actions taken by the player the last 8 minutes or so, extending about a minute into the future as well. At any point during gameplay the player can jump forwards and backwards on this timeline, allowing them to change their actions in the past and have these changes then affect the timeline ahead of them. Players are also able to send units forward and backwards through the use of Chronoporters, resulting in battles where a unit may find itself fighting alongside itself. Naturally, these elements result in a variety of interesting strategies - for example, you send your units to defend against an attack from the north when the timeline changes and you find those same enemies now attacking from a different direction against your unprotected base.

So how fun does this turn out to be? In short, very. Although the idea of free-form time travel sounds a little confusing at first, the concept is quite easy to get to grips with and you will soon find yourself managing changes in the timeline with ease. Paradoxes are not a problem, as the model of time-travel used by the game resolves these impossibilites in an effective manner - the two or more states of a paradox will alternate between each other until one falls off the end of the 8-minute timeline.

As the game is not yet complete single-player gameplay is currently restricted to the tutorial levels and AI players, although the developers have promised an extensive campaign spanning all three playable races. The multiplayer community is well-established, if a little small; the users in the official IRC channel are always willing to play regardless of how new a player is.

Overall, gameplay gets a 7/10.

Graphics

The in-game HUD is sleek and well-designed, with an easy to understand layout. The quality of the graphics for levels is largely dependant on the level itself - although a large number of textures and scenery are available it is mainly up to the creator of each map to determine how detailed the level will be. In terms of units and buildings, however, the game could use some work: most of the models are uniquely designed and clearly distinguishable from each other, although the textures are rather bland and repetitive.

Graphics gets a 5/10, though with a little work to the textures this could easily be increased.

Story

Since the game is still in development and the single-player campaign has yet to be released, not much is currently known about the storyline of Achron. The website hints at an interesting plotline, if somewhat generic, though until the campaign is released it isn't clear what quality the storytelling will be.

For the time being I won't assign a score to storyline, though once the campaign is released this will be revised.

Sound

The sound of Achron can be separated into sound effects and music. The sound effects of the game are fairly average, though limited at the current time (again, Achron is still in development so additional sound effects may be added in the future. The music of Achron is all custom, and features a distinct ambience - the majority of songs are quite peaceful, with a few faster paced songs. The music isn't anything amazingly spectacular, but it definitely adds to the feel of the game.

Sound gets a 6/10.

Conclusion

Overall, I give Achron a 7/10 - it definitely shows a lot of promise and the concept of free-form timetravel is a unique idea that has never been implemented as well as it has in Acron, though there are several areas where development is still needed. I highly recommend pre-purchasing it - you will recieve every alpha and beta build, the full version of the game when it is released some time this year, and any updates and add-ons to the game after that.


Posted by Gold Prognosticus May 26 2011 16:58 GMT
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I'm not eligible since I joined prior to the start of signups (12th member on the forum as a matter of fact), but I thought some of you might be interested in this.

If none of you can remember what Achron is, it's basically a RTS with fully functional time-travel.

Gold Prognosticus
Also you only have a couple of days left to sign up.

Posted by Rock, Paper, Shotgun May 23 2011 08:13 GMT
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You will remember that time-travelling RTS Achron made me a bit giddy last year, largely because it was one of the cleverest pieces of game design I have ever seen. Hopefully you’ll also have thought “whatever happened to that”, because now we have the answer: there’s a video and a detailed update from project lead Chris Hazard – including the phrase “I have briefed senior officials at the Pentagon” – below.(more…)


Posted by Gold Prognosticus Feb 20 2010 15:33 GMT
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Perhaps some time in the future when the game is a bit more advanced we should have some kind of tournament.


Posted by Gold Prognosticus Jan 02 2010 09:45 GMT
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Still downloading myself, but from the videos this looks like this is an awesome game.