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Release v0.8.3.0

April 24, 2011 by Chris Hazard

This release contains performance improvements, numerous bug fixes, balancing tweaks, and additional terrains.

If you have already preordered Achron, you can download it here.

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Escapist Writeup on Trust in Gaming

April 13, 2011 by Chris Hazard

The Escapist has a story on my talk this morning at the East Coast Game Conference on trust as a game mechanic: http://www.escapistmagazine.com/news/view/109247-Games-Can-Make-You-Trust. I'm giving another talk tomorrow on serious games.

 

Release v0.8.2.0

March 25, 2011 by Chris Hazard

This release introduces the explosive large Q-Plasma container, unit hierarchy improvements, numerous bug fixes and balance improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

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Release v0.8.1.0

March 12, 2011 by Chris Hazard

This release includes numerous bug fixes, unit behavior and balance improvements, game replay improvements, and minor visual indicator improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.8.0.0

February 17, 2011 by Chris Hazard

This release denotes official "beta" status of Achron. This release includes many new polish improvements, visual effects, replays, and more! Also, the Vecgir and Grekim alien species are now included in the main download, so you do not need to download the additional content for that.

Note: if you have previously installed Achron, you will need to manually create a "replays" directory within your home Achron directory (Documents/Achron for Windows, ~/.Achron for other platforms)

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.7.0.0

January 11, 2011 by Chris Hazard

This release contains a polish art pass over all 3 species' unit models, numerous bug fixes, some balance improvements, and improved loading time when opening up a second level.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.6.4.0

December 19, 2010 by Chris Hazard

This release includes the full set of first-pass textures for the Vecgir, several important bug fixes, improved edge cases in path planning, and reduced critical VRAM footprint.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.6.3.0

December 13, 2010 by Chris Hazard

This release includes 3D model updates to the Vecgir, animation updates, zoom-to-cursor, pathfinding improvements, Newport terrain textures and many bug fixes. We've also made tons of progress on creating the single-player campaigns, which will be released later with the full game.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.6.2.0

November 13, 2010 by Chris Hazard

This is primarily a bug fix and polish release. This release features a pass on unit balancing, enhanced performance stability under heavy CPU loads, and many control improvements.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.6.1.0

October 18, 2010 by Chris Hazard

This release features revised heads-up display graphics, improved loading time, and many bug fixes and improvements to the Vecgir and Grekim alien species (currently available via separate download).

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.6.0.0

October 11, 2010 by Chris Hazard

This release includes both the Vecgir and Grekim for the first time (as a separate download), as well as many improvements to unit art assets. It also includes numerous bug fixes, some improvements to pathfinding and CPU performance, and balancing improvements for the Humans.

The other two species are available via separate download. The texturemaps are very much a work-in-progress, and the Vecgir only have a smattering of team color and active camo. The weapon effects are also placeholders. With the large amount of functionality in this release, there are sure to be some bugs and balancing issues that crop up, and we will likely have a minor patch fix in the near future based on any you find. We don't have instructions for the other two races yet, so try them out in the sandbox first.

This release also contains significantly improved Human units. With all the new assets, the load time is a little longer, and we'll be working to improve that.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.5.1.0

September 8, 2010 by Chris Hazard

This is a bug fix and unit usability polish release. Units behave more intelligently and game server performance is improved slightly in some cases.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.5.0.0

August 26, 2010 by Chris Hazard

Version 0.5.0.0 is a nice big round number. And with nice big round numbers comes lots of under-the-hood improvements. For starters, this release has a new rendering model, which is more accurate with respect to lighting. It also has support for custom keybindings, a clone brush in the level editor, a new major balancing pass, as well as the usual bug fixes.

We have figured out the Nvidia driver bug that occurs on Windows and Linux with Nvidia drivers 256.x and up, and it is the same bug seen by other groups. The solution to this is to set the number of lights in the configuration file to 2; if you use any more of the light variables the bug pops up. Nvidia does not have a fix yet, but we'll let you know when they do. We're looking at using a different mechanism for populating light data anyway, so we do have a long-term solution.

Because much of the rendering has changed, please be on the lookout for rendering bugs. Framerates should be improved on most cards, but on some low-end cards and configurations the performance may be slightly worse. Let us know how it compares.

If you have made custom maps, you'll need to update the number of resources and also the lighting. We have changed the resource magnitude as well; a rule of thumb is to divide everything by 5 and it will be close to what it was before, though some things have changed considerably with the balancing pass. A good set of starting resources is 300 LC and 40 QP.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.4.1.0

August 2, 2010 by Chris Hazard

Today's release fixes a number of long-standing control issues with units, and also many bug fixes. Build menus are now accessible without using chronoenergy and units' objectives are shown via arrows. Objective arrows may be enabled on the settings page in the menu. This release also contains some performance improvements to the gameplay and improvements to terrain elevation controls in the level editor. To smooth out terrain, press and hold right-click to continuously update the current height brush, and while the right mouse button is held, left-click and drag to smoothen.

Note that all players must upgrade to this version in order to play multiplayer.

Keyboard remapping was originally planned for this release, but was pushed back due to the timing of the birth of my son!

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.4.0.0

July 1, 2010 by Chris Hazard

We made another big release today. One of the main features is the terrain; the terrain can be much more variable than before (large mountains and valleys), and units have limitations on how steep of terrain they can move, making the terrain far more strategic (the editor has tools to aid with level design for this). We also released our XML compiler (Windows only for now - Linux and Mac forthcoming), which means that we've now released all the tools required for someone to make a completely different game than Achron. We've included a small sample XML file as an example. Further documentation will be forthcoming.

This release includes a large number of minor internal tweaks that allow for significantly more flexibility, such as allowing air units to fly within canyons instead of just above them. The level editor also has a few improvements, units now have helpful descriptions in their info boxes, and path finding and CPU performance are both improved.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.3.0.1

June 6, 2010 by Chris Hazard

Today's point release fixes a number of bugs from our major release last week for the Mac and the level editor. This release has some scripting additions for mods involving time wave manipulation. If you have made a mod, you must recompile your scripts and skins in order for them to work with this release.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.3.0.0

May 31, 2010 by Chris Hazard

Today we've made quite a major release. The two biggest components of this release are our new level editor and experimental Mac support. We've completely rewritten our level editor using the Resequence engine itself, and though some aspects still need some improvement, such as being able to resize levels and being able to apply a change across all players in one button press, but it's quite usable and actually fun to paint the terrain. Note that in order to save levels, the level directory in Achron must be writable (so if you use Windows Vista or 7, you may wish to copy the whole Achron directory somewhere else outside of Program Files to work on it). Being able to save to your home directory is something we're planning for future releases.

The editor has many controls that may take some time to learn. While we don't have a tutorial written up yet, we'll be happy to answer questions about the editor on the forum in the mean time. Also, in the current release, it is possible (and easy) to make cliffs that tanks and things will drive up and down which looks bad. We'll be adding terrain clipping and cliff detection in an upcoming release.

Mac build seems to be working quite well. However, we are releasing it as an experimental build because we have not been able to test it on much hardware yet. The Mac version requires OS X 10.6.3 (the most recent Snow Leopard release) and must support 64-bit binaries; we require the latest version because OS X had some major OpenGL bugs that existed all the way up through 10.6.2. Further, we have only tested Achron on Nvidia cards on Macs as of this release, so we are unsure about ATI or Intel cards (though for Intel cards, it does need to support at least OpenGL 2.1). Our other usual requirements also hold, such as a dual core processor an 1 GB of RAM. The Mac and Linux builds only include the level editor for now (the other tools are planned to be included at a later date).

This release also includes our first pass at balancing the Human race. This does not mean that the Humans are balanced yet, it simply means that we have begun to seriously work on it. We will be including textual descriptions of units' roles, strengths, and weaknesses in a future release. Further balancing of unit speed and visibility are awaiting other engine features.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.2.4.0

May 8, 2010 by Chris Hazard

We made a new Achron release today. This release includes the RescriptXMLCompiler, along with the functionality to generate .til files which specify the tile set for a level which includes the graphics and objects. An example .til.xml file is included in levels/tile_sets along with an example Perl script that will compile all the .til.xml files within the directory. The XML schema is listed in doc/til.xsd. This release also includes a number of bug fixes, minor improvements, and internal code refactoring to prepare for upcoming features. The IcedTactics level now recharges chronoenergy constantly regardless of when the player is; this is a trial, and we are planning on expanding this to all of the levels as long as the gameplay effects are as we expect.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.2.3.0

April 16, 2010 by Chris Hazard

We made a new Achron release today. This release contains a number of unit AI and interaction improvements, as well as some internal changes in preperation for the upcoming support of in-engine level editing. This release also includes the blackbird unit. April has proven to be an even busier month than we were anticipating, but the level editor rewrite is moving along and should be ready in a few weeks.

If you have already preordered Achron, you can download it here.

Achron changelog:

Resequence Engine changelog:

Release v0.2.2.1

March 23, 2010 by Chris Hazard

We have made a new minor version release available for download. This release fixes a consistency bug on both Windows and Linux, and also contains a couple other minor fixes and improvements to the Resequence engine. We'd also like to say thanks to Stakhanov from the Achron forums for finding and digging into the consistency bug.

If you have already preordered Achron, you can download it here.

Resequence Engine changelog:

Release v0.2.2.0

March 15, 2010 by Mike Resnick

We are excited to announce that we have a new release available for download. This release includes the Rescript compiler for making custom level scripts, experimental 64-bit Linux support, as well as many bug fixes. More control and integration for Rescript will be coming in future releases.

If you have already preordered Achron, you can download it here. We've also included an additional sandbox level available for separate download.

Achron changelog:

Resequence Engine changelog:

To run the Linux build simply extract it and run Achron. You will need the following library dependencies, so make sure you have these installed:

Website Redesign

March 13, 2010 by Mike Resnick, lead developer and game designer

Our new website redesign is up, thanks to Heatbrain. We've added an extra downloadable wallpaper and will be adding more content in the near future.

 

News & Game Updates

Release v1.7.0.0

Tue, Nov 25, 2014

Summary: This release features improved terrain rendering, which both looks better and increases rendering performance drastically in most situations. This release also features changes to cloaking and bug fixes for replays.

If you have already ordered Achron, you can download it here.
» Read More & see the Changelog

Release v1.6.5.0

Mon, Oct 13, 2014

Summary: This release contains numerous bug fixes and adds new modding capabilities to Resequence.

If you have already ordered Achron, you can download it here.
» Read More & see the Changelog


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