GC Labyrinth update: v.1.11

Hey Everyone,
A new update for gemCraft Labyrinth is up on Armor Games!
GCL v.1.11 – changes & fixes:
-even more typo fixes and clarifications
-lagging caused by info panels might be somewhat better (it’s now stored in the memory as a bitmap, so it doesn’t have to redraw all the text constantly, but this way it uses more memory, which can also cause lagging… there’s no ideal way…)
-you can adjust info panel plate transparency manually in the options screen, on a 0-100% scale.
-you can decide whether you want to unlock gem types with shift-click (safe against addicental unlocks) or click (for mouse-only players), with a new checkbox in the options screen
-smaller info panel texts (smaller info panel size causes less lagging, and takes less space away from the action)
-if you want to finish an endurance battle on purpose, drop 3 gem bombs on your orb.
-auto-extend mana pool: shift-click on the Extend mana pool spell button to enable or disable auto-extend mode
-fixed: grade 6 wild gem didn’t trigger the “create a grade 6 gem” battle amulet instantly
-tombs are marked with brighter red on the map
-fields with challenge amulets are highlighted in XP multiplier view (roll over bottom left orb icon)
-fixed: the Violent explosions skill didn’t count towards the “monsters summoned” stat and the “summon x monsters” battle amulets
-fixed: J10 Forgotten appearance made dragged gem lost in air
-when a gem has “100% chance to hit x targets, 0% chance to hit x+1 targets”, the 0% info is no longer displayed.
-fixed a rare error that occured when a vfx particle was not properly created
-fixed: the closing line that shows how many wave stones you selected for early start, didn’t reposition when you clicked on an other wave stone, while the game was frozen
-waves called early stat taken out from the victory panel
-if you set “number of vfx partices” to “none”, killed monsters will just disappear without any effect, and there will be no smoke for shrine sweeps, increasing the performance when lots of monsters on the scene
-fixed: challenge amulets werensn’t awarded when the exact requirement was met, and not more (there was a “>” instead of “>=” in the code)
-lightning shrines’ lightining sequence runs much faster (no delay between two thunders)
-scaleMode is changed to “exact fit” to hide the backstage mess, so if you play the game in full screen on a wide ratio screen, you will see some distortion. (Adjust the size of the game window or browser window manually to avoid it.)
-fixed: monster info panels didn’t show the kill mana gain accurately (mana pool extension and replenish skill multipliers weren’t calculated)
There is even more to come, my task list is still huge, thanks to your constantly arriving valuable feedback!
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