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GC2:CS features – XP system, battle outcome panel

In GCL, you couldn’t easily tell whether you are going to set a new XP record during a battle, because of the various XP multipliers being calculated only at the end of it. It’s not the case anymore, the XP multipliers rolling in the battle outcome panel are gone. Each XP you earn is being added to the battle’s total XP instantly (and boosted with any applicable multipliers -like the mana pool tier bonus- on the fly).

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GC2:CS features – Battle modes

Formerly, as I wrote to many of you in emails, the battle mode selector was planned to be a hybrid of GCL’s pick-what-you-want (but basically one main mode with lots of tweakables) and GC0’s lots of (not so) different game modes. After lots of changes in the plans, the “currently final” version is distilled into a 3 modes * 3 difficulty levels simple selector, and some kind of challenge generator where you can have lots of perks and tweaks added (this latter will be shown later in the blog, or probably only in the released game (let’s keep some things secret until release)).

The main idea was to make the battle modes really different, not just like “+20% giant monsters”, so a fundamental rule (“What is the defeat condition?”) was at the scope.

The results are:

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GC2:CS features – Breakables, drops

If you have ever played hack ‘n’ slash dungeon crawler games (Torchlight, Path of Exile, Diablo), you are surely familiar with the concept of crates, jugs, barrels all over the place that are only waiting for you to crush them so that they can pour the floor with loot.

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GC2:CS features – Revisiting previous topics II

First about the monster nests that were left out last time. The visual appearance of nests will be built of modules – columns, arches, roof – that could be combined and recolored freely to add more visual variety to the game.

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GC2:CS features – Tombs

Sorry for the short post for today – the new monster nests are not ready to be shown yet (I hope to show them in the next post, it will be a cover up, so nests will fit in too), and there’s not much to be told here either, as both monster nests and tombs work basically the same way as in GCL.

These are the changes: Continue reading

GemCraft Labyrinth update v.1.22

Issues fixed:

  • High grade (grade 35+) gems in traps let through many monsters (the previous fix to the lime trap issue made traps fire at only one monster at a time). Now there is a hard limit of 9 (27 at 3x speed) per frame (1/30 second if the game doesn’t lag at all) of monsters to be hit by a trap-socketed gem, which should be far enough against 1000+ monsters. I’m sure monsters will pour trough if you summon 10.000 monsters, that’s not a bug, but a feature. 🙂
  • Grade 35+ lime-orange gem in trap lagged severely because of multiple mana pool refreshing per frame, it’s fixed now.

Ok, that’s it, I’m sure the game will produce ever more new anomalies as you push the game to the extremes, so, if you have grade 40+ or so gems on the table, you’re on your own, I can’t help any more at those astronomical heights, have to go on with GC2. 🙂

It can take up to a few days until the new GCL build gets through the upload process everywhere.

5 days until the next GC2 post!

GC2:CS features – Shards, beacons

Both mana shards and beacons got some new tricks to help make the game more varied.

First of all, as you already know, both shards and beacons can appear in the middle of the battle, you can get shards via the Unearthed Shard spark if you’re fortunate, or meet some new beacons if you enrage a monster wave with lots of gems.

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GC2:CS features – Shrines

Shrines have gone through many changes since GCL. The current (work-in-progress, might change) system takes the variety of GC0 shrines, adds variable areas of effect (see below in a moment), and variable charging times (some shrines will charge up quickly, others slowly, to add even more depth to level design).

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GemCraft labyrinth update v.1.21

In this update I fixed only two minor issues:
-After the event during the second pylon field, gems’ images were left floating at the top left corner of the game
-In trap-socketed gems’ info panel, the mana gain, armor tearing, and damage values were flickering

Unless some critical error shows up, this is the final GCL version, no more side quests, onwards to GC chapter 2!
…Talking about which, even though resisting to give release date estimates, I have to tell you, as I don’t want to give anyone false hopes, it’s very unlikely that GC2 can be out this year. I know it takes longer than anyone would have excepted (including me), but as long as you see the 2-weekly posts coming, you can be sure I’m still alive, the development is still rolling forward, and sooner or later the game will be ready and out. I’m working on making it worth the wait, and I hope the fun you’ll have playing it will blow all the frustration of waiting away!

Getting back to GCL: As usually, it can take a few days until the update replaces the previous version everywhere.

Game on! …And please stay tuned for the next GC2 post!

GC2:CS features – Strike spells

With strike spells, you can support your gems to maximize the devastation among the lines of the upcoming monsters. These spells don’t kill any monsters themselves, but rather make them more vulnerable against gems, or in extreme cases, prepare them to be slaughtered with one shot kills.

There will be three strike spells in GC2, but let’s keep some of the features secret until release – I will talk about the first two spells now, Freeze and Curse.

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