Tag Archives: gemcraft
GC2:CS – Spells update
There were some major changes done to the spells system since the first time I wrote about them.
GC2:CS – Achievements
I have to start with a confession: I’m an achievement addict. To give a mere example, I bought Torchlight 1 when it came out on Runic’s website, then bought it again on Steam just for the sake of achievement hunting. … Continue reading
GC2:CS – Monsters update
Happy new year Everyone! No, I still can’t give you an exact release date. 🙂
GC2:CS – Skills
The new chapter will have 25 skills laid out in a 5×5 grid. Some skills were dropped or merged, and the new strike spells and gem enhancements brought along their skills. Don’t worry if you’ll miss your favorite skill, the … Continue reading
GC2:CS – Weather
Weather will change every time you return to the world map, each field having its own weather, to give you another layer of decision depth when picking your next field, as each weather type has one positive and one negative … Continue reading
GC2:CS – World map
I have told everything about the map last time (sorry again for the delay!), now I can show you some early screenshots.
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 … Continue reading
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 … Continue reading
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 … Continue reading
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 … Continue reading
