Category Archives: Uncategorized
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.
Delay of 2 weeks
If you read this, you must be looking forward to GC2, so I’m really sorry to tell that today’s screenshots are not ready yet. A few pictures will tell far more than my few words here, but I give it … Continue reading
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
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), … 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 … Continue reading