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GCL update: v.1.12

A new version of GemCraft Labyrinth is up again at Armor Games.
Still more bugfixes to come later.
Changes and fixes in GCL v.1.12:
fixes:
-shadows no longer spawn monsters at closed areas, which caused the game to crash
-7×700 kills amulet wasn’t awarded with cloned gems
-towers with gems set to “Structure” priority, when no structure was around, fired at “Fewest hp” monsters instead of the new default “Nearest to orb”.
-typo: “Win 500 battles” amulet is “Win 400 battles” correctly.
-clarification: “unlimited” -> “endurance” (ok, ok, it’s only 1337 waves)
-amulets, after viewing in 3d, became blurry and larger
-hopefully solved the problem with the login widget not disappearing, or reappearing when pressing tab or space
-auto-extend mana pool fired the spell only after the mana pool became full, resulting in mana loss (the overfill was discarded)
-“reach x mana” challenge amulets weren’t always awarded if the mana was higher than the req only for a moment
nerfs & buffs:
-epic stages now have a summon multiplier limit of 50 (to avoid the infinity glitch or making astronomical multipliers with monsters summoned, but not killed)
-ritual skill now gives 1 mana per 25 battle amulets at first level, can be upgraded to 1 per 5.
-“Waves getting stronger faster” setting has a much higher monster hp cap ( 9,999,999,999,999 instead of 3,333,333,333), but gives x1.55 instead of 1.36, and also gives +0.05x endurance multiplier for each wave beaten, if used together with Endurance mode.
-“Higher monster armor” setting: xp multiplier x1.10 -> x1.24, greatly increases armor for higher waves
-shrines get more expensive fast (price multiplier: 2.35) (to discourage placing 30 shrines in one stage)
-“banished monsters heal” setting heals 50% instead of the old 25%, xp multiplier  x1.05 -> x1.09
-“Banishment cost extra increase” setting: xp multiplier x1.08 -> x1.15, base banishment cost ratio (banishment cost / mana gain for kill) increases gradually towards higher waves
-shrine initial sweep now takes 2% per gem grade, can be upgraded to 3% with the Powerful shrines skill
-shrine initial sweep hp ratio taken limited to 90%
new features:
-press U to “upgrade” a gem (clone it and combine it with the clone). It’s a quick’n’dirty solution based on cloning, but it works.

GC Labyrinth update: v.1.11

Hey Everyone,
A new update for gemCraft Labyrinth is up on Armor Games! Continue reading

GC Labyrinth major update: v.1.10

A major update, v.1.10, for GC Labyrinth is here!

Here is the list of recent changes/fixes: Continue reading

GCL v.1.02 uploaded

Recent changes in GCL v.1.02:

-GCL now runs on Flash Player 10.2+ only, earlier versions of Flash Player (tested with 10.0) can have errors that make the game itself run errorously (like the “cannot build anything” or “no mana” problem). If you don’t have the latest Flash Player, the game tells you where to download it from. (nothing special, it’s http://get.adobe.com/flashplayer/ ) !Close your browsers right after you start the installation, the Flash Player can be updated only if the browser isn’t running (it can’t be “hotswapped”)! Update your browser if you can, too. Newer versions of Chrome and Firefox auto-update the Flash Player, so you won’t have to bother with it again.
-fixed: In the labyrinth map, rolling over a field, the info panel sometimes showed the gem colors and gem type names in non-matching order.
-probably fixed: battle setting buttons not working: made many changes to make them work, still not sure if it’s ok (works for me)
-fixed: remaining skill points calculation – resetting skills gave less skill points than dragging all the skills down to zero, and this same calculation error could cause negative skill points left after a battle was won and the skill points were recalculated. NOTE: if you see negative skill points left now, it’s because with the proper calculations it turns out that you spent too much; simply drag down any of your skills to get back points and get a positive (or zero) skill pt balance.
-shrines got cheaper to build.
-formerly there was “+12 battle settings” in the Premium Edition purchase info panels, but the actual number of locked premium settings is 10. Sorry for that, it wasn’t intentional.
-fixed: when combining two gems, sometimes the resulting gem had a lower min-max damage than the stronger initial gem.

There are still more things to fix, so v.1.03 is coming soon!

GCL v.1.01 is up!

Hey Everyone,

First of all, thank you for all the valuable feedback you sent us, and sorry for the inconvenience the first few hours’ technical difficulties caused.

I didn’t have time yet to process all the feedback, but some of the issues were so urgent that I quickly made a new build. If the problem you noticed isn’t solved yet, don’t worry, we’ll be working on fixing more and more errors in the coming days and publishing new builds regularly.

Fixed problems in GCL v.1.01:
-mouse wheel premium skill exploit
-trap + refund gem exploit
-various typos
-dragging from amplifier and pressing B or G leaving the gem in air
-vicotry panel amulet info panels not visible after pressing I during the battle
-timeout limit too short (changed from 7 to 11 seconds)
-some wave settings not being selectable at random times (not sure if it’s fixed, I made a workaround)

GemCraft Labyrinth released!

The waiting is over… the location of the Labyrinth has finally appeared on your magic map. Good luck on your journey!

GemCraft lost chapter: Labyrinth – available now at ArmorGames.com!

If you find any errors in the game, please write to info at gameinabottle dot com, and we’ll try to get rid of them quickly.

Have a great time playing!
Update: there’s some issue on the server side, the guys at AG are working on it, the game should be back on Armor’s front page shortly.

GCL scheduled for release on Armor Games: 17th of February

Hey Everyone,

After we have solved all the technical problems working together with the fellows at Armor Games, and the playtesting is also done, we have agreed on setting the release date to February, the 17th.

To those players who still believe that the game will be released, thanks for the supportive comments. Continue reading

GCL: A few more days

We still need a few days to finish everything critical to the release.
I won’t go into details now, let’s finish the game first and later I’ll write about how exciting these last few weeks were.
I won’t read comments or reply to them in this last few days, but after the release.
Thanks for staying with us, I hope we can all celebrate in a few days!

GCL release date: one more week -> 2011.Feb.07.

Hey Everyone,

We’re very close to the release, but need one extra week to make all the final touches. We’re working closely with the guys at Armor Games on the purchase process, while I’m also trying to get the game to load-save both locally and on the server. The tutorial panels are finally done.

Why one more week and not just a few more days: Becase if the game is released on Friday and there’s a critical error to fix (like saved games not working – ugh…), there will be noone in the AG office to upload the patch I make. If we release the next Monday, there will be the whole week ahead to upload hotfixes for the first days’ errors.

What’s still left to do:
-finishing the load-save-purchase system (today and maybe tomorrow)
-new sounds (no, it’s not the reason for the delay)
-playtesting (well that’s a reason, and no, there won’t be a beta period)
-scripted events/animations on epic stages
-writing the strategy guide (ok, it’s a mini task)

GemCraft for iPhone is also on its way, I will write more about it once GCL is out.

So, 12 more nights to sleep (or play Dead Space 2) before the big day. 🙂

GCL: 3 weeks until release…

Happy new year Everyone!

We put all the effort we can to make GemCraft Labyrinth out this month, so I won’t write long now and can’t keep an eye on your comments for the next few weeks. Not so when the game will be out – we’ll process all the feedback and try to fix all the errors you find. For now, just please let us work on it, we’re getting there. Continue reading