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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!
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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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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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!
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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It’s great to see many of you still enjoy playing GC Labyrinth! Especially doing endurance runs using the lime trap exploit…
The lots of mails I got from you have reached the critical mass*, so I decided to update GCL just once more, replacing the old v.1.17 in all the four flavors (Armor Games, Kongregate, Mochi, GamerSafe).
GemCraft Labyrinth v.1.20 changes & fixes:
- Hue mismatch of purple gems (in-game vs map info panel) fixed
- Some more typos fixed
- Field G7 has all gem types available now
- Added the text “Ctrl-click to send all remaining waves” to wavestone info panels
- To improve performance, only 7 monsters get drawn at a time per tile
- Fixed a Kongregate-only bug where beaten endurance runs gave XP multiplier after 1336 waves only, instead of the actual total endurance waves of 1337
- The awful lag caused by the lime trap exploit was fixed while trying to keep the exploitable nature (not to ruin the fun)
- When using the wild gem skill, it was impossible to achieve the “no more than 2 gems while spending 5.000 mana” journey amulet with 2 gems
Varying on sites and platforms, it can take hours to days until the new version gets available.
*Ok, I was convinced by your emails now, but please don’t send me a signed petition asking to give a GC2 release date, make GC for Android, Blackberry, Xbox, multiplayer, give you an early beta, making GCL free, making GC2 free (selling T-shirts, using donate buttons, ads…), enabling comments or anything.
- Comments: You can comment on our Facebook page (I can’t promise to reply though), discuss stuff on Armor Games or Kongregate, email me (it might take months, but it’s 93% certain I’ll reply).
- Paid premium: instead of arguing about $5 endlessly, let me thank all of you again who supported us by purchasing the premium edition of GCL. You make it possible for us to pay the bills and thus to work on GC2!
- Release date and future plans: Everything has its time, please let’s focus now on making GC2, I’ll give you the release date at the end of a blog post 4 weeks prior to release.
Have a great time playing on!
In this post I mention some of the latest changes and things left out previously; random thoughts follow in random order:
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Let’s start today’s post with the rapid gem bombing feature: in GCL you could shift-click the gem bomb spell (or shift+B on the keyboard) and then, keeping shift pressed, click on the battlefield or wave stones to quickly get rid of the gems in your inventory, summoning more monsters or smacking the ones already marching towards your orb with gem bombs.
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Hey Everyone,
Today I talk about sparks and monsters (and how the game got faster).
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Hey Everyone,
It’s only the second post in the series I just started 2 weeks ago, but I’m already thinking of revisiting previous topics in future posts for updates and more insight because the game still changes so drastically each week.
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