![]() ![]() With each successful battle you'll gain experience points and level up based on how well you did, which grants you skill points to spend. You can stick with the gems the level gives you to begin with and think strategically, or you can spend mana to instantly unlock any colour you wish for the duration of the level. While most stages only give you a few colours to use, you can actually combine gems to increase their potency and give them new abilities. Different colours have different abilities in addition to dealing damage cyan gems have a chance to slow enemy progress, for example, while yellow gems have a chance to deal multiplied damage. The core of things, as you might guess from the title, still comes down to your gems. Keep your mana reserves at a high level and you can withstand a volley of attacks, but if you're unprepared one large foe can ruin your day with a single strike. If an enemy reaches your orb, it deals damage to your mana, and if your mana runs out, their attacks turn fatal and destroy the orb, causing you to fail the level. Make sure to experiment with walls they cost very little mana to build, but a few careful walls at key points on a level can turn a chaotic layout to your favour. To build, you need mana, which both replenishes slowly over time and with every kill more powerful gems and structures like shrines and amplifiers naturally cost more to make, but don't ignore simple traps or the potentially deadly power of a Gem Bomb. ![]() Gameplay remains the same monsters of varying types and abilities will approach the orb on the map by means of the meandering pathways, and it's your job to place gems, which attack and otherwise hamper progress, in towers and traps at strategic points along the way. Now, GemCraft Labyrinth has just hit, and this latest installment promises to be every bit as engrossing as the previous titles. With its combination of strategy and RPG elements, GemCraft has always offered up surprisingly deep gameplay in one simple-looking package, apparently expressly designed to make you lose time. GemCraft Labyirnth is still exclusively available at Armor Games.GameInABottle knows how to do tower defense, and they know how to do it quite well just look at the GemCraft series and the trail of lost productivity and addicted gemsmiths its left in its wake. When combining gems, the new gem will have its target priority set the game as the gem you dragged the other gem to To avoid accidental unlocking (and wasting mana), from now on you need to hold shift when unlocking gem types (and you can’t unlock with the numpad because of technical limitations – sorry) ![]() Fixed: clicking on the speed/pause buttons deselected the target monster(/apparition/shadow) Fixed: binding beacon’s “no mana” effect was wearing off even when the time was frozen “beat 100 waves” challenge amulets, if achieved from now on, will show the actual record (formerly they always showed “1”) Possibly fixed severe lagging and freezing when the orb is destroyed with lots of monsters on scene the GCL vfx engine now constantly checks the performance (fps) and degrades rendering quality (or even removes vfx particles) if the game lags too much Reinforced GCL code against a Flash Player bug (randomly occuring “Error #2015: Invalid BitmapData”) Repeatedly achieved challenge amulets don’t show up in the victory panel anymore ![]() Fixed the “Kill 1000 monsters in a row” journey amulet not being awarded Fixed: logging in (or purchasing Premium) while in the Battle settings panel didn’t activate the premium settings at once, only after going back and to the settings panel again Fixed: armor reduce bonus from amplifier was shown multiplied by 100 in the gem info panel Fixed wizard level 500 issue, there is no level limit anymore Tombs are now painted dark red in the labyrinth map (nests are marked too) Fixed tomb selection for gems: now gems always attack the tomb with the lowest armor Fixed swarm 4x monster amount mana glitch: banishment cost >= 2 (minus banishment skill bonus), mana gain >= 1 now. Fixed: gembombing tomb with time frozen multiple summon bonus glitch Shadow Clash now gives the x1.24 xp multiplier as it says space freezes/starts time, Q switches 1x/3x speed “nearest to orb”: new gem target priority, and it’s the initial priority for all new gems Here is the list of recent changes/fixes: A major update, v.1.10, for GC Labyrinth is here! ![]()
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