

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
GEMCRAFT LABYRINTH TARGET PRIORITY CODE
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: The shrine was unnecessary, as was forcing early waves - I easily made it.A major update, v.1.10, for GC Labyrinth is here! I had to use mana pool a few times to sustain the huge amount of mana.Įdit: Here's a screenshot of my second victory, with similar skill distribution.

Wizard level 49: I beat all of the other levels on basic settings I did some grinding, like beating the first 3-4 levels with all the difficulty multipliers (more than 6x experience) and beating some easier levels with a few additional settings. For future reference, here's the complete strategy I used to beat this.
