Difference between revisions of "Release/latest"

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This page contains the five latest sets of release notes.  All release notes are available on a single page at [[release/all]] (warning, the page is long). You can also view the release notes in [[release calendar|calendar format]].  
 
This page contains the five latest sets of release notes.  All release notes are available on a single page at [[release/all]] (warning, the page is long). You can also view the release notes in [[release calendar|calendar format]].  
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==2013-05-22==
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{{:Release Notes 2013-05-22}}
  
 
==2013-05-01==
 
==2013-05-01==
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==2013-04-05==
 
==2013-04-05==
 
{{:Release Notes 2013-04-05}}
 
{{:Release Notes 2013-04-05}}
 
==2013-04-03==
 
{{:Release Notes 2013-04-03}}
 
  
  
  
 
[[Category:Releases|*]]
 
[[Category:Releases|*]]

Revision as of 17:12, 22 May 2013

This page contains the five latest sets of release notes. All release notes are available on a single page at release/all (warning, the page is long). You can also view the release notes in calendar format.


2013-05-22

From the Release Notes:
Dash and Bash through the Clockworks!

In order to help combat the ever-growing threat within the Clockworks, all Knights can now use two powerful abilities: the evasive dash and the stunning shield bash! Both abilities have default mappings in each control scheme or can be set in Custom Controls.


Dash

The dash provides a burst of speed and limited invulnerability, allowing a knight to evade the damage caused by enemy attacks but not damage from hazards and traps. After performing a dash, there is a cooldown that must be endured before it can be performed again. This cooldown can be seen just above the quickslot bar when a dash is performed.

A knight dashes in the direction the knight is currently moving, or if standing still, the direction the knight is facing.


Shield Bash

The shield bash is used to rush one or more enemies, doing a small amount of damage, knocking them back and stunning them for a limited time. A shield bash requires a shield with full power to perform. Additionally, after performing a shield bash, your shield is drained of some of its power.

A shield bash is always executed in the direction you are facing.


Coliseum
  • The Recon Cloak can now take multiple hits before breaking, much like the Guardian and Striker class abilities.
  • Dash can be used in Lockdown, but not in Blast Network
  • Shield Bash cannot be used in either Lockdown or Blast Network


Updated Item Pills and Icons

As part of the continuing push to improve the visuals of Spiral Knights, item pills and icons have been updated to show much more detail.


Other Changes
  • The weapon selector wheel can now be disabled in Preferences
  • Modifier keys can now be bound to keyboard, mouse, or gamepads. These can used as regular buttons.
  • Updated/changed various minimap icons for vendors


Bugfixes
  • Recons once again fade-out/fade-in when going invisible
  • Moved the Timer so it no longer overlaps with the shield bar
  • Razwog's health bar now correctly displays

2013-05-01

From the Release Notes:
Great Gluttonous Gorgos!

A new fiend has been summoned from the Underworld to swell the ranks of the devilite workforce: the gluttonous gorgo!

Gorgos are bulbous fiends who are constantly on the lookout for their next meal. Within the Underworld they are among the lowest in the fiendish pecking order and are used as a twisted form of motivation for white collar devilites. For those that don't work hard every day will eventually become a terrible gorgo; their bodies bloating and their two eyes forming into one, because why waste all that extra energy blinking both?

Gorgos will now appear alongside their devilite coworkers in any fiendish encounter within the Clockworks and come in the following varieties:

  • Gorgo
  • Firegut
  • Guster
  • Storm Belly
  • Waster


A Focus on Fiends

Greavers have been newly classified as elite monsters, much like mecha knights and gremlin thwackers. Designed to pose a greater challenge, the already challenging greavers have received a health boost and will now be less prone to showing up in large swarms.


Control Schemes

We've added a new way to set your controls in the options menu!

For new players, the option to choose a control scheme will appear after creating your character! For existing players installing the game on a new machine or for those who have never changed their controls, the option to choose controls will appear just after logging in.

If you'd like to change your controls at any time, you'll find the new options under "Controls" in the options menu! Please note: choosing a new default control scheme will override any customized controls.

Of course, you can still customize your controls with the Custom scheme option!


Bugfixes
  • Steam mic icon no longer overlaps Party leader icon

2013-04-24

From the Release Notes:
Guild Halls
  • Zoom now works in Guild Halls
UI
  • The energy panel will pop out to display changes in energy
  • The party leader is indicated with a crown
Art
  • Lift Barriers now have a unique barrier effect to set them apart from Force Fields. Remember, Lift Barriers do not block monsters!
Levels
  • Tutorial: Minis have been added as an appropriately "easy" monster in some early missions
  • Compounds: Various improvements and tweaks to many rooms
Bugfixes
  • Mouse position restored after conversations
  • Fixed issue with unintentional diagonal facing
  • Fixed reconnection issues while in the tutorial
  • Fixed issue with scrolling through the list of purchasable packages in Steam
  • Fixed issue where health was being incorrectly displayed as 0% when not dead
  • Various UI fixes: Party panel, menu locations, system menu hiding underneath the social panel
  • Performance fix for the Missions Panel
  • Health/vitapod messages only display for the knight interacting with them
  • Fixed an issue with the camera twitching in Haven
  • Fixed issue with Arsenal Boxes not activating properly when standing on the mat
  • Fixed incorrect target name with Carnavons in Shadowfire Vanaduke battle
  • Fixed rockets leaving the room in Firestorm Citadel: Charred Court

2013-04-10

From the Release Notes:
Mini Monsters

A new class of monsters known as 'minis' now roams the Clockworks. Experienced knights shouldn't have much of a problem dealing with them, but beware, minis are prone to swarm in packs dozens strong.

  • Dust bunnies: These beast-family minis are a hopping mad mess of fangs and fur. They are always hungry.
  • Glop drops: The newest member of the slime family will slowly ooze their way toward their prey as a nasty blanket of spikes.
  • Grave scarabs: These undead insects are always on the lookout for fresh corpses. Their limited flight signals their attacks.

Minis will appear in select levels of the Clockworks and will eventually find their way into many more in future updates.

The Compounds

A new set of random levels have been added to the Clockworks, known as the Compounds. The Compounds feature the remains of some sort of unknown facility, where more intelligent monsters await, harvesting resources or perhaps attempting to power up the derelict machinery. However, just outside the confines of the facilities, hordes of mini monsters await in the brush, waiting to strike.

Compounds levels include:

  • Ruined Compound: Creeping Colony
  • Ruined Compound: Ravenous Warrens
  • Ruined Compound: Chittering Burrows
  • Charred Compound: Creeping Colony
  • Charred Compound: Ravenous Warrens
  • Charred Compound: Chittering Burrows
  • Frozen Compound: Creeping Colony
  • Frozen Compound: Ravenous Warrens
  • Frozen Compound: Chittering Burrows
  • Blighted Compound: Creeping Colony
  • Blighted Compound: Ravenous Warrens
  • Blighted Compound: Chittering Burrows
  • Shocked Compound: Creeping Colony
  • Shocked Compound: Ravenous Warrens
  • Shocked Compound: Chittering Burrows

The Compounds are unique in that they combine two monster families and only appear in Tier 2 and 3 of the Clockworks.

Currently, Compounds levels will only appear in the Arcade but will be added to some missions in future updates.

  • Please note, in order for the new Compound levels to populate the Arcade gates, it was necessary to shuffle current gates. We apologize for the inconvenience.
Bugfixes
  • Rockets will no longer sneak behind barriers in the Firestorm Citadel
  • Fixed going 'Back to Haven' in Guild Halls

2013-04-05

From the Release Notes:
Bugfixes
  • Fixed listing "None" keys during the tutorial
  • Fixed health display for some monsters
  • Various UI-related, translation and text fixes
  • Updated some conversation images
  • Corrected name color issues
  • Fixed some issues with gremlin thwacker hammer attacks in the Firestorm Citadel
  • Revive UI positioning adjusted
  • "???" Displayed for random floor names in the level clear interface
  • Fixed issue with help tips displaying incorrectly when poisoned
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