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.
2011-10-27
From the Release Notes:
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- Fixed graphical issues with Jelly gear
- Fixed issue with guild creation
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2011-10-26
From the Release Notes:
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- Celebrate Halloween with darkness and danger! For a limited time only, Shadow Keys are available from Boost, the Special Items Merchant!
- Arsenal chests have been added to Lobbies, Clockwork Terminals, and Subtowns. These do not represent a change in how the Arsenal is accessed while in the Clockworks, but are rather just a visual reminder to equip a suitable loadout before moving on to the next stratum.
- Tooltips for offline friends and guildmates now show last session times.
- Added bindings for individual weapon slots (defaulting to 7/8/9/0).
- Spiral Knight run animations have been adjusted for smoother transitions between animations.
- The Spiral Knight idle animation has been expanded for more variety when in town.
- When in town, equipped shields will hide themselves at set distances determined by setting detail levels to low or medium.
- Adjusted Grim Totem visual effects.
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2011-10-21
From the Release Notes:
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Graphics
- Optimization and level of detail changes to various common particle effects.
- Graphic fix to Divine Avenger charge attack.
- Graphic change to Phantom charge attack.
- Sticky target cursor now renders in front of targets.
Audio
- Fix for crackling/stuttering Windows audio.
Steam
- Fix for occasional failure to switch zones due to Steam authentication issues.
Monsters
- Royal Jelly defense values brought in line with the rest of the Slime family
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2011-10-20
From the Release Notes:
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- Restored background visuals to the Depth 23 terminal for players using Low Graphics Quality.
- Fixed delays with loading Clockwork Tunnel levels.
- Reduced the amount of monsters needed to finish Unknown Passage battles.
- Knights are now locked in before Royal Jelly fight starts.
- Fixed kleptolisks to only steal 1 item out of a stack.
- Fixed issues with material rewards in the Shadow Lairs.
- Only item categories that can be auctioned are shown in your arsenal when on the "My Auctions" tab.
- Fixed an issue where multiple status conditions could cause continuous visual effects to play.
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2011-10-19
Shadows Fall Over Cradle!
From the Release Notes:
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We've got some exciting additions to the Clockworks included in this release. The bravest, most elite knights can take on the most challenging levels to date in Shadow Lairs and everyone can celebrate the Dark Harvest Festival with visits to the Punkin King!
Shadow Lair Overview
The Clockwork Terminal on floor 23 now contains a new area north of the elevator leading to several 'Shadow Lairs.' These mysterious elevators contain the most fearsome challenges found in the Clockworks.
Shadow Lairs are intended for knights equipped with Tier 3 gear, specifically geared toward each Shadow Lair which includes:
- The Gloaming Wildwoods has been infected with a poisonous miasma and the Snarbolax is said to have gone rabid!
- The Royal Jelly Palace has frozen over and it's king usurped by the true heir to the slimy throne, the frigid Ice Queen!
- The Ironclaw Munitions Factory has begun creating in fiery weapons and improved upon its ultimate weapon in the form of the Red Roarmulus Twins!
- A powerful curse has overtaken the Firestorm Citadel, transforming its hordes and lead by the mighty Darkfire Vanaduke!
Shadow Lair Rewards
All Shadow Lairs feature the following rewards:
Accessing a Shadow Lair
Shadow Lairs are grouped into three ranks. All knights with Tier 3 clearance automatically gain Shadow Lair Clearance 1. Completing a Shadow Lair Rank 1 earns you clearance into the next rank and so on.
The highest Shadow Lair Clearance Level of anyone in the party is respected. Not everyone needs the same rank to join a party in a Shadow Lair.
Shadow Keys
Shadow Lairs require a Shadow Key to access. Only one key is needed for the entire party. A Shadow Key is destroyed once used.
Shadow Keys can be found in ANY Iron Lockbox or from the Auction House if available.
The Dark Harvest Festival
The Dark Harvest Festival is now being celebrated in Haven and will end on November 1st! This annual event honors the mischievous Punkin King in order to ensure a healthy fall harvest. All Clockwork Tunnels-style levels like Power Complexes and Blast Chambers now have a chance of featuring special rooms inhabited by the Punkin King. Simply hop on the party pad and discover if the Punkin King has candy tokens or something else in store for you!
Candy tokens come in three varieties (Hard Candy, Sour Candy and Sweet Candy) and can be exchanged in the Haven Town Square for festive masks! Masks include:
In case you're just a few pieces of candy shy of the mask you desire, candy tokens can also be purchased in the Haven Town Square. However, they are very expensive!
Remember, this event ends November 1st so collect all the candy you can and get those masks!
Royal Jelly
- The Royal Jelly boss fight has changed, adjust your strategies accordingly!
Bugfixes
- Having an accessory in one slot will no longer prevent the application of another accessory in a different slot on the same item.
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2011-10-12
From the Release Notes:
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- Fixed bug that might de-equip your shield or give the wrong message about changing loadouts after playing Lockdown.
- Fixed bug that sometimes caused friend's locations to be incorrect.
- Fixed bug that caused some players to not see prize labels on the prize wheel.
- Fixed bug that would sometimes skip a player from getting the prize wheel.
- Fixed the Volcanic Binocular Visor and the Bomb Bandolier.
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2011-10-06
From the Release Notes:
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- Fixed issues with Roarmulus Twins locking up.
- Fixed issues with parties getting stuck at elevators.
- Fixed Bechamel's name and title.
- Fixed Capsules and Vials not showing their counts
- Fixed your shield sometimes being unequipped after a Lockdown match
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