Spiral Knights is currently under development. Most releases are given summary announcement from one of the developers.
2011-01-31
From the Release Notes:
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We're individually shutting down and restarting the server peers in order to upgrade their operating systems. You will be able to continue playing, but you'll be moved between peers as they're brought offline. The process will be completed shortly.
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2011-01-28
From the Release Notes:
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We're doing a quick web server maintenance today January 28th from 3:30pm to 4pm Pacific Time.
This will affect the forum here, the Wiki and the website. But not the game itself.
Sorry for the inconvenience folks!
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2011-01-26
From the Release Notes:
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We have added another payment option: Mobile Phones.
How to use:
Enter your mobile phone number, reply Y to the text message you receive to confirm, and you'll get the Energy delivered to your account!
Note:
Boku's Paymo service cover a large amount of countries and phone service providers, but not all are covered.
Phone service networks charge fees for these kinds of services, so the cost per Energy will be different from other payment options.
Problems?:
If you run into problems with this please see Paymo's Support Center for standard problems. And if you believe the issue is on our side please contact us via billing@spiralknights.com.
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2011-01-24
From the Release Notes:
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We will be doing a small bugfix release today that, among other things, includes a peering issue and the HUD locking feature.
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2011-01-21
From the Release Notes:
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We will be doing a release today that includes the following:
- You can now lock your HUD in dungeons by clicking the small lock icon in the top left corner of the HUD or by pressing the tilde key. In order to unlock it, you must press the tilde key. This key can be remapped in the options menu.
- If kicked from a party you will now carry on solo rather than be booted back to Haven. This feature is still undergoing testing, so please be on the look out for bugs and report them if found.
- Many shields have undergone a visual makeover and now have unique art! More on the way.
- Many of the custom levels have undergone a few tweaks to balance difficulty and include a few new components like energy doors.
- As always, lots of bug fixes.
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2011-01-14
From the Release Notes:
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We did a small release today that fixed a few bugs and added some polish to the social panel and market interface.
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2011-01-12
From the Release Notes:
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We will be doing a release tonight that includes the following:
- The social panel has received a major upgrade, and now has a host of new features including online and offline friend and guild tracking and click tells.
- The vendor interface has also been upgraded and now resembles an arsenal. It should be much easier to use.
- The Arcade Assistant now has handy images to help explain the Arcade. Let us know what you think!
- The bug that was causing hallways to be cut off should be fixed, please let us know if you encounter it.
- The stun locking combo bug should also be fixed.
- Idle time in dungeons has been increased to 10 minutes.
- Windows 7 full screen crash bug should be fixed.
- As always, lots of other misc. bugs.
Coming soon:
- Boss tokens, shops and THE CORE!
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2011-01-06
From the Release Notes:
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Small one - We fixed the bug with the instant button for selling energy.
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2011-01-05
From the Release Notes:
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We will be doing a release today that includes the following things:
- As mentioned in my previous post, the gate passes required to access more advanced tiers from the Haven Arcade have been removed. A player will still need the appropriate Tier Clearance to access each tier from Haven, but no longer needs to work their way through each tier of each gate from Haven. The current Gate Pass table in the Progress tab of the character panel will remain, albeit slightly tweaked as a handy tracker of tiers you have yet to explore on each gate.
- Danger Rooms are back! Every Clockwork Tunnels level has a chance of spawning an optional danger room, identified by the red skull recon module located in front of them. A Danger room locks a party inside and forces them to survive in order to gain access back out, but if victorious, the party is rewarded with a lots of treasure. Danger rooms are tough, please enter at your own risk.
- Treasure blocks now contain a lot more treasure variety, including many more 'whole item' loot drops like weapons and gear.
- The exchange has undergone a few changes to it's UI that should make things a little clearer for everyone.
- The holidays have officially left the Clockworks, with holiday hats removed from treasure blocks and monsters.
- Improved silkwing targeting (the healing moth-like monsters)
- And as always, lots of bugfixes
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2010-12-23
From the Release Notes:
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- Fixed a bug with copying and pasting text containing carriage returns into chat
- Spans of whitespace in chat are now collapsed into single spaces
- Fix for dragging helm/armor within arsenal (had been causing "Unexpected error" messages)
- Elevator fix
Happy holidays!
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2010-12-22
From the Release Notes:
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- Translation fixes for items, recipes
- Fixes for party splitting
- Item tweaks
- Additional information added to progress display
- Entering subtown lobby from Haven takes you to the interior start pad (assuming you have tier access)
- Dialog fixes
- Scene tweaks/fixes
- Full health restored on reaching subtown lobbies
- Tweaks to energy exchange dialog, including one-button instant trades
- Fix for certain graphics cards' being unable to display new gate map background
- Adjustments to difficulty (lower tiers now have higher difficulty but greater reward for advanced players)
- Health bonuses scale by tier
- Fix for HUD's sometimes disappearing on reconnect
- Monster tweaks
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2010-12-21
From the Release Notes:
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- Subtown change as documented here
- "Free for All" loot distribution mode changed to "Random"
- Tweaks to materials, items
- New equipment descriptions
- Recipe fixes
- Fix for mapping controls to triggers on X-Box 360 controller
- Fixes for monsters' attacking each other
- Maintain a members' health if they leave and rejoin the same party
- Fix for players' being pushed out of scenes
- New party splitting interface
- Interface fixes
- Tweaks to spikes (warning before activation)
- Changed all health refill stations in Terminals and Battle Arenas to large hearts
- Battle Arenas no longer open before all monsters are dead
- Firestorm Citadel tweaks
- Holiday cheer
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2010-12-13
From the Release Notes:
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We will be doing a bugfix release today to fix some issues:
- Vendor stock bug resulting in swapping items at purchase
- 5* recipes now cost 16,500 crowns
- Bramble no longer damages monsters
- Some weapon damage adjustments
- Various recipe ingredient fixes
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2010-12-10
From the Release Notes:
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Some big changes to shops are included in today's release as well as a new addition to the Coliseum:
- The Haven Bazaar's merchants now have a random stock of goods that changes every day and is unique to each player. Check in every day for rare items just for you!
- A new merchant, the Spiral Quartermaster is located in the southwest end of the Haven Bazaar. The Spiral QM reliably sells special Spiral gear, weapons and recipes with 'average' stats that allow you to be competitive in each tier. The Spiral QM will become much more prominent in the future as we direct your experience more towards acquiring the right gear to compete in each tier.
- Coliseum events now reward the weekly top player (as seen from the leaderboards) a special costume reward. For Super Brawl, it is a fantastic golden crown! The winner is chosen Mondays at midnight PST (i.e. late Sunday night). The reward costume expires after 7 days, when a new winner is chosen.
- Firestorm Citadel has new content in its levels. Look out for terrible siege wheels that will flatten you if you're not careful! More developments on these levels will be coming soon. Use the balls of water to extinguish the columns of shadow fire!
- 5 Star items are finally here! You can find recipes to build them from traveling merchants deep within the Clockworks or as rare 'drops' in your daily recipe stock from the Haven recipe vendor.
- Traveling merchants in Clockwork Terminals have many new recipes that can show up.
- Elevators now have handy buttons allowing you to return to Haven at any time and cash out your heat or continue down into the depths of the Clockworks. Parties can now split up at any time, allowing players to end their experience when they please.
- Various recipe related bug fixes
Coming soon (not in this release):
We're working on some neat new features that will better direct players to the content that's appropriate for their gear as well as making some changes to sub-towns that will turn Haven back into the home base of all players. We will also be updating trinkets and added new ones. Stay tuned and thanks for playing!
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2010-12-08
From the Release Notes:
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We're going to do a release tonight, here's what it will include:
- The mini map now displays points of interest, such as elevators and gold doors. Once you have 'seen' these things, they will be added to your map. This should be especially helpful in open levels like the Deconstruction Zone.
- The freeze status condition was not working properly, this has been fixed. Freeze away!
- A few recipe bug fixes
- Some tweaks to the PVP scoring
- Fixed a trade bug
- A few new crafting materials
Coming soon in a future release:
Lots of new recipes and items, including the arrival of 5 star weapons and gear!
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2010-12-07
From the Release Notes:
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- Changes to item scaling as announced in previous post
- Fixes for random dungeon generator
- Fixes for treasure blocks
- Revive fix
- Item spawn tweaks
- Fix for Trojan
- Tweaks to Deconstruction Zone
- Recipe tweaks
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2010-12-02
From the Release Notes:
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- Devilite throws go over low walls/edges.
- Weapon damage scaling.
- Tweaks to Deconstruction Zone.
- PVP leaderboards.
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2010-12-01
From the Release Notes:
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- Star value fixes.
- Fixes for wolvers.
- Daily points tracking for PVP.
- PVP post-game display fixes.
- Gate construction tweaks.
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2010-11-30
From the Release Notes:
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- Translation fixes.
- Fix for actor spawns.
- PVP fixes.
- New "Super Brawl Ultimate" PVP mode: no gear restrictions, costumes allowed, 5000 crowns to sign up.
- Scene fixes.
- End-of-game report for Super Brawl.
- Recipe tweaks.
- Experimentally, the Windows installer now disables desktop composition on Vista/7 for better compatibility/performance.
- Items should be displaying as Level 10 now when they've maxed out heat
- There should be no more problems with missing waves of enemies when you're stuck inside monster doors
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2010-11-24
From the Release Notes:
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- UI tweaks.
- Translation fixes.
- Zombie fixes.
- No climbing on the PVP terminal.
- Fixes for explosive blocks/traps/hazards.
- Gremlin adjustments.
- Cost for revives capped at 1000 (per player).
- Heart/coin drop fixes.
- Gravity bomb fix.
- Loot drop tweaks.
- Item use animation fix.
- New danger level indicator.
Happy Thanksgiving!
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2010-11-23
From the Release Notes:
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- An early version of our competitive games space, the Coliseum is now available to test! The first game, Super Brawl can be accessed via the Coliseum terminal located in all Arcades. Coliseum games require crowns to enter, with the winner taking a share of all entrance fees. Each Coliseum game is divided by tiers.
- Vitapods are now automatically picked up if they are better than what you have. To drop them, drag and drop the one you have equipped out of its slot.
- Monster health is now reduced when soloing and in a party of two. It increases slightly with three and four players.
- Many more items are available in the Haven Bazaar. Please note that all art is not complete for these items and you may see redundancies with models and textures.
- Hazard damage has been fixed, watch out for those spikes!
- Heart drops now come in larger sizes and we have changed their spawning mechanism. Please give us feedback on the rate at which hearts drop.
- Some monsters have new art to denote tiers.
Higher level monsters should no longer spawn many levels in advance.
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2010-11-22
From the Release Notes:
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- Item and monster rebalance as detailed in previous post
- Friend limit increased to 250.
- Fix for the elevator's raising its gates early
- Fix for targeting dead monsters
- Tweaks for gate construction
- Zombie fixes
- No "returning" to Haven from Rescue Camp
- Removed limit on text for bug reports/suggestions
- Tweaks to remove/scale back effects for medium/low detail settings
- Material fixes
- Translation fixes
- Town pass costs decreased
- Reenabled chat messages for shortcut-able emotes
- Show minimap arrows for out-of-view players in towns as well as dungeons
- Gates now rotate at eight o'clock pm (PST)
- Various other tweaks/fixes
Expect more updates in the next few days!
New Vitapods!
Vitapods have changed in this release. You will now pick up a vitapod, and it will show up on your health bar. You can only hold one vitapod at a time, however the vitapods will get larger the further you are from town. You will be able to swap out your current vitapod for a new one you found in the level. Also, once you've left the lobby, any vitapods you pick up will only increase your maximum health, but not your current health, so you will need to find some hearts to fill yourself up the rest of the way.
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2010-11-08
From the Release Notes:
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- Uniform blur render effect added to sky boxes
- Tweaks to exchange interface
- Tweaks to random level bits
- Do not allow "returning" to town from initial tutorial
- Fixed chat command history
- Added zone instance chat prefix, plus /1 as alias for it
- Fixes for resurrected players
- Don't show "add as friend" in context menu if you're at the friend limit
- Additional item text
- Fix for the infinite loop condition that brought down one of the server peers
- Haven fixes
- Vanaduke fixes
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2010-11-03
From the Release Notes:
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- Tweaks to Tortodrones and Lumbers
- Level 10 added to Fencing Jacket
- Fixed shock resistance for Volt Breaker armor
- Fix for lootless terminal travelers
- Hide the chat entry field after submitting
- Resurrection costs taken from (full) energy tab when available
- Invitation system added for inviting your friends from within the game
- Tweaks to swords
- Fixes for players' getting stuck in certain areas
- Fixes for chat command help
- Tweaks to random level generation
- Tell feedback messages ("You told...") colored blue, like tells
- Fix for weapon text
- Added toggle for "Render Effects," which is disabled by default: eventually we will be adding more advanced graphical effects and those who want to live on the bleeding edge are encouraged to enable this option to help us test them
- Fixed issue with reconnecting after disconnecting (sending you to a different place, removing your progress, etc.)
- Fixed issue with Lichen drops
- Added some code to avoid repeated affliction with the same status condition
- Fix for gates' displayed energy costs
- Change to matchmaking: only add new players within a brief period after starting each level
- Fix for heat levels
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2010-10-28
From the Release Notes:
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New feature:
- Travel passes added, which allow instant travel to recently visited towns for a crown fee
Tweaks, fixes:
- 'Sulfur' is now 'Brimstone' and its star value has been changed to 1
- New materials added to certain monster loot tables
- Some recipes now require new materials
- Fixed a hole in Treasure Vault levels
- Fix for gold keys' not being removed after opening doors
- Tweaks to arsenal/recipe interfaces
- Tweaks to gate displays
- Zone chat is no longer the default; use /zone to address entire town
- Place chat is audible from increased distances
- Clicking energy panel now brings up exchange interface
- Text fixes.
- Save screenshots to desktop rather than application folder
- Windows uninstaller deletes preferences from registry
- "Compatibility Mode" added to advanced video options that prevents use of GLSL shaders
- Fixes for moving items between quickslots
- Fix for adding stackable items to trade window will all slots filled
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2010-10-26
From the Release Notes:
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- Text fixes.
- Fix for gate displays not updating after rotation.
- Lighting fix.
- Don't let poisoned monsters heal.
- Fixed bug with tray times in subtowns.
- Fixed bug with gold key doors deleting player instead of key.
- When creating a party or joining one in the lobby, you're charged when you leave the lobby.
- Reduced gate dormancy range.
- Devilite tweaks.
- Two seconds of invulnerability after resurrection.
- Chat can now be heard from anywhere in the town instance.
- Fix for accidental clicking on resurrection dialog.
- Level generation fix.
- Allow setting 1024x600 resolution.
- Fix for chat displays' clearing when moving between zones.
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2010-10-25
From the Release Notes:
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- Fix for gold key levels.
- Translation fixes.
- Tortodrone, Zombie, and Devilite tweaks/fixes.
- Tweaks/fixes for the new arsenal interface.
- Emote tweaks.
- Fix for certain swords' hurting players.
- Sound fix.
- Minerals added to loot displays at end of gate.
- Fix for repeat fire bug.
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2010-10-22
From the Release Notes:
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- Arsenal/Recipe interfaces updated.
- Text fixes.
- Fix for Gremlin loot drops.
- /poke and /sigh emotes.
- Substantial Gremlin adjustments.
- Fixes/enhancements to randomly generated levels.
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2010-10-20
From the Release Notes:
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- Fixed floor display on friend panels.
- Fixed some errors in the text.
- Fix for being able to unequip helmet/armor.
- Controller fix.
- Fix for dupe issue dropping vials/capsules in scene.
- Fix (hopefully) for "server error" messages on vial/capsule use.
- Effect for when items gain levels.
- Fix for server error messages when trading stacks of items.
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2010-10-19
From the Release Notes:
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- Vial descriptions fixed.
- Guildhall spiffed up.
- Revive-related messages fixed.
- Error related (primarily) to crafting Dusk Drops fixed.
- Fixed bug with dropping vials, etc., when a player leaves the dungeon.
- Controller fixes.
- Added tray display when adding minerals to a gate.
Again, we're inviting more people, so please welcome them.
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2010-10-18
From the Release Notes:
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Mostly bug fixes in this release:
- Solved the issue of the revive window popping up while you're still alive (but only just)
- Solved the issue of the Ash Tails warping outside the playable area of the map
- Fixed seeing a gray armor icon show up when a party member uses a capsule
We're also testing allowing you to run while using a capsule.
Probably some other fixes/changes that I forgot to mention.
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2010-10-15
More economic change, death resolution and more players
From the Release Notes:
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We will be releasing some new stuff today:
- There are and will continue to be changes in the economy as we determine what's best for the game world
- There are new coins, so you will now find crowns in values of 1, 5, 10, 25 and 50.
- You can now compare your own loot against that of a vendor's loot
- There is a new system for when you meet your demise in the Clockworks. Just as before you can wait to receive half the life from another player or wait to have your party (hopefully) make it to the next floor. But now you can also revive yourself and other with energy. The cost to revive increases each time you die but is reset upon reaching any town.
- Some new items have been added to treasure block drop tables.
We will also again be inviting more players to the game this evening. Please give them a warm welcome!
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2010-10-13
From the Release Notes:
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We've just put out a new release to fix two major bugs in the game.
- Shops should now display the correct prices for all items
- There should no longer be a trade bug where you can duplicate items
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2010-10-12
Changes to the economy and Rescue Camp
From the Release Notes:
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Hello!
We will be updating the game today and I wanted to give you a heads up on a few changes:
- The prices of all items are in a state of change. We're working hard to determine the best prices for everything.
- '0 Star' items now exist. These items will be purchasable in the Rescue Camp.
- As a result of introducing a new level of gear, some low level gear has moved up or down in star value. This will affect their heat levels in some cases. You may have lost or gained heat levels but your total heat invested in the weapon has remained the same.
Lastly, we will be introducing many more new players to the game in the very near future. Please give them a warm welcome!
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