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 calendar format.

2012-06-19

From the Release Notes:
Party Finder

A Party Finder feature has been added that allows players to find parties in the Arcade and on Missions. Simply press the 'Party Finder' button on the top of your screen and wait as it attempts to find parties for you near your current Rank. Available parties will populate your Notifications window and will adjust in real time so long as the Party Finder is toggled.

2012-06-13

From the Release Notes:
Graphics
  • Various armors including the jelly series will keep their gloss fx even on low detail.
Monsters
  • Tier1 Gunpuppies are now more accurate.
Bugfixes
  • Fixed a bug in Lockdown damage calculation that was resulting in heavy damage from multiple attacks
  • Fixed a faulty battlepod room/encounter where the battlepod could not use its artillery attack properly
  • Pressing enter while drafting a mail no longer opens chat

2012-06-06

From the Release Notes:
Items

A new 'Armor Rear' accessory slot is now available. Items that now use this slot are:

  • Tails Tails
  • Wolver Tails
Monsters
  • Zombies will now only drop loot on initial defeat. Rez'd zombies will drop nothing.
  • Slag Guards now have new artwork. Hail Almire!
Graphics
  • Made adjustments to certain textures on low detail setting.
Levels
  • Prestige Mission: Pinch of Salt - the interactive salt pile that is used to open a door is more clearly visible
  • There is new music for slime-themed levels. The Royal Jelly Palace will keep the original slime music.

2012-05-24

From the Release Notes:
Lockdown

Join the battle in two new Lockdown maps!

  • Downtown - A traffic-congested, frigid city with plenty of Fire Pots to melt the ice!
  • Gardens - A secluded garden with hidden paths amongst its ruined walls

Changes to the Scoring System: Lockdown will now use a scaling point system where each additional Capture Point controlled by a team is worth fewer points per tick

On a 3 Capture Point map
  • 1st CP captured is worth 5 points
  • 2nd CP captured is worth 3 points
  • 3rd CP captured is worth 1 point
On a 5 Capture Point map
  • 1st CP captured is worth 5 points
  • 2nd CP captured is worth 4 points
  • 3rd CP captured is worth 3 points
  • 4th CP captured is worth 2 points
  • 5th CP captured is worth 1 point
Bugfixes
  • Fixed a bug where knights were burning to death while Vanaduke was giving his monologue. Ouch!

2012-05-16

From the Release Notes:
Levels
  • Fixed an issue in FSC Charred Court and the Shadow Lair where players could die while talking to the Nature Sprite.
  • Crown and heat payouts have received further balancing, most notably in the Ironclaw Munitions Factory.
  • Added an airlock after the statue room in Firestorm Citadel Ashen Armory to prevent backtracking with the gold key.
Bugfixes
  • Fixed collision in a level that allowed players and monsters to leave the playable area.
  • Valiance's knock-back has been reverted.
  • Fixed a rare bug that could cause a party to get stuck on the elevator when someone joined.
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