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Patch Notes - December 19, 2011 - Drones!

7 replies [Last post]
Mon, 12/19/2011 - 15:41
Rangerwillx's picture
Rangerwillx

"Drone Monsters
- A new class of monsters called 'drones' have been added to the Clockworks
- Drones are not part of any monster family
- A drone is completely immune to damage unless it stops and exposes its weak point
- A golden drone will never stop and is completely immune to damage
- There are two types of drones: 'shankles' that deal damage and 'wisps' that cause status conditions

Here are the official names for all drones:
Shankle
Sharp Shankle
Sage Shankle
Dark Shankle
Golden Shankle
Golden Sharp Shankle
Golden Sage Shankle
Golden Dark Shankle
Volcanic Wisp
Winter Wisp
Storm Wisp
Bog Wisp
Golden Volcanic Wisp
Golden Winter Wisp
Golden Storm Wisp
Golden Bog Wisp

Levels
- Prevented teammates locking you inside the treasure closets on Scarlet Fortress Cravat Hall II"

Great! Drones sound awesome, looking forward to this! :D

Mon, 12/19/2011 - 15:43
#1
Trying's picture
Trying
I beat you to

I beat you to it
http://forums.spiralknights.com/en/node/37347

Mon, 12/19/2011 - 15:47
#2
Rangerwillx's picture
Rangerwillx
Nuu!

But mine will get more attention because I used the actual name ;D
Blargh!

Mon, 12/19/2011 - 15:57
#3
Algol-Sixty's picture
Algol-Sixty
drones Those look

drones

Those look interesting... Where exactly do they show up?

- Prevented teammates locking you inside the treasure closets on Scarlet Fortress Cravat Hall II"

Eh? You could never get locked into those treasure closets. After I saw that thread where someone thought they had, I went and double checked. I closed a gate by firing my gun and hitting a ratchet, closing a door. i then hit the ratchet that was in the room. *poof*, the door opened.

I guess I should go look to see what OOO changed. Maybe you can't raise the doors once you have them lowered, or something.

Mon, 12/19/2011 - 16:03
#4
Nicoya-Kitty's picture
Nicoya-Kitty
@Algol-Sixty I imagine that

@Algol-Sixty I imagine that if you didn't have a gun, someone on the outside could raise the gate again before you could walk from the switch (at the back of the room) out past the gate.

Mon, 12/19/2011 - 17:59
#5
Malicus
@Nicoya-Kitty: From what I

@Nicoya-Kitty: From what I remember, hitting one of the back ratchets would make all of the gates stay PERMANENTLY down. So no idea what they could have changed.

Mon, 12/19/2011 - 18:35
#6
Algol-Sixty's picture
Algol-Sixty
I imagine that if you didn't

I imagine that if you didn't have a gun

Vials work too, but the barrelstopper who was raising the gate would be either by kicked, or I would go solo in short order, making it impossible for the gate to be raised again.

rom what I remember, hitting one of the back ratchets would make all of the gates stay PERMANENTLY down.

No, the gates could be raised again, as I mentioned above, I tested it by raising one from inside, and then lowering it from the ratchet inside.

.

Honestly, I'm surprised that this has been fixed, while the trap in the IMF wasn't touched. Or, at least, nothing was mentioned in the release notes, but then, OOO has been known to forget to mention very significant changes before. As others pointed out, the IMF trap isn't normally a problem since the rest of the party progressing will raise and lower the barrier anyway, but if someone was trapped and then kicked (or went solo, or had the other party members leave), there wouldn't be any way to progress.

Mon, 12/19/2011 - 18:37
#7
Kupoo's picture
Kupoo
@Malicus

The back ratchets will lower all of the gates, but you can still put them back up if you hit the outside ones. I do that on occasion (though without anyone inside) when leaving.

That said, you can potentially lock someone between the first and third gates with no access to either the outside or inside ratchets, so maybe the fix was something related to that?

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