Forums › English Language Forums › General › General Discussion

Search

NEW PATCH

72 replies [Last post]
Wed, 01/04/2012 - 12:39
Psychodestroyer's picture
Psychodestroyer

Winterfest
Winterfest has ended and Impostoclaus has left Haven for another year, but the cold weather will remain in Haven for just a little while longer.

Monsters
- All drone health has been reduced
- Almost all monsters have had their delay increased between spawning and attacking (including retrodes\!)
- Wolvers, retrodes, and zombies will no longer follow their target once they commit to an attack
- Retrode and zombie melee attack has been slowed down and damage area decreased

Levels
- Fixed an area where players could get trapped in the IMF Warfare Workshop

Graphics
- Advanced video options now include ability to adjust anti-aliasing level (takes effect on restart)

Bugfixes
- Circuit Breaker Armor is now weak to fire and freeze
- Bomb fuse graphic has been filled in to make it easier to read
- Charge attacks for the elemental brandish lines (and those shadow ones too) had been rebuilt for a more reliable damage area
- Fixed issue with lichens inflicting damage before playing their animation
- Fixed issue that was preventing gremlin thwackers from telegraphing their charge attack
- Gremlin dodge cooldown increased from 1 second to 4 seconds
- Gremlin menders have been scolded once again for harming others
- Wolvers should no longer block movement while underground
- Removed combo breaker escape action from T3 wolvers
- Slowed down the explosion delay on the retrodes beam attack and reduced the damage radius
- Greavers will no longer inflict status ailments through barriers
- Jelly cube spires will terminate if they are interrupted by the death of their source
- Slag Guard charge attack no longer cause damage in all directions on collision
- Volcanic Long Feather will no longer apply as the Toasty Long Feather

Looks like Circuit Breakers are going to lose their charm. Good thing I never had one.

I'm particularly happy about the monster fixes. More than once I've been nailed by a retrode attacking me WHILE spawning. That, and any of a Zombie or retrode smacking me twice in a row while I'm hacking away at it.

This patch sounds good :)

Wed, 01/04/2012 - 12:55
#1
Tom-Awsm's picture
Tom-Awsm
Mostly meh

Some good stuff, some unnecessary stuff, and some meh stuff.

Too bad about the circuit breakers, although T1 LD isn't really anything anymore /doublesadface.

I still don't see anything about the zombie jump glitch though.

Wed, 01/04/2012 - 12:57
#2
Negimasonic's picture
Negimasonic
:x I stopped playing over the

:x I stopped playing over the holidays, only got on once to a terrible connection...I got back in today for a bit. Got killed by greavers because I was paranoid about releasing them early because of that mist >.> Thanks anyway OOO

Now inb4OOOYumakegameeasy...it's been two weeks -ish for me so I'm a noob again anyway and don't mind :D

I still liked Gremlin menders fighting sometimes, it was a rare treat.

Wed, 01/04/2012 - 12:58
#3
Ithinkmynamewontfi
Awesome+

- All drone health has been reduced
Neat, now I can revenge kill them for fun more easily.

- Almost all monsters have had their delay increased between spawning and attacking (including retrodes\!)
I am now safe from the momentary lag that happens whenever mobs spawn!

- Wolvers, retrodes, and zombies will no longer follow their target once they commit to an attack
- Retrode and zombie melee attack has been slowed down and damage area decreased

Handy.

- Charge attacks for the elemental brandish lines (and those shadow ones too) had been rebuilt for a more reliable damage area
Okay, time to get right back on and take a look at these new charges. :o

- Gremlin menders have been scolded once again for harming others
I KNEW IT. THAT WAS A MENDER THAT KILLED ME IN AN ARENA LAST TIME. I'M ONTO YOU, MENDERS!

- Removed combo breaker escape action from T3 wolvers
Is this the one where they'll teleport mid-combo if you try to take a potshot at them before running, thus nipping you with a suddenly unavoidable bite? If so, this makes me and my lack of piercing defense very happy.

- Jelly cube spires will terminate if they are interrupted by the death of their source
Goody.

Nice set of tweaks, all things considered. A good start for the new year!

Wed, 01/04/2012 - 13:31
#4
Alice-In-Pyroland's picture
Alice-In-Pyroland
Could someone explain to me

Could someone explain to me what the bomb fuse thing is about? It's probaly the choice of words that's confusing me, I assume they mean the white line that normally indicates the radius has been filled in so that the whole area is coloured to indicate where the bomb will go off? Although this makes me glad for Lockdown (Seriously on some maps you plain and simply cannot see where enemies bombs are) it worries me that in depths this will make bombs more obscuring than they already are. It's already moderately annoying with a status bomb mist covers some spikes or an status grate, applying this to every bomb with a large radius before and during them going off is going to make bombing more difficult in areas with environmental hazards, and just further increase the loathing we recieve from people with eyesight issues. Granted I highly doubt OOO wouldn't have already noticed this in testing, but I feel it's best to clarify regardless.

As for the rest of the note, I'm all for most of them. Especially the graphics changes, if I'm able to increase the AA on SK past what it currently is that will be a blessing.

Wed, 01/04/2012 - 13:53
#5
Algol-Sixty's picture
Algol-Sixty
Wow, a lot of monsters got

Wow, a lot of monsters got nerfed again and i really don't think they needed to be. Sure, they were challenging, and you had to use the right weapon, but isn't the game supposed to be challenging?

edit: thinking about it some more, these monster nerfs seem to be so that people who just use swords can deal with them better. If you used a selection of guns, swords and bombs, they weren't hard before. Again, you had to use the right kind of weapon.

Wed, 01/04/2012 - 14:00
#6
Psycho-Dani's picture
Psycho-Dani
The greavers!

I'm right! I knew they could status through shields, and nobody in my party ever believed me.... A bit miffed about the circuit breaker, kinda nullifies my double UV, but meh, T1 PvP is almost dead now.

Wed, 01/04/2012 - 14:16
#7
Alice-In-Pyroland's picture
Alice-In-Pyroland
"Sure, they were challenging,

"Sure, they were challenging, and you had to use the right weapon, but isn't the game supposed to be challenging?"

Challenge =/= Arbitary difficulty. You can make something challenging without making it cheap. Zombies and Retordes turning on a dime and hitting you through your shield due to the mildest amount of latency was cheap for example. Whilst I don't agree with all the changes, most of them are fixes blatantly cheap aspects of the game's "difficulty". Granted SK is for the most part an extremely easy game, but that is something to be solve via legitimate challenge, not monsters being obnoxious for players whom don't have the finest connection in the world.

With that being said, reducing the damage and range of zombies and retrodes on top of removing their 'auto-target' is a bit excessive, removing the auto-targeting esque feature would have fixed the issue most people have with them without the need to further nerf them. If anything I'd make their attacks more damaging to compensate, but better an overfix than no fix I suppose.

Wed, 01/04/2012 - 15:50
#8
Nicoya-Kitty's picture
Nicoya-Kitty
Thanks for reading my bug

Thanks for reading my bug reports, Nick! ILU4evar. <3

Wed, 01/04/2012 - 15:53
#9
Nicoya-Kitty's picture
Nicoya-Kitty
As for those saying this

As for those saying this makes the game easier, on the surface I agree. The changes will remove some of the cheaper ways that enemies can hit you. On the other hand, making the attacks more reasonable opens the door to making harder levels that are legitimately harder.

A noob trying to shield-tank a T3 Alpha wolver is still gonna get owned after this patch the same way as before, but a skilled player isn't going to get bit in the ass when the wolver teleports half way through a 3-bite combo.

Wed, 01/04/2012 - 15:58
#10
Blue-Flood's picture
Blue-Flood
...

Sounds like you made the game a little too easy now. Games always get easier when you have a strong influx of new people...

For the love of God, could you please delete the level Frostbite if you haven't already?

Wed, 01/04/2012 - 15:59
#11
Iron-Volvametal's picture
Iron-Volvametal
...

- Volcanic Long Feather will no longer apply as the Toasty Long Feather

Y U NO FIX TOASTY SCARF!?

http://forums.spiralknights.com/en/node/38932

Wed, 01/04/2012 - 16:06
#12
Mohandar's picture
Mohandar
Leave the attack tracking

The monster attack tracking probably doesn't need to be removed- it adds a legitimate challenge. Perhaps reinstate it for T3?

I do agree with the other fixes though- those don't add any real difficulty, just unfairness for people who have higher latency or less powerful computers. Most of those tend to result in cheap shots, like alphas teleporting mid-combo.

Wed, 01/04/2012 - 16:08
#13
King-Tinkinzar's picture
King-Tinkinzar
The Retrodes were fine!

The Retrodes were fine! Stupid noobs!!!!!!!!!!!!!!!!!!!!!

Wed, 01/04/2012 - 16:12
#14
Guardian-Ceal's picture
Guardian-Ceal
Ironclaw mutinous fac...

The new no attack when spawned makes it way easier to run through it now for the tokens <3
Thanks 3 Rings!

Wed, 01/04/2012 - 16:13
#15
Ufana
It's time for a third visit

It's time for a third visit with ash in rabid snarbis lair:D

(Last two times didn't end too well for the poor mad bomber, but this time... they shall BUUUURRRRNN! :D)

Other stuff's neat, too. Thanks OOO!

Wed, 01/04/2012 - 16:29
#16
Axonio's picture
Axonio
Finally

They fixed the two miles long melee attack of the retrodes.

Good job guys.

Wed, 01/04/2012 - 16:29
#17
Mbcscp's picture
Mbcscp
.

- Volcanic Long Feather will no longer apply as the Toasty Long Feather

does that mean im getting my Volc Long Feather back ?

Wed, 01/04/2012 - 16:48
#18
Rwar's picture
Rwar
Bummer Man

I agree with some of the other players on here ...

I don't like the monster nerfs.

"- Retrode and zombie melee attack has been slowed down and damage area decreased" TOTALLY unnecessary.

"-Wolvers, retrodes, and zombies will no longer follow their target once they commit to an attack"
This one is expecially dissapointing. Man that's a big change.

Please don't "dumb-down" the game.

Rwar (rolled 4.1.11)

Wed, 01/04/2012 - 16:51
#19
Rwar's picture
Rwar
Double Post

*Edit

Too many "Gateway 505" errors and whatnot. Sorry for the double post.

Wed, 01/04/2012 - 16:58
#20
Slayzz's picture
Slayzz
I think these changes are

I think these changes are fine. It gets slightly annoying to be running away from a zombie, only to find them swipe you from twice the length of their arms. I am not sure completely, but I believe the zombies range was due to the game naturally lagging. (same reason other people's bullets appear to travel faster than your own, and the hit range of flourishes being longer than physically visible). Wolvers were never never a problem with high piercing on my Ironmight, though I did always wonder why the alpha wolvers seemed to always follow me. Lastly, I do believe I recall being swiped to death by a particularly vicious mender...

Wed, 01/04/2012 - 16:59
#21
Slayzz's picture
Slayzz
I think these changes are

I think these changes are fine. It gets slightly annoying to be running away from a zombie, only to find them swipe you from twice the length of their arms. I am not sure completely, but I believe the zombies range was due to the game naturally lagging. (same reason other people's bullets appear to travel faster than your own, and the hit range of flourishes being longer than physically visible). Wolvers were never never a problem with high piercing on my Ironmight, though I did always wonder why the alpha wolvers seemed to always follow me. Lastly, I do believe I recall being swiped to death by a particularly vicious mender...

Wed, 01/04/2012 - 17:38
#22
Rwar's picture
Rwar
On a side note ...

.... Looks like the Brandish line got a buff.

As far as the wolvers chasing me:

I like it. It lets me know that I have the aggro, for a start. I am attacking them, they should be trying to bite me back. I like how the wolvers change path to intercept me whilst trying to bite me. It's fun and interesting.

Wed, 01/04/2012 - 17:47
#23
The-Rawrcake's picture
The-Rawrcake
Gremlin and wolver changes

Gremlin and wolver changes will help gunners a ton, ty ty ty definately will make people more confident in going guns

Wed, 01/04/2012 - 18:00
#24
Bladestorm's picture
Bladestorm
"Slag Guard charge attack no

"Slag Guard charge attack no longer cause damage in all directions on collision"
Thank god, I won't get side-swiped any longer, thinking I'm out of harms way.

Wed, 01/04/2012 - 18:22
#25
Sarakos
Yawn. Let me know when they

Yawn.

Let me know when they start fixing things people care about (like troika) or adding new content. Preferably the second one.

After you have killed Vanaduke 50 times, what is left?

Wed, 01/04/2012 - 18:44
#26
Darkbrady's picture
Darkbrady
PvP? Helping others? Building

PvP? Helping others? Building new gears/sets? Shadow Lairs? Trolling?

Wed, 01/04/2012 - 19:05
#27
Yeriq's picture
Yeriq
A little disappointed

I'm a little disappointed with the patch because

  1. No fix or buff to the Trioka line
  2. No fix or change to bombs that don't make sense like the ISB
  3. No fix or change to some of the wierd/bad (thus underused) armor sets
  4. With the monster nerf except for the wolvers

I'm ok with the other stuff. I especially like the Brandish buff.

Wed, 01/04/2012 - 19:00
#28
Kogoya
Why is the Impostoclaus still

Why is the Impostoclaus still here? And without his hat too :O

Wed, 01/04/2012 - 19:02
#29
Heavy-Duty's picture
Heavy-Duty
...

Looks like most monsters were... nerfed you can say?

Wed, 01/04/2012 - 19:28
#30
Sireez's picture
Sireez
I died the other day from a

I died the other day from a gremlin mender flailing about.. was trying to get away to pop a pill.

am loving this brandish change :D

Wed, 01/04/2012 - 19:36
#31
Nechrome's picture
Nechrome
Yes! Thank god for the

Yes! Thank god for the Retrode fix! I hate it when I go into a Construct arena and when I step onto the party button, I immediately die due to the retrodes already 95% done with their lazar animation when they spawn. The wolver not homing in on you will make things a bit more easy though... they should still have a slight homing capability, sort of like the teir 2 rocket puppies.

Just checked out the brandish update(or rather, I watched my brother check it out.). AWESOME!

Wed, 01/04/2012 - 19:41
#32
Ndcoten's picture
Ndcoten
Aw, man, the zombies...

While having the GUN FLAME! on the Brandish line is pretty nice and all, I think the zombie and retrode melee attacks' nerfs were kind of extreme. They don't feel like much of a threat at all anymore.

Wed, 01/04/2012 - 19:40
#33
Tyhlosion's picture
Tyhlosion
New Patch Glitch?

Everytime i join lockdown and get accepted i get a black screen and it doesnt go away. I waited for 5mins or so and nothing it keeps happening!

Wed, 01/04/2012 - 19:48
#34
Trying's picture
Trying
As usual there's going to be

As usual there's going to be a bugfix after this patch

Thu, 01/05/2012 - 16:38
#35
Tyhlosion's picture
Tyhlosion
yay

lockdown is fixed

Wed, 01/04/2012 - 20:28
#36
Nicoya-Kitty's picture
Nicoya-Kitty
I am deeply in love with the

I am deeply in love with the new charge attack on my Voltedge. It's like I have a polaris-sword now.

I am going to get kicked from SO many parties in FSC. :D :D :D

Wed, 01/04/2012 - 20:37
#37
Darkbrady's picture
Darkbrady
http://forums.spiralknights.c

http://forums.spiralknights.com/en/node/39253
Puppy changes; anyone else noticed this?

Also, now that I'm finally back online, I completely agree about the retrodes; they recieved too many nerfs at once and went from being #3 on my list of scary monsters to no scarier than lumbers. I'm glad that they've lost the tracking, that annoyed the hell out of me, but to lose tracking, attack range and have a delay between the laser telegraph and explosions just makes them a waste of space.

Wed, 01/04/2012 - 20:38
#38
No-Thanks
Zelda

ehm polaris is mostly hated becuz of its knockback and that will hardly be an issue now with the new zombie nerf..i think we should start calling those 3rd generation zombies, since they keep nerfing them lmao

Wed, 01/04/2012 - 20:48
#39
Njthug's picture
Njthug
Horrible in my

Horrible in my opinion:

Sorry, Nick and the rest of the team, but this game use to be nice and challenging now it just seems to get easier and easier. I think we need like a mode setting or something I don't mind spending some ce on rev's here and there, but the only monster which gave many trouble is extra weak now =(.

Wed, 01/04/2012 - 20:55
#40
No-Thanks
Zelda

when i was thinking about difficulty modes last time, they released shadow lairs with the shadow keys. so i figured they wouldnt make difficult things worth my while, but more likely the opposite

Wed, 01/04/2012 - 20:57
#41
Tom-Awsm's picture
Tom-Awsm
Next thing you know they're

Next thing you know they're nerfing fiends >.>

Also, still no AP/Sentenza update?

Wed, 01/04/2012 - 20:58
#42
Happyapathy's picture
Happyapathy
games to easy now, most

games to easy now, most players have been conditioned to the faster speeds of enemies and it like their all moving in slow motion now, as much as I like winning it feels kinda empty when your leading in a race against slugs and turtles.

Wed, 01/04/2012 - 21:00
#43
Darkbrady's picture
Darkbrady
I have to agree actually..

I have to agree actually.. removing the tracking of retrodes was nice (nerfing them further was overkill) but removing tracking of wolverdaddies has utterly elimninated the challenge behind the unblockable badass of the game. It was good having scary enemies and easier enemies, but now there's just...easier enemies. Gottaget a new patch in and toughen everythin' back up again.

Wed, 01/04/2012 - 21:04
#44
Wu-Wei's picture
Wu-Wei
Arrr

Yes, I agree, makes easy monsters now even more easy. I have had no problem with any of those. What I find particularly tricky is buttons that spawn a bunch Tier 3 Devilites. You hardly have time to unshield and attack once, before you get hit behind the head with a stapler.

Wed, 01/04/2012 - 21:11
#45
Axonio's picture
Axonio
I'm glad that they fixed the

I'm glad that they fixed the two miles long melee attack, but the slow attack is just...

Well, too slow.

Wed, 01/04/2012 - 21:30
#46
Blaze-Breaker
Everything feels much too

Everything feels much too easy now. I mean, don't get me wrong. I LOVE LOVE LOVE my Acheron's charge now, and I like how monsters don't ambush me out of nowhere anymore, but the completely getting rid of homing thing kills the difficulty. I mean, it doesn't even make sense in real life. You get a wolf that's happy and healthy that has a hunting style of repeatedly biting in a direction it chooses, and I'll show you a talking acorn named Soup.

Wed, 01/04/2012 - 21:36
#47
Heavy-Duty's picture
Heavy-Duty
...

I'm hearing of explosive changes to swords... I'd like to see a vid of those changes :D

Wed, 01/04/2012 - 21:37
#48
Djawed's picture
Djawed
that brandish charge

that brandish charge animation has become very sexy

Wed, 01/04/2012 - 23:22
#49
Nicoya-Kitty's picture
Nicoya-Kitty
I just recorded a video of

I just recorded a video of 3*, 4* and 5* brandish line charge attack. I'll be uploading it shortly.

Wed, 01/04/2012 - 23:54
#50
Heavy-Duty's picture
Heavy-Duty
...

Nerf Retrodes to BECOME RETRODES!!?!?!?!?!?!??! HOLY COW THESE THINGS ARE CRAZY!!!! And people wanted to nerf Avengers?!?!?! PSSHHH! These things are overkill!!!!!!!! What's not to like about these weapons?!!??! They're INSANE!!!! My Sealed Sword families replaced my Troika family, and now Brandish will over come this?!?!?! WWWWHHHHHHHHYYYYYYYYYYY????????????????????????????? (Over buff )

  • 1
  • 2
  • next ›
  • last »
Powered by Drupal, an open source content management system