Fixed several bugs related to Steam initialization that could cause controller detection issues
Fixed Navigation Issue:
Resolved a problem where assigning input devices after selecting "Play Now" could lead to unintended screens (like the Tournament screen)
Breakaway Fix:
Implemented a tentative fix for breakaways where the AI wasn't shooting
Metallic Fury Icon:
Corrected the wrong icon for "Metallic Fury"
Custom Jerseys Optimization:
Addressed GPU errors by optimizing the handling of custom jersey names/numbers
Controller Assignment:
Fixed issues related to controller assignments when changing the skater lineup
Fixed an issue where a player could lose control of their character after a faceoff
Custom Teams:
Fixed bug where built-in players were not usable in custom teams. Built-in players no longer appear in the "Create a Player" screen but remain usable in custom teams
Tutorial and Controller Fixes:
Resolved issues with disconnected controllers during the tutorial
Fixed an issue that could position lock players during the tutorial, preventing progression in the player swap section.
Addressed a bug where players 2 and 3 could control other skaters in the tutorial
Tournament:
Teams are no longer locked in tournament, preventing issues with controller assignment.
Fixed an issue where simulating the tournament would break if you had multiple instances of the same skater on a tournament team
Alternating Home and Away teams in tournament, if best of 7 follow the 2-2-1-1-1 format
Known Issue: We are aware of an issue where multiple controllers are no longer being recognized. We're actively working on a fix and apologize for the inconvenience.
After much consideration by the team, it was decided that we needed to make Monkey Mischief on Steam free to play.
When the game launched on Steam, we expected hackers, or skids, but nothing happened. The 4.99 price was simply there to combat hackers, but there were no hackers.
Making Monkey Mischief free also means we can target a much wider audience, and provide this incredible game for more people, free of charge.
There is not a current date on when it is going free to play, but it will happen in time with the next patch.
When Monkey Mischief goes free to play on Steam, you will no longer receive 15,000 Nanas with your purchase of the game.
Added: New NPCs and quests Added: Iridescence to Lindworm and Wyvern Added: New custom cover foliage to soil, sand and volcanic surfaces Added: Experimental ambient sound sources to the spawn area Added: Back a few upscaling methods Updated: Character creator map Updated: Default character creator cam for Ka'sai and Drake Updated: Increased night time brightness Updated: Increased Wyvern hover animation play rate Updated: Made minor improvements to Lindy's movement animations Updated: Chat messages use the bold font version now for better readability Updated: Made minor texture changes to Xariasz (NPC) Updated: Orb has been moved outside of the spawn village; lowered sfx volume Updated: NPCs to add basic idle randomization Updated: Night time is now much brighter Updated: European dragon and Eastern dragon camera zoom range Updated: The default photo mode camera speed has been set to 10 Updated: Made search bar in character list more visible Updated: "Constrain Aspect Ratio" is now unchecked by default (removes the black borders) Updated: Sand textures Updated: Glowworm textures Updated: Server restarts every 1.5 days now Updated: European Dragon & Wyvern stats (stamina, mana, health) now scale per level (the remaining characters come later) Optimized: Some foliage and landscape textures Fixed: Some dialogue errors Fixed: NPC blueprints inheritance issues Fixed: NPCs being killable and movable Fixed: Lindworm Horns #1 texture issue Fixed: Ka'sai using the wrong animation when being carried Fixed: Ka'sai turning into stick bugs when being carried Fixed: Lindworm using the wrong animation when being carried Fixed: Characters glitching when carrying the wyvern skull and walking down slopes Fixed: Carry option showing up twice in the skull submenus Fixed: Old Lindworm missing all attachments Fixed: Weather changing too frequently (should now change every 30-60 minutes) Fixed: Several crashes reported via sentry Fixed: UI getting stuck/immediately popping up again Fixed: Lindworm Horns#1 missing its 3rd color option Fixed: Lindworm Horns#1 clipping Fixed: Lindworm NPCs using wrong parent BP Fixed: Lindworm NPC snake teeth not folding when mouth is closed Fixed: Construction placement issue Fixed: Ability being activated after construction placement or cancelation Fixed: Smelling animation cancelling eating and drinking Fixed: Regen calculation under Death's Grip effect Fixed: Character spawn instant kill exploit Fixed: Newly created character taking over the name of a recently deleted character Fixed: General character material ghosting, TSR and TAA now work as intended Fixed: Tree canopies disappearing at medium range Fixed: Items getting locked when dragged out of inventory and inventory is being closed Removed: Remaining outdated ore nodes
Sharpen your claws, because the Tandara clan is officially ready for play, along with a new, comprehensive ice-magic skill tree. Don’t wait! Go! Explore the eerie new, necromantic Myrtuna biome, including the capital city of Myr. We’ve got new quests, new bosses, new weapons and armor sets—and now, so do you (plus wall running...there’s wall running now, too!).
If you’re new to our ongoing saga, Kristala is currently offered at an impressive 31% discount; don’t miss your chance to fully sink your claws into our unfolding story! And stay tuned for the release of our two exclusive, in-game aesthetic items - coming VERY SOON as DLC! Spook-meter on full capacity!
If you like lists, here’s a list of all the epic new goodies we’ve just launched into the world of Ailur:
New Necromantic Myrtuna Biome. Two new wild areas, plus a capital city full of mystery and adventure!
Introducing the Ice Clan! The frosty Tandara clan finally makes its appearance, with new options added to the character creator, powerful Ice spells, and a leveling tree to match! Keep it chill!
Heaping Helping of Story Content. Continue to unravel the mystery and explore the world for fantastic feline rewards! New NPCs, questlines, and story beats via Kristal Memories!
A More Dangerous World—and More Dangerous Tools to Face It. Ten new enemies wandering Ailur, as well as several new bosses—including a special Halloween bonus boss coming soon—will force players to carefully hone their skills…but new weapons, armor sets, and feline traversal skills will ensure you're fully ready for the fierce challenge ahead!
If this all sounds exciting, then pounce right in, because Chapter II awaits! Think you know of a YouTuber or streamer who'd love Kristala? There's never been a better time for all your favorites to get involved, so don’t be shy—let them know!
Come, Traveler...the Kristals are calling.
Known Bugs for Kristala Version 0.2.0.0
The following if a list of known bugs we're currently working on addressing for Kristala Version 0.2.0.0. Stay tuned to future patch notes for updates on these issues.
If you have many items in your Inventory, adding an item to your Quick Bar will cause all items to appear condensed on your screen.
When viewing an Inventory that has more items than can fit on a single screen, a seemingly immovable scroll bar will appear; physically grab the bar to scroll down and view off-screen items.
At times, enemies hit with a spell will walk slowly toward you vs. running after you; hitting them a second time should make them return to normal.
Some doors and gates don’t actually open from one side or the other as intended.
Knocking enemies into water or holes may cause them to disappear, preventing you from receiving XP; bosses, however, will respawn in this same scenario.
There are currently two Strength Rings in the game; when equipped, however, one is actually a Finesse Ring. Equip any Rings you find to determine if they affect Strength or Finesse stats.
Placing a "Named" Ring in an Inventory slot shows stacked bonus stats for ALL Rings within that slot (for example, a slot that shows (3) Strength Rings allows you to gain (9) Strength from a single ring when equipped).
Some enemies will refuse to chase you, even after they notice you; instead, they’ll turn toward you and only attack if you get close enough.
Some enemies may seem to “glide” vs. walk; all other enemy animations will be fine, and the glide issue will be fixed after they chase you.
You may randomly start "floating" while exploring some area; repeatedly jumping and/or dodging will fix this issue.
Some game assets may be seen loading in as you enter new areas or when you initially load into the game.
At times, the game’s music may abruptly stop working. This usually stops when you interact with an Ellarial Font checkpoint; you can also restart the game to fix it.
Some Wall Grab spots are difficult to grab, and a few may not work at all. This is not something that happens for every player, and we’re actively investigating a fix.
The Ice Armor Spell completely negates all physical damage until it breaks, which only happens from status-effect damage.
The Flaming Skull Helmet sometimes randomly removes itself when you hit a loading screen (this includes changing maps, teleporting, fast traveling, dying—and potentially other scenarios)
The Midnight Walkers Playtest - TheMidnightWalkers
Hello, Survivors,
The maintenance has been completed. Through this maintenance, some known issues have been resolved, and we will continue to work on improvements to provide a stable gaming environment.
Although improvements have been made to the issues identified so far, we believe additional work is needed for a complete resolution. Based on your valuable gameplay data, we will continue to address the remaining issues.
If you encounter any unintended phenomena during gameplay, we kindly ask you to report them. We sincerely thank all survivors for participating in the public playtest, and we will do our best to provide a better gaming experience. Thank you.
Cormyr Arrives with the Lanterns in the Mists Event!
Cormyr arrives at 1pm Eastern (-4 GMT) on Wednesday, October 23rd!
A new fresh start world awaits!
Cormyr is the first 64 bit server for Dungeons & Dragons Online, offering technological improvements including a smoother gameplay experience. This world is also a great place to start fresh with friends!
Cormyr is a VIP access server. Character transfers to or from Cormyr are not available. Be a part of this exciting server’s launch!
Lanterns in the Mists
A group of strangers appear from the mists bearing curious magical lanterns....
The Mists of Ravenloft have begun to appear with greater frequency across the planes, and there are reports of mysterious humanoid or snake-like shapes whispering in these mists. Too many are disappearing across Faerun and Eberron, falling prey to these “Mist Stalkers”. There are even rumors of a great serpent seen in the mists. Lantern-bearing strangers calling themselves the Order of the Guardians claim to have a solution to this threat. Are you ready to heed their call?
Get Started:
To start the Lanterns in the Mists event, first enter the mists (labeled "Lanterns in the Mists") located in the Eberron Hall of Heroes. The mists are next to the fountain in the far Western wing. There is also an additional mists entrance outside the exit of the tutorial dungeon in Korthos village.
Go into the mists and play the quest, "The Curse of the Five Fangs." Once you're done, exit the quest, then speak to the NPCs that have appeared next to the mists you used to enter to obtain a lantern. Note that these NPCs will not appear until after you've completed the quest! If you entered the quest through the mists on Korthos Island, you can either use the waypoint that appears inside the quest to exit to the Eberron Hall of Heroes or simply presss Recall to exit out back to Korthos.
There are two NPCs: Zuria Velamont and Barston Gelminedes. Valamont and Gelminedes offer magical Lanterns which slot into your Cosmetic Shield slot and allow you to see Mist Stalkers in any content outside of raids. You must have a Lantern equipped in order to see these enemies! Note that you can take multiple lanterns, but only the one that you currently have equipped will get charged as you play. As you defeat Mist Stalkers your chosen Lantern's Durability will increase. Once full, the Lantern can be turned into a Guardian for various cosmetic rewards which are then granted to your game account!
The Lanterns
There are five regular Lanterns and five Skull Lanterns available to acquire and fill. Regular Lanterns are Bound to Character and can be placed into your Character Bank, but not into your Shared Bank. These Lanterns also cannot be traded, auctioned, or mailed.
The five regular Lanterns are:
Lantern of the Pledge - Easy to Fill. Reward - Cosmetic Half Cloak of the Order of the Guardian
Lantern of the Order - Long to Fill. Only Advances on Reaper Difficulty. Reward - Cosmetic Full Cloak of the Order of the Guardian
Lantern of the Shield - Medium length to fill. Reward - Cosmetic Shield of the Order
Lantern of the Seeker - Very Long to Fill. Reward - Mist Stalker Sabertooth Mount
Lantern of the Keepers - Medium length to fill. Reward - Magical Lantern Cosmetic Pet
The five Skull Lanterns operate the same as the five regular Lanterns above, but Skull Lanterns are destroyed upon character death whether they are equipped or not. Additionally, Skull Lanterns can ONLY be acquired at character level 1. Skull Lanterns cannot be placed into your Character Bank. Turning in a Skull Lantern provides a special "skull badged" version of the above rewards!
While playing, Lanterns have the ability to "Shine the Light" three times per rest. This ability offers a crowd control effect on Mist Stalkers and cures and removes certain Mist Stalker effects. Using this ability may be vital to defeating more difficult Mist Stalkers.
Lanterns in the Mists Notes:
The amount of Lantern progress rewarded for killing a Mist Stalker is relative to the quest's difficulty and the type of Mist Stalker that is spawned.
No Lantern progress is awarded if the character's level is three above the dungeon's base level.
Lanterns may stop progressing if the player character's level does not keep up with the Lantern's power level as it gains Durability. If the player levels the character they will resume progress. You can see what level is required by examining a Lantern.
Mist Stalkers only attack if someone in the party has a Lantern equipped.
Mist Stalkers typically only attack a player group once per quest.
Mist Stalkers may not appear on particularly short quests.
Only Lanterns within 45 meters of a defeated Mist Stalker will benefit from the defeat.
Some Mist Stalkers have disposable minions that do not count for Lantern rewards, Mist Stalkers always have a title stating Mist Stalker.
Lanterns and their progress will persist through all types of reincarnation.
Known Issue: Using an offering to Onatar might make your Lantern appear to be repaired briefly (but it's not!)
Frequently Asked Questions:
Do I need to be a VIP in order to access Cormyr?
Yes, a subscription is required for access.
Do I have access to the expansions and other account-wide purchases I have made?
Yes. Any account-wide purchases that grant content or other things accessible on every game world will be available on Cormyr.
If my subscription ends can I still access Cormyr?
No, but your characters and progress will remain for when you decide to subscribe again.
Can I transfer a character to Cormyr?
No. Character transfers to or from Cormyr are not available.
Can I play on Cormyr and not take part in the Lanterns in the Mists event?
Yes! If you are grouping with other people who have Lanterns equipped then you will face the threat of Mist Stalkers, however.
Can I acquire more than one Lantern from the NPCs?
Yes! However, only one Lantern can be equipped at one time. Please remember that Skull Lanterns are destroyed if your character is ever killed.
If I earn a reward on Cormyr can I get it on a different game world?
Yes, but you need to turn in your completed Lantern on Cormyr first to earn the reward. Once earned, you will be able to speak to the NPCs on the non-Cormyr world to acquire your items. You may need to log out and back into your game account in order for the reward to be reflected on other game worlds.
Is the Lanterns in the Mists event temporary? Yes, the Lanterns in the Mists event will eventually end and the event no longer be available on Cormyr. This first season does not have a formal end date, although we intend to keep it available through at least the end of 2024. We will announce further timing ahead of the end of the event.
Where do I equip a Lantern?
Once you equip a Lantern it will go into your Cosmetic Shield slot. Make sure to drag the Lantern into one of your hotbar slots so you can activate the "Shine the Light" ability while adventuring!
Are events and bonuses going to be available on Cormyr?
Yes, we intend to offer most festivals, events, and bonuses on Cormyr. There may be some exceptions; initially we will not be offering the Night Revels event for launch even though this event is underway on the other game worlds.
Do you plan to release additional 64 bit servers?
Yes. We will have more information about these worlds in the future. At this time we have no ETA to announce.
Can I continue to play on my previous game world?
Yes! All of our regular game worlds remain available.
It's been a hot minute, but it's here! The Steam Workshop Update is now live to all players. You can make...
Custom Items!!
Character Skins!!
(You could technically do this before, but now it's on Steam Workshop!)
Custom Boss Fights!!
...And share them with the world!!
To be honest, this took me a lot longer than I thought it would. Within the game, all of these are just data in spreadsheets, so I thought it would be as easy as letting you add your own spreadsheets. So I thought I could get it out by mid-September or so...
...But, I have been reminded that nothing is ever as easy as it seems when it comes to game development!
Another note, people have also asked for a way to add custom character classes in the game. Unfortunately, the way the game is programmed, that would likely be significantly more difficult than Items, Skins and Bosses. Not impossible! But difficult and time-consuming. So it's not in. Perhaps I'll see how the game is doing post-DLC, and take it into consideration.
In addition to Steam Workshop support, this patch also comes with some balance changes! The goal of these was mostly to make the "useless" gems a bit more pick-able.
Without further ado, the patch notes!
- There is now Steam Workshop support! I said that already!
- The game is now available in French! Thank you to Longfr for their translation!
- Toybox now additionally includes "Fight Settings", where you can play modded fights freely, as well as change other settings about Toybox fights
- To have an item available in the Toybox, you now only need to have picked it from a treasure once, instead of winning a run with it. Especially since people are trying to test their mods out, it's probably time to relax the Toybox requirements. Note: Modded items will always be unlocked in the Toybox from the start; you don't have to find them in a run first.
- Fairy Spear's damage bonus has been increased from 30% > 40%, and the time it stops you in place has been slightly reduced - Moon Pendant no longer starts battles on cooldown - Smoke Shield now starts battles on a 5 second cooldown (previous was a full 24 second cooldown) - Altair Dagger now only runs your GCD for 3 seconds on failure (previously was 4 seconds) - Rockdragon Mail now starts battles on a 5 second cooldown (previous was 15 seconds), now has a 45 second cooldown (previous was 60 seconds) and invulnerability duration was reduced to 2 seconds - Diamond Shield now has a new effect; it will lay down a field of invulnerability that lasts for 3 seconds. It now starts battle on a 5 second cooldown - Blue Rose will now, in addition to its healing effect, give you 100xp when it procs. - Lost Pendant's Decay damage has been buffed 20>30, and its duration has been increased 60s>99s - Blood Vial's Sap duration has been increased 60s>99s - Tiny Hourglass now has a new effect; it will deal 120 damage to all enemies every 12 seconds, with the amount increasing by 120 every activation. It cannot crit, and doesn't deal random damage.
- Fire Potion's damage increased 800>1000 - Darkness Potion's damage increased 1500>2500, and now hits all enemies. - Both of those potions can now hit for criitcal damage
- Ruby Secondary > Radius increased 280 > 400; Cooldown decreased 5s > 4s - Ruby Special > Effect changed; now no longer randomly resets when you use your Primary; resets when you use your Defensive instead
- Garnet Primary > Now gives you 10% boost to luck in general; rather than just boosting Defensive reset chance - Emerald Primary > Now gains Charge whenever you get a buff (in addition to not breaking Vanish) - Opal Secondary > Effect changed; now additionally activates whenever you use a cooldown/loot with a cooldown activates (it's previous effect of resetting Defensive at 7 seconds or less has been removed) - Emerald Secondary > Now hits as quickly as normal knives, instead of slowly
- Base Special and all Special upgrades > Movement slow 0.2x > 0.8x (meaning you are a lot more mobile while using Special now) - Ruby Special > Has a countdown timer on your ability icon now, damage increased 250 > 300 - Opal Special > Damage increased 300 > 340 - Emerald Special > Backstab bonus increased 1.5x > 1.6x
- Garnet Secondary > Now additionally erases bullets in a small radius and gives you *very* brief invulnerability - Opal Defensive > No longer slows down your movement on use (which was a bug), cooldown reduced 15s > 10s - Garnet Defensive > Now makes a visual effect when your character gains Super
- Ruby Primary > Effect changed, now is an oGCD with a cooldown of 4s - Opal Secondary > Effect changed; now will ALWAYS reset Special if it's Charged - Garnet Secondary > Now only has a chance to reset Defensive if it's Charged - Opal Special > Cooldown reduced 4s > 3s, damage increased 350 > 400 - Garnet Special > Damage increased 350 > 400 - Ruby Defensive > Now additionally makes Warcry last longer (5s > 10s)
- Garnet Primary > Effect changed; now has a 50% chance to deal damage to all enemies, and a 25% chance to deal damage to all enemies again (no longer gives Flash-Dex) - Emerald Primary > Damage increased 180 > 220 - Garnet Special > Now hits ALL enemies, instead of exploding in a radius
- Opal Secondary > Effect changed; Now will deal 80 damage and absorb Darkspell from any enemy you place any debuff on - Ruby Secondary > Effect changed; now deals 160 damage once, but deals 640 damage if you have 0 Darkspell (and restores 9 Darkspell) - Sapphire Secondary > Now will hit 4 additional times if you have less than 3 Darkspell, restores 7 Darkspell - Garnet Secondary > Damage buffed 100x2 > 140x2, Darkspell threshold for resetting Defensive is only 3 now (was previously 2), restores 7 Darkspell - Emerald Secondary > Cooldown increased 3s > 4s, now restores 9 Darkspell
- Emerald Primary > Damage increased 600 > 750 - Opal Secondary > Debuff damage increased 350 > 400 - Garnet Secondary > Now has a 50% chance of instantly resetting itself - Ruby Special > Now has a *much* larger radius (now an explosive arrow that explodes like Druid Ruby Special), damage increased 200x2 > 280x2, cooldown increased 10s > 20s - Emerald Special > Now doesn't slow you down as much, or as for long - Opal Defensive > Now makes you move faster on use (previously slowed you down), has 2 uses per cooldown, damage increase reduced 30% > 20% - Emerald Defensive > "Tranquility" has been buffed; see below in "Other Adjustments"
- Emerald Secondary > Effect changed; Is now an auto-activating ability with no GCD and a cooldown; can no longer be Charged, and permanently increases movement speed - Opal Special > Cooldown reduced 4s > 2s
- Garnet Defensive > Now has a 30% chance to reset itself, damage decreased 250>200 - Opal Defensive > Effect changed; now reduces all other cooldowns (including loot) by 3 seconds when used; can no longer be reset by loot effects
- The amount of HP recovered by Matti when transitioning to Phase 2 of her fight has been decreased from 70% to 65%.
- The "Tranquility" status effect no longer has a duration, and will stay on until you move too far. The amount you're able to move has also increased threefold.
- Fire Potions and Darkness Potions no longer slow you down slightly when thrown. - A number of translation errors have been fixed across different languages.
- Fixed issue where, if you had an ability or loot item that activated automatically, you could stop it from activating by pausing your game while playing online
- Fixed issue where Heavyblade's Opal Special could randomly reset your Defensive if you had luck items - Fixed issue where Darkstorm Knife flashed twice every time it proc'd - Fixed issue where Shinsoku Katana could still run your GCD and make a lucky proc when used with an ability with no GCD
- Fixed issue where AoEs could seem to disappear then re-appear for a moment when bosses like Twili transitioned to their second phase
- Fixed issue where the visual effect for Line Spreads seemed incomplete if you moved all the way to one side of the arena
- Fixed issue where the visual effect for Thorns wouldn't line up correctly between attached characters - Fixed issue where Thorns could turn red after they resolved if players immediately moved back to being close together
- Fixed issue where, when playing for the first time, your default language wouldn't be properly set for certain languages
1.0.4.1 Hotfix
- Fixed crash when a custom encounter has enemies spawning at negative coordinates - Fixed issue where the "ending" hallway option could crash the game - Fixed issue where Diamond Shield's description was incorrect - Fixed issue where French item names were incorrect - Fixed some typos in Chinese
Another few pieces of news to close out the post!
First, Rabbit & Steel will be at MagFest 2025!!
If I have the first stage of the DLC done by the event, I'll have it available to play. If I don't, then you'll just be able to play the base game with other congoers! Hope to see you there!
Speaking of the DLC... uh, I still haven't really done much! My hands have been full with the Steam Workshop stuff. I do have a good idea of everything that will be in it, though. I'll take a small break after this update, and then get right to work on it. This update has been very programming-heavy, so I'm really looking forward to drawing up new rabbits and bosses.
I'll have another dev blog about it when I have more to show! See you then!
We're excited to announce that The Last of the 9 Lives is now live on Steam! See how high you can climb. Share your high scores with friends and family. Play now and test your reflexes!