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King Arthur: Knight's Tale News

RELEASE DATE ANNOUNCEMENT (AND MORE)!

Knights,


it's about time we sit down at the Round Table again, we have important matters to discuss! Without further ado, let's get to it, shall we?


[h2]FULL RELEASE DATE[/h2]

The most important thing first: we're happy to share with you that Knight's Tale is leaving Early Access and going into full release on February 15, 2022. As you already know, we have 4 Acts lined up, with over 30 heroes from 6 classes for you, and we can't wait for you to continue your journey in Avalon!

Until then of course, we will be releasing one more update: the PvP mode, unlocked as a Kickstarter stretch goal last year, is coming alongside a few other things this December.

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[h2]NEW DEV DIARY ENTRY - CLASSES IN KNIGHT'S TALE[/h2]

We're continuing our video series about the intricacies of Knight's Tale, this time around with an in-depth overview of the game's classes! If you want to know more about what we had in mind when designing our heroes, check out the video below!

[previewyoutube][/previewyoutube]
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[h2]THE FISHER KING[/h2]

And now, a new piece of concept art of a mighty foe, with a bit of lore as a cherry on the top!



The Fisher King is the monarch of the terrible Wasteland. He is a crippled, tortured soul, suffering from a wound that cannot be healed. His mystical connection with his kingdom in Avalon affects the lands around his castle: when the king suffers, so suffers the realm with him, and the blight that destroys forests and villages is spreading uncontrollably.

The Fisher King is a mystery – some say that his wound is quite fresh and his suffering started when the apocalyptic Storm raged through Avalon and brought darkness and destruction to the otherworldly island. No one knows the answers, but one thing seems to be certain – he must be stopped before his illness engulfs the entire land.

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[h2]THE STEAM DIGITAL TABLETOP FEST STARTS TOMORROW[/h2]

Last but not least, a few words about the more immediate future! Steam's Digital Tabletop Fest starts tomorrow at 7PM CET/10AM PST, with amazing panel discussions. We're very excited to be part of Tabletop Fest, as well as participants of the Myths of King Arthur Roundtable, where we will be discussing how the Arthurian myth intertwines with stories of various video games. The broadcasts start on Friday, and will be on repeat all weekend, so make sure to catch us and the other fantastic devs over at Steam!


As always…
[h3]Avalon Awaits![/h3]

Digital Tabletop Fest | Sneak Peeks

[h3]Knights,[/h3]

we can't believe October is already here - time really does fly when you're having fun, and we for sure have fun polishing up Knight's Tale for you! As the weather gets chilly (at least around here), it's time to turn up the heat both literally and figuratively by shifting into top gear for the last phase of development.


[h2]Digital Tabletop Fest on Steam[/h2]

Let's start off with something super exciting! Steam recently announced this year's Digital Tabletop Fest, and we're happy to share that we're also part of the event. The festival will run between October 21 and 25, and we'll be joining dozens of other developers for some livestreams. Our panel discussion will be about Arthurian myths in video games, so if you're into the legend, make sure to check it out! You can find the full schedule of the fest's streams over at Steam's announcement page.


[h2]Sneak Peeks[/h2]

Our other departments have been hard at work too, and we're once again ready to reveal some amazing art. This time around of the Red Knight, who will join your Round Table once you hit enough points in Tyranny on the Morality Chart. Looks menacing, doesn't he? He might even accompany you to some of epic battles against Avalon's most fearsome bosses.



The environment concept below might look serene at first, but rest assured that it is home to some of the mightiest monsters - be prepared!



Last but not least, let's peek into our composer's studio which has recently been filled with the enchanting sounds of violins! We'll share some of this music soon, and you'll be able to hear it all in its full glory in the final release.



Oh, and while we're talking about the final release… We're still discussing things internally, but we're positive that we'll be able to announce a date when you can get your hands on the full version of Knight's Tale very, very soon!

[h3]Avalon awaits![/h3]

Hotfix for Knight's Tale is out now - v0.0.5b

Knights,


a new hotfix has just been released, fixing a bunch of crashes, the Roguelite-mode save problem as well as a performance-related issue which could occur mostly on outdoor maps.

We would be grateful to hear those players' feedback who ran into any of the aforementioned problems to make sure everything is running just fine on their end. Thank you very much in advance.

A quick reminder: we released our Summer update just a week ago which introduced new features, like four difficulty levels. Jump into the game, lean back on your couch and roam the lands of Avalon with the controller since playing with the gamepad is also possible now. Not just that, Sir Leodegrance, the first Sage-class Hero also joined your roster so make sure to check his proficiency in using frost-based magic and leave your feedback on any of our social platforms which will greatly help us polishing the class as well as many other stuff.

[h2]Avalon awaits![/h2]

Content Update for Knight's Tale - Patch v0.0.5 | August 31

Updates to King Arthur: Knight's Tale will be released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.

Knights,


King Arthur: Knight's Tale's newest patch - v0.0.5 - is out now! Compared to our previous big update where we added the maps from Act 1, this one focuses on the first iteration of new features, such as four different difficulty modes, controller support for PC, a new playable class - The Sage - and many minor additions or changes. In the meantime, parallel to this update, we're working hard to finish Act 2, 3 and 4 of the story campaign for the final release of the game.

Before jumping into the patch details, here's a brand new video (we can call it a dev diary) from our team, taking a look at how we're creating the game - including a glimpse at the combat system of Knight's Tale, how tactics shape battle, morality and its role in an immoral world and the RPG-inspired character progression.

[previewyoutube][/previewyoutube]

Just as before, we would be glad to hear your voice on the new changes, whether it's about the controller, the Sage or any other addition. Your feedback matters to us, so make sure to leave a comment (or comments) either on our Steam forum or on our Discord channel which can greatly help us fine-tuning the existing features. But for now, let's see what has been added in this new update.

[h2]New[/h2]

[h3]New class: Sage[/h3]
  • The sixth and final class, the Sage has been introduced with this update. Sages are experts at providing utility for their team using frost-based magic, including protective barriers and ice walls.
  • Sir Leodegrance is the first Hero, who represents the Sage class. He will join your Round Table right after completing the Bridge of Sorrow story mission so you can simply start playing and testing his abilities. Rest assured, he can prove to be quite handy in dire situations. Utilize him to find his perfect role in your party.

[h3]Difficulty settings are here![/h3] If you prefer Classic Mode, then now you can choose from various difficulty settings to find the most suitable level for yourself. The difficulty levels are the following:

Story
  • Your Heroes will survive all the battles you fight with 1 Vitality
  • The Resting place will fully heal your Heroes' HP and Armour
  • Enemies get a -50% damage output, -20% Vitality, HP and Armour
Normal
  • The Resting place heals 75% of your Heroes' HP and Armour
  • Enemies get a -25% damage output, -10% Vitality, HP and Armour
Hard
  • The Resting place heals 50% of your Heroes' HP and Armour
  • Enemies are just as strong as they were in the previous versions
Very Hard
  • The Resting place heals 25% of your Heroes' HP and Armour
  • Enemies receive +25% damage output, +10% Vitality, HP and Armour

[h3]Controller support[/h3]
  • Now you can use your controller to fight your battles in Avalon
  • The controller can be enabled only from the Main Menu in the Options/Controls window


[h2]Misc[/h2]
  • The Training Ground has received further adjustments: from now on, you can send your chosen Hero to a joust to gain experience. This comes with a certain cost and the joust cannot be cancelled. On the other hand, these Heroes won't occupy any training slot at all
  • New events have been added to give more opportunities to increase your Heroes' loyalty
  • Scrolls are now displayed next to the Heroes' portrait, similarly to the Potions
  • Sir Balin's biography has been added
  • New item enchants have been added
  • A Restart Mission button has been added to the Exit menu
  • Reworked various GUI elements, new ones have been added as well
  • Numerous effects, anims and skill mechanics have been added/improved
  • From now on, the zero cost of AP will also be indicated in the skills' tooltip
  • Repositioned the Hide ability of the Vanguard. Now it can be found in the last slot of the Hero's skillbar and received a tooltip as well
  • Before it was not possible to cancel the usage of the effects granted by Shrines after players clicked on the "Use it!" tab. Now you can still change your mind before choosing a Hero
  • Corrected the description of the Joust Decree to be more informative


[h2]Balance[/h2]
  • The Training Ground's effectiveness was a little too much, hence we decided to introduce a limitation now: You can only train Heroes who are at least two levels below the hero with the highest level in your roster. Consequently, your highest level Hero cannot be trained
  • Reduced the damage output of the Lightning Bolt enemy skill
  • Sir Balin's Vitality has been reduced to 15 from 25
  • Changed the structure of various Heroes' skill trees, consequently, every Hero can unlock 3 active skills on the first tier
  • Rebalanced several active and passive skills to make them more effective
  • Bleeding's mechanism was reworked: from now on, targets will suffer 10% damage at the start of the turn, after every action they take and after every 2 movements they make
  • Poison's mechanism was reworked: from now on, targets will suffer 10% damage at the start of the turn and they deal 20% less damage over the debuff's duration
  • Reduced the Marksman Alchemist passive skill's Extra Damage value from 40% to 10%
  • Swapped one event's Morality decisions so they are more in line with the Tyrant/Rightful alignment now


[h2]Fixed bugs[/h2]
  • Fixed various crash issues, some of which related to the camera
  • Fixed various freezes across several missions
  • Fixed an issue where if one chose not to fight with a neutral group, the game tended to freeze
  • Using their Hide skill, the Vanguard still triggered enemy Overwatch attacks. This has been fixed
  • Removed the suffered Injuries and Curses from the Heroes' Inspect window. They can be checked only on the Heroes' portrait now
  • From now on enemy units cannot move right next to your Heroes and then activate Overwatch
  • Heroes' portraits no longer multiply when you move them from one slot to another in the Idle Heroes window
  • Fixed the Archive upgrade of the Enchanted Tower
  • The dialogue with the Brigand team in the left upper corner of 'The Ancient Throne' mission got triggered after almost every action taken with your Heroes. This has been fixed
  • Fixed various typos and strings
  • Fixed an issue where the encounter where the villager NPC needs to be rescued did not trigger sometimes in the Old Monastery mission
  • Fixed an issue in the Hospice where sometimes the injured Heroes could not be enrolled in for recovery
  • Fixed an issue where if one Lost enemy unit revived from its reanimation state and once again lost its HP, the remaining Lost units in reanimation state did not get destroyed until you killed this specific unit
  • An encounter didn't trigger in the Old Monastery mission if one approached the battle from a specific direction. This has been fixed
  • Fixed a camera issue in 'The Ancient Throne' mission
  • The buff, granted by the Witch NPC in the 'Thistlewood Ruins' mission was not displayed in the Heroes' portrait. This has been fixed
  • Bone totems didn't get destroyed if their casters were killed. This has been fixed
  • The Training Ground's Archery Range ability did not work in certain cases. It has been fixed
  • The description of the Progressive Trait is now in line with its mechanism
  • The description of the Conservative Trait is now in line with its mechanism
  • Voiceover has been added to several dialogues
  • A few missing icons have been added
  • Various dialogues have been updated


Summer Patch Sneak Peek: Sage, Controller support and more

Knights,

the time for the next gameplay update is almost here, and this time around we're bringing along a new class, difficulty options, controller support and more. While the dev team is working hard on the remaining story Acts for the final release, the summer patch is right around the corner. As soon as we have an exact date, we'll of course share it with you all.

Onto some more nuanced details! As we have already discussed it previously, Knight's Tale's sixth playable class is the Sage. You might have seen some of their items in-game, now they're finally usable. Sages utilize frost-based magic and excel at providing utility for their team, be it some extra armor and HP, or straight up changing the look of the battlefield with impenetrable ice walls. We're very excited to see how you play the class!

[previewyoutube][/previewyoutube]

This next update also adds difficulty settings to the game. No matter if you're looking for a tad bit less punishing knightly quest, or want to see how far you can push facing the truly nightmarish creatures of the Once and Future King, this feature is for you.



As things stand now, the higher the difficulty setting, the less forgiving the enemies, and the less healing you get from campfires across the maps. A hero's death is also slightly less punishing on the first difficulty setting, so it's gonna be easier even for those less experienced with tactical games to adventure in Avalon. Of course, this is just the first public iteration of difficulty selection, so we'll appreciate all your input in this matter once you get your hands on the patch.

Last but definitely not least for this preview: the first iteration of the controller support! Knight's Tale will fully support controller play, from the main menu to your most challenging battles. Here's a short preview!
[previewyoutube][/previewyoutube]

Feedback, as always, is greatly appreciated in this matter too! We're looking forward to see how you like the controls, or how you would change them, if at all. We encourage everyone looking to contribute with their suggestions or opinions to head over to our Steam community page or Discord server and share what's on their mind, once the update drops.

Of course, besides the ones mentioned above, more features and changes are coming in the Summer Patch, we'll share everything in the upcoming patch notes at around release.

Until then, make sure you're prepared for the journey ahead of us - and of course, enjoy the rest of the summer!

Avalon Awaits!