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Patch Notes (312)

I also laid the groundwork for some upcoming systems during this patch. Expect a big gear update soon

New
  • New interactable: Path Shrine

Updates
  • Path System Update
    • Beacon level/experience from kills has been replaced with Path Progress
    • (Co-op) Path experience is per player now. The first player to get to a path level earns the random beacon for the team
      Balancing this for single player and multiplayer to scale similarly is difficult, feedback is appreciated!
    • Armor path perks now scale with Path levels (was total beacons)
    • Armor path perks interval is now 5 (was 10) and the stat percentages are doubled
    • Total beacons count in hud has been replaced with path level. You can still see total beacon count when tac info is opened
  • (Co-op) Everyone hitting continue button in the end mission screen now skips the timer
  • Beacons and Mutations are now listed based on primary category in all locations
  • Keep specific upgrades cost mostly medallions now
  • (Co-op) Increased the range for players to be in proximity to start objective
  • (Co-op) Increased average Fallen target switching frequency
  • You can no longer die from Bleeding damage
  • You can only Parry attacks from in front of you by default
  • The Fallen have inherited our beautiful new helmet options
  • Hud tip popups no longer pause the game unless you are in the keep, they have also been moved over the chat window to be less confusing with combat information
  • Mutations counter has been replaced with enemy Presence, reflecting their level. Total mutations is still shown when the tac info is opened
  • Prestige Relic cost has been swapped back to medallions

Fixes
  • (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly

Demo
  • Updated to match