1. Knights Within
  2. News
  3. Patch Notes (324)

Patch Notes (324)

New
  • 2 new Ability Auxiliary (Staff) mods (2 existing mods replaced)
    • Mine drains 25% ability to place a proximity mine at your feet
    • Grenade drains 25% ability to throw a grenade
  • New Melee Guard mod (Replacing focused guard): Block stance drains energy to evade all melee attacks

Updates
  • (Warden Extrovert Augment) Renamed to King of the Hill, Energy regen reduced to 0.5/s (was 1) but now also provides stun immunity
  • (Sentinel Overcharge) Now is a proximity trap that can be placed in advance, activating once an enemy comes within range
  • (Cavalier Hyper Augment) Renamed to Instinct, Now replaces the dash, still grants 2 stacks of adrenaline to allies but also evades all attacks for 3 seconds
  • (Fancy Blade) Replaced with Centered, reducing block cost from attacks in front of you
  • Medallion scout now increases currency chest spawn rate instead

Fixes
  • Fixed enemy spawn ‘flying in smoke’ fx sometimes not showing
  • Fixed interactable ground mounds from being inconsistent with texture based on map
  • (Pillar Mutation) Now properly applies weakness through shields
  • (Cordillera) Improvements to some landscape related visual glitches
  • Improvements to some Client teleportation issues (detailed feedback would be helpful here)

Disabled
  • Gadgets have been disabled.
    I’m working on an overhaul of the entire system. Since the code isn’t a proper isolated system (whoops), It’s safer to disable it until it’s done. Considering they were all underpowered anyway I hope you won’t be too mad about it >_< Gadget blueprint progression is (so far) not lost. Apologies for the inconvenience