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Gadgets Overhaul - Patch Notes (325)

The start of the Gadget rework is here. While I like the idea of picking up items and then upgrading them within a mission, in practice it led to items that felt underwhelming and removed the excitement of finding a new gadget in the world. I think this new system allows for much more exciting perks that have the potential to significantly impact the feel of a run, therefore making finding each gadget an exciting prospect. The theming of these new gadgets also fits the world better, these are supposed to be ‘old world’ tech that you are finding and learning how to make use of, returning them to the order on mission completion. Naturally, there are things still missing in this update, like HUD indicators and fancy FX for many things, but that will come in time. Expect many more gadgets to be added in the future as well. Feedback about this new system would be greatly appreciated!

New
  • Gadget Rework
    • 6 new gadgets
    • Gadgets are now equipped to 1 of 3 slots on your character
    • Instead of directly adding a new ability on a unique button, gadgets follow more of a ‘X happens when you do Y’ formula
    • Gadgets no longer require ‘leveling up’ within missions
    • Blueprints now enable the equipping of a gadget to it’s relevant slot
    • You can open and view/switch/drop gadgets from the support overlay
  • New cosmetic mod: white fabric color
  • New setting: sprinting camera zoom scale

Updates
  • Updated artstyle to improve visibility in dark areas
  • Fabric cosmetic colors on the player have all been adjusted to resembled the colors better

Fixes
  • (Cordillera) Fixed a bunch of locations that weren’t allowing support call ins