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Patch Notes (337)

[p]This update is mostly code base changes preparing for more perks coming in the future[/p][p][/p][p]New[/p]
  • [p]New mechanic: ‘Damage type’ damage calculations. [/p][p]Confusing I know, this just means that I can now add things into the game that increase/decrease damage based on which damage type is being dealt (Rending/Concussive/Voltaic/Molten). Since attacks can have multiple damage types, I’ve decided to try making damage effects divided by the amount of damage types an attack can do. This means there is a trade off between having as many damage types in your attacks (to trigger as many effects as possible), vs focussing on a specific damage type (to maximize your direct damage output). I will try and describe this better somehow lol. This is one of many things in work for improving/adding to the synergy elements of creating a build[/p]
  • [p]New mechanic: Beacon roll requirements. [/p][p]I’ve finally completed the code to enable implementing more synergistic and crazy beacons into the game without diluting the pool too much. I’ve settled on a ‘smart’ beacon roll system that (should) only roll beacons that you are capable of utilizing. This also enables more skill and control in your beacon selection, which I think is a great part of any good roguelite experience. Expect many more complex beacons to come :)[/p]
[p]Updates[/p]
  • [p]Gadget damage now scales with perk damage[/p]
  • [p](Path of the Defender) Perk 3 now improves health regen rate and delay by 20% (was heal 1 on trigger)[/p]
  • [p](Path of the Defender) Perks 3 and 5 swapped order[/p]
  • [p](Path of the Impulsive) Perk 2 now increases all Voltaic damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Skirmisher) Perk 2 now increases all Molten damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Bastion) Perk 2 now increases all Concussive damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Aggressor) Perk 3 no longer reduces weapon damage[/p]
[p]Fixes[/p]
  • [p]The AOE portion of explosive firearm rounds now correctly scales with damage stat (was always using default stat value idk why)[/p]
  • [p]Perks that trigger on Overcharge now correctly trigger at the start of the overcharge for those that have a duration (was triggering when they finished)[/p]