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Enemy Composition - Patch Notes (343)

[p]New[/p]
  • [p]New (ish) enemy type: Charger has been split off from Brute. This brings these enemies in line with the ‘one attack type per enemy’ idea of the games’ combat puzzle. Yes I know I need more model variety to better differentiate the enemies from each other, it’s in work.[/p]
  • [p]New (ish) enemy type: Lancer has been split off from Knight. The previous Knight always felt a tad too powerful compared to other Elites, this change gives me the tankier ‘regular’ enemy while allowing me to make the shockwave enemy a more powerful Special type.[/p]
  • [p]3 new beacons (2 existing replaced)[/p]
  • [p]Some Keep menus have new tip overlays[/p]
[p]Updates[/p]
  • [p]Journey Updates[/p]
    • [p]You now gain Journey stat upgrades even with no Paths equipped, they are random from a large pool of generic options[/p]
    • [p]Equipped Paths now add and/or increase the chance for their focused stats to roll[/p]
    • [p]Journey level-ups happen ~30% faster[/p]
    • [p]Journey level-up selections now show stacking type (with detailed description setting on)[/p]
  • [p]Enemy Updates[/p]
    • [p]Berserker’s 2nd and 3rd swings are now slightly faster, but their max dash distance has been reduced[/p]
    • [p]Enforcer’s shield now regenerates over time while inactive (used to regen a set amount instantly every time it activated)[/p]
    • [p]Basic Knight no longer sends a shockwave but attacks faster with new animations and has a short slide[/p]
    • [p]Direct fire enemies (Archer, Gunner, Sorcerer) have reduced accuracy based on how many enemies they are shooting through[/p]
  • [p](Foothills) Small updates to multiple tiles[/p]
  • [p]Support call-in entrance reduced to 5s (was 10)[/p]
  • [p]Menu layout updates[/p]
  • [p]Reduced the size of taking Barrier hit FX to improve visibility[/p]
[p]Fixes[/p]
  • [p]Fixed Killswitch diamond mark FX back to being above the enemy[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]