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  3. Patch Notes (289)

Patch Notes (289)


New
  • New tier of procedural generation chunks.
    This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time
  • New boss attack
  • New(ish) enemy type: Fallen Knight
    High difficulty waves have a small chance to get spicy

Updates
  • Overall color palette updates
  • Various vfx updates
  • You can now view loadouts in the end mission screen
  • Various hud and menu visual updates
  • Changes to various large and medium Foothills map tiles
  • Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive.
    This should help in those instances when the boss spawns during a wave
  • Hide HUD input is now mappable in the controls settings
  • You can now set for dashing while moving forward to jump instead in movement settings

Fixes
  • Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left
  • Fixed source of power just disappearing instead of exploding sometimes

Demo
  • Updated to match