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TacInfo Scanner - Patch Notes (283)

New
  • Tac info updates
    Now additionally shows certain interactables if they are within a certain distance
    Now defaults to hold functionality, option for toggling remains in the settings
    The game should automatically change settings to hold once, after which point you can revert back to toggle
  • New Keep upgrade: Rangefinder

Updates
  • Updated hud vfx for being in tac info
  • Gear menu layout updated
  • Energize is now toggled on and off, draining Energy over time. New HUD indication when on
  • Base Static Discharge cooldown reduced to 1.75s (was 3)
  • Templar Passive: Replaced Static Discharge cooldown reduction with ‘gain 1 Static every 8 seconds’
  • Templar Conduit perk: Renamed to Static field, shifted 5% of the effectivity to work even while unshielded
  • Templar T1-1 perk: replaced with ‘while shielded, gain static damage and range’
  • Templar T2-1 perk: replaced with ‘Passive gains extra static based on movement’
  • Warden T2-1 perk: replaced with ‘Gaining a resilience stack also gives 0.5 Energy. +10% Energy efficiency while at max stacks’
  • Warden T2-3 perk: replaced with ‘while resilient, Stunning an enemy has a 25% chance to deal damage’
  • Vanguard T1-3 perk: replaced with ‘getting a weapon crit grants 10% damage immunity for 3s’
  • Cavalier Stim Packs perk: Removed cooldown
  • Cavalier Shadow perk: Increased to 2% per stack (was 1.5%)
  • Tutorial pop ups now require a short hold to close to help prevent instantly closing them by mistake
  • Friendly fire updates
    Friendly fire no longer does shield damage, it just consumes an attacks hit
    Melee swings now have FF, not dealing damage but using up a ‘hit’ for cleave
    Friendly fire stat now tracks how many times you hit, instead of damage dealt
    Friendly fire has been a holdover from a time when KW combat was much more methodical and less chaotic. With the crazy perks and hordes it has become more of an annoyance than a meaningful mechanic. Now friendly fire effectively reduces your damage potential, which I think is a much better direction for KW’s co-op combat style

Fixes
  • Fixed the order of the first 2 sequential quests
  • Fixed a minor Sentinel Resolve Aura calculation the aura was providing more %Resolve than intended when multiple were stacked