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Knights Within News

The Stacking Update - Patch Notes (330)

[p]Even though this stacking update has been planned for a while, I expect there to be much balancing and bug fixing moving forward. Please don’t be surprised if beacon/mutation numbers change in the near future.[/p][p][/p][p]New[/p]
  • [p]New Interactable: Stacker Relay[/p]
  • [p]New Interactable: Beacon Nullifier[/p]
  • [p]New mechanic: Overflow. Chance based perks with Overflow stacked past 100% keep going, with a chance to double/triple/etc the effect  [/p]
  • [p]New Beacon (replaces 1 existing)[/p]
[p]Updates[/p]
  • [p]Beacons and Mutations stack cap increased to 100 in Patrol[/p]
  • [p]Many beacons have had their stats and stacking changed [/p]
  • [p]Patrol now has 4 objectives per stage (was 5)[/p]
  • [p]Interactable spawn rate increased[/p]
  • [p]Shimmer costs increased[/p]
  • [p]Shimmer drop rates increased[/p]
[p]Fixes[/p]
  • [p]Fixed gamepad shoulder buttons always trying to swap gadgets instead of overcharge/ability[/p]

Patch Notes (329)

New
  • New upgrade (not really): Refactor Enhancement
  • You can now search ‘any’ in gauntlet filters, joining will be denied if the stage is higher than you have unlocked

Updates
  • Journey Updates
    • The skill limit has been removed, you can learn as many Path skills as you level up
    • Number of equipped paths now scales how fast you level up
    • Reject skill button has been removed since it’s now (essentially) pointless
  • Armor system (stat) perks are now just flat bonuses
  • Warped and Refactor relay upgrades act the same way as the basic relay one, where they initially spawn with 1 option that is upgraded to 3 options.
    UNKNOWN no more
  • Upgrades menu has been moved into the Tech menu
  • Upgrade relic costs lowered
  • (Burst Fire Barrel) Now also increases mag size by 0/1/2 to make divisible by 3

Fixes
  • Removed charge barrels +1 to damage stat.
    +1 to fire rate was supposed to replace the damage not be in addition

Patch Notes (328)

New
  • 2 new firearm barrel mods (1 existing mod replaced)
    • Burst fire: each trigger pull first 3 quick rounds
    • Charging: hold to charge ammunition, releasing fires a shot that combines the damage and stun of charged rounds
  • New interactable: Subcategory Relay.
    As more perks and mods are being added to the game, the ability to have agency over your build within run is becoming more important. Expect new interactables that help with this over time.

Updates
  • Interactable spawning decision making system reworked.
    This should result in a more consistent amount of interactables spawning every stage. I’m also working on improving their spawning locations, so that there are more things to find along your path to new objectives, instead of simply populating the area around the objectives themselves.

Patch Notes (327)

Trying to improve the new player experience while working on one of the bosses in the background

Updates
  • Tutorial/Training reworked
  • New Tip popups for first mission run through.
    Apologies for the annoyance for existing players, everyone will get these since they are new
  • (Keep) Tutorial has a dedicated spot instead of being within the mission select menu
  • (Keep) layout update

1 Year of Early Access!

[h3]It's been 1 year of early access for Knights Within! [/h3]

Can't believe the time has flown by this fast, I wanted to thank all of you for joining me on this adventure.
I thought it might be fun to look back at a few of the highlights that have been added to the game in the last year

Endless Mode
A staple in any horde based game or rogue-lite, I pretty much had zero excuse not to add it in

Patrol 6 Difficulty
The current baseline hardest difficulty in the game was added, I still don't think I've had a successful solo P6 myself :(

New Map Interactables
King Arthur's weapons
Various relays
The dreaded wishing well
and many other things to find and improve the exploration of the maps have been added

New Mechanics
Kill switches
Status Detonating and Parallel applications
Ability Draining
Map Events
Resolve!
Cleave
Stun Force (and weapon specific Stun stats)
Auto Evasion
Execution

New Mods
Beacons, Mutations, Gear perks always being updated and added to

Scouts
A simple system to bias your runs, either positively or negatively. Another staple of the genre

Steam Achievements
This needs no explanation

New Cosmetics
Titles and Helmets have expanded the customization options (with more to come!)

New Weapons
Melee single handed + shields
Standard firearm variants + a fricken lightning gun!

Armor Class Overhaul
Adding perk layers to the classes, deepening the customization and game play variety between them

Tac Info Scanning
Adding the markers on the compass and 3d interface when in TacInfo made a huge difference (at least for me) in the explorability of the maps

Fallen Mini-Boss updates
they got names (gasp) as well as new move sets and attacks

New Enemies
The Sorcerer and Enforcer joined the ranks of the enemy

Journey System
Massive addition of player customization with perks that are applied and then upgraded within mission, I'm excited to keep adding onto this

New Map
No one ever gets tired of having more maps, especially when they add significant visual and/or gameplay variety.

Gadgets (and their complete rework)
New abilities, that were then taken away, and then brought back completely changed! Don't worry, turrets and grenades are not gone for good



Naturally this list is simplistic and missing many things, but it does put into perspective how much Knights Within has changed, and makes me excited to see how much will change in the next year moving forward

Thank you again for being here and enjoying this game,
Adrian