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Knights Within News

Demo Patch Notes (198d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)

New
  • 2 new wanderers
  • New song, multiple other songs updated

Updates
  • Changed enemy arrow trail fx to better differentiate between arrows & fireballs
  • Reduce Smoke bomb mutation size ~20%
  • Updated enemy ground trap fx to have a more clearly defined border
  • Boss’ gunner attack now actually shoots bullets instead of arrows. Also added a little delay to start the attack to give some warning
  • Explosive Firearm rounds AOE now correctly counts as ranged damage instead of AOE (enables the triggering of rifle specific perks on the aoe)
  • Gear descriptions now show Perk trigger chance (if relevant)
  • Piercing ammo does 90% dmg on first hit and 10% less every hit after (was 85% every hit)
  • Piercing ammo now goes through Enemy shields
  • Bosses should no longer be the same subtype in a row

Fixes
  • Implemented a safety to hopefully catch weird instances of being stuck without being able to perform actions
  • Fixed chain damage vfx not properly
  • Fixed Dome and Trap abilities not destroying Enemy Seekers


Thank you for trying the demo!

Demo Patch Notes (190d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • New objective type: Destroy
  • Fuel cells should less frequently spawn in unreachable areas
  • New pickup: Medallions. Enemies have a very small chance to drop medallions
  • Medallion costs for certain interactables now scale in multiplayer
  • Multishot beacon now fires 4 rounds, each dealing 50% dmg in a specific horizontal arc (was 3 rounds, 60% dmg completely random direction within cone)
  • Updated various perk sfx
  • Slow trap mutation radius reduced to 125 (was 200)
  • Current beacons and mutations are now shown in beacon selection menus
  • You can scroll in the beacon/mutation lists in Tac Info while holding the button down
  • Reduced sprint stamina cost further to 4/s (was 5)
  • Boss’ health now scales with # of mutations
  • Increased the potency of some weaker boss attacks

Thank you for trying the demo!

Demo Patch Notes (185d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • Able to go back pages in tutorial by holding interact
  • Improved mission select menu scaling for non 16:9 aspect ratio resolutions
  • Fixed clients not seeing their bullet vfx when hitting nothing
  • Reduced base Dash cost to 8 (was 10) but mobility gear stat now affects this as well. Increased base dash distance slightly to compensate
  • 4 new beacons
  • 3 new mutations
  • Changed spawning mutations (elites/specials etc) to work off of base % chance instead of being additive % chance. This should make the increase more gradual when these mutations roll


Thank you for trying the demo!

Demo Patch Notes (183d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)

New
  • 1 new mission interactable: Resupplies
  • 2 new beacons

Updates
  • Refactored perks and beacon code to allow chaining of more effects (paving the way for future modifiers) some Beacons will feel stronger
  • Reduced Beacon Medallion activation cost to 6 (was 8)
  • Updates to various Ability Mod Stats
  • Mission select menu updates
  • Improved rain particle collisions
  • Reduced gunners firerate to 3 rps (was 3.5)
  • Berserkers dashes have progressively less range, making avoiding the second and/or third dash possible purely with movement
  • Support drops now show how much ammo/health is being picked up
  • Barrier and Heal on kill Beacons improved to 8% chance per stack (was 5%)

Fixes
  • Fixed HUD buttons not changing automatically when on default auto setting
  • Fixed thorns beacon not always triggering

Thank you for trying the demo!

Demo Patch Notes (179d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)
  • Moved quest menu to it’s own board in the keep
  • Boss’ sphere shockwave attack does more damage but no longer bypasses shields
  • Many boss attacks can roll different status effects now
  • Updated assassin/boss leap attack movement code, should result in fewer instances of them just floating for a bit at the end of the leap
  • Moved a couple tutorial pages into the in-mission popups method
  • Reduced Grunt (basic/archer/spear/shield) base movement speed (~3%)
  • New boss character mesh for some of the subtypes
  • Trap ability emitter damage increased to 20% per tick (was 10%)

Thank you for trying the demo!