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Knights Within News

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!

Demo Patch Notes (176d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)
  • Sprint stamina cost slightly reduced (~5%)
  • Visual updates to one of the map tiles
  • Updates to particle lighting fx (making lighting more noticeable for the same performance)
  • Excess damage now properly carries over through barrier (even just 1 barrier was able to negate an infinite damage hit previously)
  • Fixed instances of a bunch of floating ground pieces on one of the map tiles
  • Reduced radius of boss slow traps to 125 (was 175) and further lowered the fx to improve visibility

Thank you for trying the demo!

Demo Patch Notes (171d)

small update

  • 4 new atmosphere options and updates to some atmosphere particle fx
  • UI updates to try and make it more clear what mission resources are picked up/used/lost on death
  • Increase radius of effect and damage of support call ins landing. Also knocks down enemies that survive
  • Further small tweaks to enemy spawning
  • Fixed client’s movement not always slowing down when ‘slowed’
  • Fixed client side parry not working consistently


Thank you for trying the demo!

Demo Patch Notes (169d)

small update

  • Parries now cost 0 Energy and Stagger the attacker, (instead of recovering Energy but no stagger) super useful against Berserkers & shields
  • Successful parries no longer end the parry window, meaning you can parry multiple enemies within one parry window
  • Reorganized how boss attacks are selected for each subtype
  • Fixed an issue where switching weapons while ADS/Blocking would result in annoyingly having to let go of ADS/Block before you could do it again
  • Increase firearm base mag size to 25 (from 20)
  • Fixed some weird cases where status effects from ranged or AOE attacks would go through shields (except where intended, mainly ground traps)
  • Various small menu and hud updates
  • A couple rifle ammo mod stat changes


Thank you for trying the demo!

Demo Patch Notes (168d)

small update

  • Updated ‘wave event’ spawning rates and limits, they should actually be noticeable now
  • Minor updates to enemy spawning flow and consistency (mainly just removing instances of RNG on top of RNG to reduce random unintentional outlying conditions)
  • Added additional text to clarify some things in menus
  • 2 new songs and updates to a couple previous ones
  • Reduced objective beacon activation cost for Shimmer to 20 (from 25)
  • Increased objective beacon activation cost for medallions to 8 (from 5)
  • Multiple Wanderer costs and rewards tweaked


Thank you for trying the demo!