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Knights Within News

Patch Notes (344)

[p]New[/p]
  • [p]New HUD element in the Keep to remind of empty gear slots[/p]
[p]Updates[/p]
  • [p]Armor Updates[/p]
    • [p](Templar) All instances of Static have been replaced with Jolt (new buff)[/p]
    • [p](Templar) Jolt stacks have a chance (scaling with distance) to add Voltaic damage and stagger on weapon hit, as well as chaining damage to nearby enemies[/p]
    • [p](Guardian) All instances of Barrier have been replaced with Protection (new buff)[/p]
    • [p](Guardian) Protection functions the same as previous Guardian-adjusted Barrier[/p]
    • [p](Sentinel) Minefield perk now also grants overcharge capacity[/p]
    • [p](Vanguard) Base overcharge duration increased to 4s (was 3)[/p]
    • [p]I know this is currently a synergistic nerf for templar and guardian, but the previous tie-ins made it exceedingly difficult to develop static or barrier perks that worked for all. This allows me way more freedom for future perks and removes the feeling that static and barrier beacons were for templar or guardian specifically[/p]
  • [p]Lowered the purchase cost of most cosmetics[/p]
  • [p](Foothills) Increased density of objective locations[/p]
  • [p](Cordillera) Increased density of objective and shop locations[/p]
  • [p]Removed Resupplies from the Piece interactable spawn pool (this function was effectively replaced by skipping call in cooldowns with medallions)[/p]
[p]Fixes[/p]
  • [p]Fixed path of Defender and Marauder unlocking in the wrong order[/p]
  • [p]Fixed one instance of janky camera if leaving gear menus using escape button[/p]
  • [p]Fixed an issue that sometimes scattered objectives a little more than it should[/p]

Enemy Composition - Patch Notes (343)

[p]New[/p]
  • [p]New (ish) enemy type: Charger has been split off from Brute. This brings these enemies in line with the ‘one attack type per enemy’ idea of the games’ combat puzzle. Yes I know I need more model variety to better differentiate the enemies from each other, it’s in work.[/p]
  • [p]New (ish) enemy type: Lancer has been split off from Knight. The previous Knight always felt a tad too powerful compared to other Elites, this change gives me the tankier ‘regular’ enemy while allowing me to make the shockwave enemy a more powerful Special type.[/p]
  • [p]3 new beacons (2 existing replaced)[/p]
  • [p]Some Keep menus have new tip overlays[/p]
[p]Updates[/p]
  • [p]Journey Updates[/p]
    • [p]You now gain Journey stat upgrades even with no Paths equipped, they are random from a large pool of generic options[/p]
    • [p]Equipped Paths now add and/or increase the chance for their focused stats to roll[/p]
    • [p]Journey level-ups happen ~30% faster[/p]
    • [p]Journey level-up selections now show stacking type (with detailed description setting on)[/p]
  • [p]Enemy Updates[/p]
    • [p]Berserker’s 2nd and 3rd swings are now slightly faster, but their max dash distance has been reduced[/p]
    • [p]Enforcer’s shield now regenerates over time while inactive (used to regen a set amount instantly every time it activated)[/p]
    • [p]Basic Knight no longer sends a shockwave but attacks faster with new animations and has a short slide[/p]
    • [p]Direct fire enemies (Archer, Gunner, Sorcerer) have reduced accuracy based on how many enemies they are shooting through[/p]
  • [p](Foothills) Small updates to multiple tiles[/p]
  • [p]Support call-in entrance reduced to 5s (was 10)[/p]
  • [p]Menu layout updates[/p]
  • [p]Reduced the size of taking Barrier hit FX to improve visibility[/p]
[p]Fixes[/p]
  • [p]Fixed Killswitch diamond mark FX back to being above the enemy[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (342)

[p]Updates[/p]
  • [p]Path Skills Rework Update[/p]
    • [p]You can only equip 3 paths again Don’t fret, I’m working on things[/p]
    • [p]You can now equip 5 skills, with each tier requiring (tier -1) skills equipped from any path to be available (previously could only select skills sequentially in a path)[/p]
  • [p](Spin Barrel) Reloading now just starts the firerate decay instead of instantly resetting it to 0 [/p]
  • [p]Reordered some early game unlocks[/p]
[p]Fixes[/p]
  • [p]Fixed a few perk tooltips with outdated/incorrect values[/p]
  • [p]Gear purchase Legend/Achievement should work correctly again[/p]

Path Skills Rework - Patch Notes (341)

[p]I’ve made this change to the path skill system for multiple reasons: [/p]
  • [p]While I think the previous system was interesting, it tended to feel more like ‘not getting the build you wanted’ instead of being interesting in mission choices. [/p]
  • [p]This update now gives me a perfect place to incorporate the ‘boring stat upgrades’ that rogue-lites need for power scaling and build specializing, without having to dilute the more fun path skills or beacon pools with them. [/p]
  • [p]Unlocking a path and initially equipping it now gives the passive and a full mission’s worth of stat upgrades, improving the new player experience [/p]
[p]This skill system is very much in work, expect further large changes to how skills are selected, laid out and balanced moving forward. I have some cool ideas to make the perk ‘tree’ more fun than simply points in a row :)[/p][p]This is only phase 1 of the update, expect lots of buffs/nerfs to many path skills in the near future[/p][p][/p][p]New[/p]
  • [p]Path Skills rework[/p]
    • [p]Path skills are now selected in the Keep [/p]
    • [p]Each path now has multiple stats, which are selected in mission (replacing the previous skill choices) when leveling up your journey[/p]
  • [p]2 new Firearm gear mods[/p]
[p]Updates[/p]
  • [p]Pulse Barrel now continuously fires when holding secondary input[/p]
  • [p]Red Scouts now increase mission experience gained by 5%[/p]
[p]Fixes[/p]
  • [p]Fixed a couple of the armor classes equipping the wrong one from welcome menu[/p]
  • [p]Fixed nullified beacons sometimes showing back up into the pool [/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (340)

[p]New[/p]
  • [p]2 new Firearm gear mods (replace existing). 2 of the ‘alternate firemode’ barrel mods have been tentatively disabled[/p]
  • [p]New settings: Menu cursor type, Thumbsticks deadzone[/p]
[p]Updates[/p]
  • [p](Controllers) Every menu now supports right thumbstick mouse movement and bottom face pad button to click on buttons. [/p]
    • [p]Things that still need to be done: [/p]
      • [p]Left thumbstick working as mouse[/p]
      • [p]Specialty buttons like sliders and dropdowns[/p]
      • [p]Tooltips showing up [/p]
  • [p]Updated grenade throws to have travel time be dependant on distance, and more realistic arc calculation[/p]
  • [p](Regen Stock) Shield regen increased to 8/s (was 5) but now drains 0.25 energy/s[/p]
[p]Fixes[/p]
  • [p]Fixed the weird sprinting slowdown when controller left thumbstick is on an angle. [/p]
    • [p](May have to reset keybinds to default for this to take proper effect)[/p]