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Knights Within News

Patch Notes (303)


New
  • Initial testing of new system for firearm visual variations.
    Expect improvements to these models in the future
  • Initial testing of new system for visual variation of objectives.
    Expect more alternate looks in the future

Updates
  • Patrols now spawn 5 objectives per stage all at once, instead of 2 sets of 3.
    This is an experimental update to see various impacts to mission flow. I’m keeping an eye on this and will likely make adjustments moving forward. Reverting is possible
  • 5 songs updated
  • Adjusted gadget spawn rates (overall increase)
  • Gauntlet extraction timer now scales with difficulty
  • Wishing wells now have a chance to also give 1 Relic based on attempts
  • Memory usage optimizations
  • Tac info scan range increased by 25%

Fixes
  • Removed annoying gadget use error in training

Patch Notes (302)


Updates
  • The Shadow can now be tagged
  • Added Gadget Core info into the gadget menu
  • Dying in coop now drops your gadget instead of just losing it
  • Knight and Merc waves will no longer occur in difficulties 1 and 2
  • Evading plays a little particle effect now
  • Lightning gun changes:
    • -1 damage stat
    • Hip fire now deals 80% dmg (was 75%)
    • ADS now deals 100% dmg (was 110%)
    • ADS can now headshot
    This change effectively keeps hipfire performance the same but gives the ADS mode less damage to the body but noticeable more damage on headshots. My goal with this change was to A) reward actually aiming with extra damage on headshots, where previously this weapon was purely spray and pray and B) reinforce this guns primary purpose as a horde clear weapon

Fixes
  • Fixed an instance of The Light not spawning in
  • Fixed clients not being able to open gadget menu
  • Fixed clients not seeing gadget 3d markers in mission
  • Fixed Enemy mutation state particle effects multiplying and/or persisting past death
  • Fixed being able to spend currency multiple times on the same gadget in the keep

Gadgets - Patch Notes (300)

Gadgets are new items that give you an additional ability when equipped. Find them in the world, or equip them directly from the keep once you have enough blueprints unlocked. This is a new mechanic that I think exemplifies the hybrid nature of Knights Within. It incorporates meta-progression, in run upgrades and map exploration. This is just the start of the system, expect more gadgets and upgrades in the future
This was a massive system to implement in only 1 week, I do expect some bugs
Balancing these has also been an interesting challenge and difficult to do in such a short time, expect buffs/nerfs in the near future to these


New
  • Gadget system
  • New interactable: Gadget pickup
  • New interactable: Gadget Cache
  • 4 new gadgets
  • New Tech keep interactable/menu
  • New settings for ‘input uses gadget’ and a dedicated gadget button

Updates
  • Vault cost (Base and coop scaling) reduced
  • Relic trade has been moved to the Tech menu

Patch Notes (298)


New
  • New objective type: Protect
  • New interactable: Refactor Relay
  • 2 new Beacons
  • New Scout perk: Refactor Scouting

Updates
  • Reduced mini fallen health ~10%
  • Reduced Sorcerer damage ~5%
  • Extraction and mission completion rewards have been split into their own sections
  • The Light now spawns from the closest options to the player instead of the objective target area
  • Collect objective delay between being able to pick them up significantly reduced
  • Increased the potency of some of the weaker boss attacks

Patch Notes (294)

New
  • New Interactable: Old War Relic Pickup

Updates
  • New lowest tier flow state (enemy spawning): Calm. This state has 0 passive spawns, only set quantity spawns from triggers when moving around the map.
    This provides more reliable moments of breathing room and exploration no matter the difficulty.
  • Mutation Passive timer now scales with flow state.
    This is meant to reduce the effect of the passive timer on players’ decision making in quiet moments
  • Currency changes
    • Most Scouts now cost Medallions instead of Relics
    • Gear mods cost Coins and 1 Relic (was 1c and 1m)
    • Vaults now have a chance to grant 1-3 Relics (was just 1)
    • The Relic trades are back (temporarily located at the Progression menu again)
    • Increased chance for Chest reward to be a Relic
      These changes are in preparation for a new mechanic coming soon, but also to solidify the differences between the currencies and give them all a purpose. Coins are the baseline that are earned, Medallions are primarily for in-run buffs and Relics are essentially a crafting material that is primarily found in the world
  • End of stage Fallen now waits at a specific area for you instead of spawning on a timer.
    I think this adds to player agency as you can now decide whether to rush and spawn the boss asap or take some time to look for interactables or finish off a wave before starting the boss
  • New Interactable spawn location decision code to help spread them out around each of the objectives a bit more, instead of the current tendency for them to be clumped up in 1 area
  • Dropped currencies when mission is lost now show in the end mission screen
  • Extraction is now called from the support menu similar to ammo/health/rez instead of forcing a countdown

Fixes
  • Fixed Resilience not correctly being consumed sometimes
  • Fixed Enforcer’s force shield not stopping piercing shots

11-4-24 Update 296
  • Calling early extraction is no longer limited to between stages
  • Early extraction now costs Medallions, the amount scales with how early in the mission you are
  • Extraction time is increased the earlier you call it