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Knights Within News

The Enforcer - Patch Notes (291)


New
  • New enemy type: Enforcer (Elite Melee Knight)
  • 2 new Mutations
  • New map event
    Difficulty 4+ only

Updates
  • Improvements to ranged enemy movement decision making
  • Reapers attack sliding has a max distance limit now.
    This should fix the instances where reapers could switch targets and seemingly teleport to the other player while attacking
  • Assassin footsteps are no longer enabled while invisible.
    This was intended to be an indicator of when they are tracking you, but most feedback says it’s just confusing
  • Wishing Wells now give 1 extra Medallion as a reward per failed attempt

Fixes
  • Fixed Sorcerer fireball being shot at the beginning of the attack animation instead of at the correct time
  • Fixed Catapaults running away almost endlessly instead of just relocating nearby
  • Fixed one instance of shield enemies just standing still randomly doing nothing
  • Fixed one instance of assassins showing state mods even while invisible
  • Fixed some gear tooltip errors

Patch Notes (289)


New
  • New tier of procedural generation chunks.
    This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time
  • New boss attack
  • New(ish) enemy type: Fallen Knight
    High difficulty waves have a small chance to get spicy

Updates
  • Overall color palette updates
  • Various vfx updates
  • You can now view loadouts in the end mission screen
  • Various hud and menu visual updates
  • Changes to various large and medium Foothills map tiles
  • Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive.
    This should help in those instances when the boss spawns during a wave
  • Hide HUD input is now mappable in the controls settings
  • You can now set for dashing while moving forward to jump instead in movement settings

Fixes
  • Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left
  • Fixed source of power just disappearing instead of exploding sometimes

Demo
  • Updated to match


TacInfo Scanner - Patch Notes (283)

New
  • Tac info updates
    Now additionally shows certain interactables if they are within a certain distance
    Now defaults to hold functionality, option for toggling remains in the settings
    The game should automatically change settings to hold once, after which point you can revert back to toggle
  • New Keep upgrade: Rangefinder

Updates
  • Updated hud vfx for being in tac info
  • Gear menu layout updated
  • Energize is now toggled on and off, draining Energy over time. New HUD indication when on
  • Base Static Discharge cooldown reduced to 1.75s (was 3)
  • Templar Passive: Replaced Static Discharge cooldown reduction with ‘gain 1 Static every 8 seconds’
  • Templar Conduit perk: Renamed to Static field, shifted 5% of the effectivity to work even while unshielded
  • Templar T1-1 perk: replaced with ‘while shielded, gain static damage and range’
  • Templar T2-1 perk: replaced with ‘Passive gains extra static based on movement’
  • Warden T2-1 perk: replaced with ‘Gaining a resilience stack also gives 0.5 Energy. +10% Energy efficiency while at max stacks’
  • Warden T2-3 perk: replaced with ‘while resilient, Stunning an enemy has a 25% chance to deal damage’
  • Vanguard T1-3 perk: replaced with ‘getting a weapon crit grants 10% damage immunity for 3s’
  • Cavalier Stim Packs perk: Removed cooldown
  • Cavalier Shadow perk: Increased to 2% per stack (was 1.5%)
  • Tutorial pop ups now require a short hold to close to help prevent instantly closing them by mistake
  • Friendly fire updates
    Friendly fire no longer does shield damage, it just consumes an attacks hit
    Melee swings now have FF, not dealing damage but using up a ‘hit’ for cleave
    Friendly fire stat now tracks how many times you hit, instead of damage dealt
    Friendly fire has been a holdover from a time when KW combat was much more methodical and less chaotic. With the crazy perks and hordes it has become more of an annoyance than a meaningful mechanic. Now friendly fire effectively reduces your damage potential, which I think is a much better direction for KW’s co-op combat style

Fixes
  • Fixed the order of the first 2 sequential quests
  • Fixed a minor Sentinel Resolve Aura calculation the aura was providing more %Resolve than intended when multiple were stacked

Armor Class Overhaul - Patch Notes (278)

Thanks for being patient over the last few weeks while I was away. It did help me finish the concept of this update and I’ve been non-stop (when I can ofcourse) implementing this since I got back. I do expect some bugs/balance issues due to the sheer amount of possibilities added in such a short amount of time. Please be patient, I am ready to take all feedback in the Discord.

New
  • Armor class system overhaul
    Armor classes are now unlocked at level 2 for free and come with an Aura, Passive and Overcharge.
    Every armor now has 3 additional tiers of perks to choose from
    When using an armor class, mission XP earned also applies to the progression of the class, unlocking the additional perk tiers sequentially.
    I have plans to have this armor leveling process not be simply tied to normal XP, but that will come in time
  • New mechanic: Status Effect Detonating.
    Certain Status Effect applications have the optional ‘Detonator’ effect added. Applying a Detonating Status Effect onto a target that already has that Status effect on them will double its effect for 1 second, as well as deal 25 Damage. (Ex. Applying a Slow (Detonating) onto an enemy that is already Slowed, will additionally double the effect of the Slow for 1s and deal 25 damage)
  • New mechanic: Auto Evasion.
    A passive version of the damage immunity provided by Dodging, but other perks can now take advantage of this. Plans for more things to make use of this in the future as well
  • New map spawn: Explosive barrels (2 types).
    What shooter is complete without these
  • New song

Updates
  • Various vfx updates
  • Sprinting stamina cost reduced ~5%
  • The Shadow damage now scales with number of players, 60-95% (was 95% always)
  • Many existing and new buffs have been added to the HUD bar
  • Ability damage is now improved/affected by ‘weapon damage’ perks
  • Firearm Ammo, Melee Weapon and Ability Emitter unlocks have been shifted up 2 levels
  • A couple new Quests added to help direct new players (should auto complete for existing players)
  • Increased Coin rewards from most Quests

Demo
  • Updated to match

Patch Notes (274)

Thank you for enjoying Knights Within throughout it's first summer, I have a trip coming up and will therefore not be able to code or update the game for at least the next 2 weekends. I'll be working non-code related things as best I can still. Enjoy the rest of your summer (for northern hemisphere dwellers), I'll be back with a vengeance in a few weeks!

New
  • Gaining/losing currency in mission now has its own dedicated UI popup spot.
    I’m hoping this provides much more clarity for currency inflows and outflows during missions
  • 6 new Quests
  • 5 new songs

Updates
  • Leftover ammo from pickups is split (equally) among other players
  • Quests now have level requirements to roll
    The intent is to provide new players with mostly shorter quests, so that they don’t feel overwhelmed
  • Optimization and stabilizing for weapon customization code in multiplayer
  • Ammo carry capacity now just scales directly, ignoring having to be divisible by mag size
  • Compact ammo fire rate +1

Fixes
  • Fixed a case where other player’s weapons would be invisible after joining late
  • Fixed Amethyst detail metal being impossible to unlock
  • Fixed one instance of not being correctly put into spectator mode
  • Fixed clients not seeing weapons in cosmetics menu
  • Fixed an instance of boss free ammo call in not being granted
  • Fixed one instance of being able to pickup ammo drops even when already full
  • Fixed certain mission shops showing currency in red even if had enough
  • Fixed ‘include endless’ session filter only showing endless games (maybe)
  • Fixed one instance of NIS upscaling turning itself off when entering esc menu
  • Fixed support call ins not being use-able in tutorial

Demo
  • Updated to match