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Journey System Intro - Patch Notes (315)

This update adds the start of the Journey system, what I consider to be an inversion of the typical leveling based roguelite perk system. I’ve been happy with the decision to make beacons activated in mission team based, since it provides team decision making, a sense of cohesion and also helps late-joiners/spectators not feel so underpowered. However, this was only ever meant to be half of your in-mission progression. Your Journey represents your personal progression as a Knight Errant, where the general direction and goals of your Journey are known, but the details can surprise you. Instead of the typical large pool of perks that you banish/re-roll to downselect for the build you are trying to achieve, this system allows you to control which perks are within the pool from the start.
This is only the start of the system and will change and evolve over time with lots of balancing/tweaking/polish as we go along (the goal is for all of these perks to have vfx and/or hud icons, I haven’t gotten to that yet). I also have more paths in work to be added to the game and unlocked in more fun ways in the world ;) I still hope you find this update enjoyable, I’m excited to keep expanding the system.


New
  • Journey System
    • Instead of activating random beacons when leveling up your Path in mission, you now gain a choice of skills from your Journey
    • Your Journey is made up of skills from the Paths that you have equipped (and hopefully levelled up)
    • Paths will be unlocked in a variety of ways, including leveling (most of the current ones), finding them, accomplishing legends or solving mini-puzzles in the world
    • Paths are equipped from the new Journey menu in the Keep
    • Once initially unlocked, Paths are levelled up to uncover more skills within
  • Damage types
    • Rending, Concussive, Voltaic and Molten damage types have been added.
    • For now, damage types don’t do anything inherently on their own, they simply enable various perks. Every attack has a default damage type, and a single attack is capable of having multiple damage types. This wasn’t the focus of this update and is therefore barebones for now, expect much more integration of damage types in the future.
  • New Interactable: Path doorway
  • New Interactable: Path Teachings
  • New HUD popup specifically for unlocks to make them more noticeable and separated from combat information

Updates
  • Armor Path Mods
    • Renamed to System mods
    • Now have 2 stats that increase with every path level, with % gains diminishing every 10 path levels.
    • While the previous system of alternating stats was interesting, It wasn’t intuitive to know what stats you had at what time. This new method means you always know what stats you have and they all slowly improve over time.
  • Beacons
    • Bleed on hit now requires rending damage
    • Stun on hit now requires concussive damage
    • Chain on hit now requires voltaic damage
    • Debuff on hit requires molten damage (replaces existing chain on shock beacon)
  • Gear
    • Spin barrel now adds Molten damage while at the maximum fire rate
    • Power mags reduced to 15% damage (was 25%) but also adds Voltaic damage
    • Pulse barrel now additionally deals 50 base concussive damage
    • Lightning blade now does Voltaic damage
    • Shockwave blade now does Concussive damage
  • (Keep) both History screens have been combined into one
  • (Keep) Quest board has been moved
  • (Keep) Practice range has been moved
  • Gear & cosmetic unlock level requirements have been adjusted to accommodate the new path mods
  • Cel Depots add time to the enemy presence timer instead of outright adding a mutation
  • Small increase to enemy health scaling per difficulty
  • Most damage reduction is now multiplicative (players and enemies). This was a necessary change due to the ever increasing amount of DR perks in the game.
  • Post process optimization improvement
  • Healing Efficiency now also affects passive health regeneration

Patch Notes (312)

I also laid the groundwork for some upcoming systems during this patch. Expect a big gear update soon

New
  • New interactable: Path Shrine

Updates
  • Path System Update
    • Beacon level/experience from kills has been replaced with Path Progress
    • (Co-op) Path experience is per player now. The first player to get to a path level earns the random beacon for the team
      Balancing this for single player and multiplayer to scale similarly is difficult, feedback is appreciated!
    • Armor path perks now scale with Path levels (was total beacons)
    • Armor path perks interval is now 5 (was 10) and the stat percentages are doubled
    • Total beacons count in hud has been replaced with path level. You can still see total beacon count when tac info is opened
  • (Co-op) Everyone hitting continue button in the end mission screen now skips the timer
  • Beacons and Mutations are now listed based on primary category in all locations
  • Keep specific upgrades cost mostly medallions now
  • (Co-op) Increased the range for players to be in proximity to start objective
  • (Co-op) Increased average Fallen target switching frequency
  • You can no longer die from Bleeding damage
  • You can only Parry attacks from in front of you by default
  • The Fallen have inherited our beautiful new helmet options
  • Hud tip popups no longer pause the game unless you are in the keep, they have also been moved over the chat window to be less confusing with combat information
  • Mutations counter has been replaced with enemy Presence, reflecting their level. Total mutations is still shown when the tac info is opened
  • Prestige Relic cost has been swapped back to medallions

Fixes
  • (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly

Demo
  • Updated to match

Patch Notes (310)

I hope everyone had a Merry Christmas and is enjoying whatever holiday time off they could take. I took some time so this patch is smaller, I also have a trip starting tomorrow where I will be away for over a week. So don't expect an update for likely a couple weekends. I'll be working on secondary things whenever I can still.

Updates
  • (Woodlands) Updates to 3 map tiles
  • Small reduction to Sorcerer's accuracy at long range

Fixes
  • Fixed dropped gadgets showing as tier 1 on the ground
  • Various UI and useability fixes related to the armor path system

Armor Path Perks - Patch Notes (309)

More armor identity has been requested many times, especially in terms of base stats to help differentiate them from each other. I cannot stand when % stat changes are kept small to maintain game balance. I think this continuous Path system strikes a nice balance between providing meaningful stat bonuses while maintaining balance throughout the course of a run. I also like the thematic themes of the knights starting similar, but changing and becoming more unique as they continue their journey. Expect balancing updates to these stats over time.

New
  • New Armor Path perks (Tier 4 of armor mods)
  • (Woodlands) 1 new small map tile
  • Added setting to show detailed beacon descriptions in mission menus

Updates
  • Armor max level increased to 20.
    I apologize to anyone who was about to unlock helmets at max mastery, I’ve reduced the per-level xp requirements so that the overall duration to max an armor remains similar, so topping up should be quick
  • Increased the limit of vault spawns by 1
  • You can no longer overcharge while stunned.
    I know this one will hurt but I never intended for overcharge to be just a 1 button solution to CC enemies, I will be monitoring this change closely

Fixes
  • Improved melee hit registration on Protect objective seekers

Patch Notes (307)


New
  • 2 new firearm weapon mods

Updates
  • (Templar) Conduit and Lightning Cage static generation have effectively been swapped.
    I wasn’t a fan of how Templar’s default static generation relied on taking damage. This change fits the skirmisher role thematically better, and no longer punishes players who avoid damage. It also keeps the old playstyle (bursts of extra static when taking hits) as an option with the perks still existing. I will also enjoy watching templars running in circles around the point. I have another extension of this update planned, but I want to get more playtime with this iteration first before continuing. Feedback is appreciated
  • Proximity scannable interactables now show a compass marker whenever you are in range, giving you insight before scanning
  • Further expansion of the max and min stat limits for weapons
  • Changes to many weapon gear stats
  • Shimmer changes
    • Shimmer spent individually
    • Shimmer from kills is now automatically picked up
    • Shimmer canisters only give shimmer to whoever picked up
    • Shimmer is lost on death
    • Medallion gains from activating beacons only goes to the individual who spent the Shimmer
    • Shimmer drops rates increased
    • Medallion costs for relays increased
    • All relays now cost shimmer by default, with medallions as backup
    • All Relays now reward 1 medallion if they were powered with Shimmer
      As I’ve been filling the world with more interactables, it’s become apparent to me that I’ve put more emphasis on medallions than there should be within missions (gameplay and thematically). These changes are meant to bring Shimmer back to being the primary in-mission resource, with Medallions as the secondary currency. I think spending Shimmer individually provides more ‘ownership’ over the decisions you make with it. I’ve also made an effort to improve QOL with the drops. No doubt the numbers will need balancing moving forwards.
  • Relay Launcher keep upgrade replaced with Relay Booster. Basic Relays now always have a chance to spawn, the upgrades increases the options within from 1 to 3. Cost reduced to 8 relics (was 10)
  • Headshots now also deal 25% extra Stun
  • Swift mag energy cost now scales with reload speed stat