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Knights Within News

'Roadmap' Update

[p]Here's a brief update for the things I'm working on and what is planned to be added in the foreseeable future of Knights Within. As always, everything is subject to change and I'm always listening to suggestions for what to change in the game.[/p][p]Thanks for being here[/p][p][/p][p]Soon[/p]
  • [p]Crusade game mode (Act 1 and 2)[/p]
    • [p]Patrol and Gauntlet have always been intended as small side modes in Knights Within. Crusade is what I’m (for now) calling the primary game mode. This is meant to be the full story/bosses complete in one life type scenario. I am doing things a little different than most rogue-lites (that I’ve played at least) and am excited to have it move into the next steps of testing and build. [/p]
    • [p]This update is a large chunk and most of it will be released in a relatively early stage, the bosses are missing dialogue, meshes, lots of things. But the start of the game play will be there. Please be patient as I slowly improve it after the update initially drops[/p]
  • [p]Medallion currency rework [/p]
    • [p]Currencies have developed over the course of early access, and medallions have effectively lost their purpose since the initial concept. I have a plan to rework their use and accrual, please spend or be prepared to lose your current medallions if you have been hoarding them. I'm not 100% finished the new concept, but the new system will likely not make use of your current stash[/p]
    • [p]So far I’m not sure if this will release with the crusade update or soon after[/p]
[p]After[/p]
  • [p]Crusade specific vendor[/p]
    • [p]Ideally I would add this with the crusade update itself, but I don’t think realistically I’ll make it. This is already in work and will significantly add to the build crafting throughout a crusade run[/p]
  • [p]Game story intro cutscene/slideshow type deal[/p]
    • [p]Visuals and script is all done, just working on final touches[/p]
  • [p]New Gear[/p]
    • [p]Guns/Melee/Abilities[/p]
    • [p]There are so many more gear updates, (both new and improvements to existing) planned [/p]
  • [p]Side objectives on the maps[/p]
    • [p]The open world map style has always meant to be more fully realized with optional things to find/complete/discover on the maps. I will be working more on this aspect[/p]
  • [p]More Achievements[/p]
    • [p]I’ve been adding to my list of new achievements that need to be added, I just would rather add a bunch in one batch instead of trickling them out so that achievement hunters don’t feel like they need to constantly return for just 1 at a time[/p]
[p]Later[/p]
  • [p]Crusade dialogue and story integration[/p]
  • [p]Armor mesh customization[/p]
  • [p]New enemy types (including more bosses)[/p]
  • [p]Crusade Act 3[/p]
  • [p]Emotes[/p]
  • [p]Leader boards[/p]
[p][/p][p]Continually Adding: [/p]
  • [p]New Beacons, Mutations, Paths and Path Skills[/p]
  • [p]Mission interactables[/p]
  • [p]Boss and other enemy polish (models, vfx, arena updates)[/p]
  • [p]Map Modifiers[/p]
  • [p]New Map Tiles and updates to existing[/p]
  • [p]Objective types[/p]
  • [p]Music Updates[/p]
[p]
Far away[/p]
  • [p]New Enemy factions[/p]
  • [p]New Friendly factions[/p]
  • [p]Mod support[/p]
[p]
I've probably forgot things but oh well
[/p]

Patch Notes (334)

[p]Updates[/p]
  • [p]Most path passives now show up on the buff bar[/p]
  • [p](Path of the Marksman) Updated/reworked. Same theme but with a more specific Shouldering focus now instead of just ‘random buffs to ranged combat’[/p]
  • [p]You can now see boss health while spectating[/p]
  • [p]Assassins now correctly proceed to their follow-up bleeding attack only if they successfully hit their target on the initial lunge. The follow up attack is now more consistent in hitting the player though[/p]
  • [p](Cordillera) Small updates to large map tiles[/p]
  • [p](Path of Impulsive) Sleight of hand perk increased to 35% (was 25)[/p]
  • [p](Path of the Brutal) Beatdown perk damage reduction removed[/p]

Vanguard Tweaks - Patch Notes (333)

[p]New[/p]
  • [p]New Vanguard Overcharge Augment (replaces existing Storm): Whirlwind[/p]
[p]Updates[/p]
  • [p]Loadouts now save perks for all armor classes, so you won't have to reselect perks everytime you switch armor class. (existing players will have to click the perks once for this to save and start working)[/p]
  • [p]Completely rewrote buff code The new code will allow me to adjust and add new buffs, as well as their hud indicators much faster and more efficiently[/p]
  • [p](Artillery Mutation) Now requires enemy to be long range[/p]
  • [p](Gunblade & Bayonet Beacons) Now also trigger ‘On Shoot/Swing’ perks[/p]
  • [p]Vanguard updates[/p]
    • [p](Aura) Replaced with 5% health efficiency (was 4% crit chance)[/p]
    • [p](Passive) Increased requirement to 250 dmg, but overflow damage is now accounted for and up to 3 fury stacks can be gained with each instance of damage[/p]
    • [p](Overcharge) Now is immune to all damage (was just health)[/p]
    • [p](Critical Fury Perk) Now lasts for 8 seconds after reaching max Fury, reduced to 50% (was 60)[/p]
    • [p](Too Angry to Die Perk) Now lasts for 8 seconds after reaching max Fury[/p]
    • [p](Incessant Fury Perk) Reworked: gives -50% health and shields regen delay below 25% fury and -50% energy and stamina regen delay above 75% fury[/p]
    • [p]Damage resistance perks now show on the buff bar[/p]
  • [p]Updated flat damage Armor perks to % Perk damage[/p]
  • [p](Care Package Upgrade) Now gives 1 objectives worth of shimmer split among the squad (was 10 each)[/p]
[p]Fixes[/p]
  • [p]Fixed a couple beacons that were scaling incorrectly[/p]

Patch Notes (332)

[p]Updates[/p]
  • [p]Main menu and Keep visual style updated to match changes to mission maps[/p]
  • [p]Early Extraction vote now defaults to extracting[/p]
  • [p]Early extraction skips voting when playing solo[/p]
  • [p]You can now click directly on the map location markers in mission select menu[/p]
  • [p]Various UI/menu updates[/p]
  • [p]Some damage calculations updated[/p]
    • [p]Perk Damage is now a thing, this scales with base damage but is not affected by Weapon Damage[/p]
    • [p]Any flat damage dealing effect now deals % Perk Damage instead[/p]
    • [p]Weakness now affects Base Damage (was Weapon Damage)[/p]
    • [p]Glass Cannon Beacon now affects Base damage (therefore all perks)[/p]
    • [p]Alternate fire mode barrels now deal Weapon Damage[/p]
    • [p]Explosive Mag now deals Weapon Damage[/p]
    • [p]Shockwave Blade now deal Weapon Damage[/p]
    • [p]Lightning Blade now deals Weapon Damage, Damage increased to 50% (was 45), Energize cost increase to 0.3/s (was 0.25)[/p]
    • [p]Power Blade now deals +50% dmg and stun (was 15% dmg and 100% stun)[/p]

Patch Notes (331)

[p]New[/p]
  • [p]New Gadget: Lightning Rod[/p]
  • [p]New path (ish): Path of the Impulsive replaces Path of the Stormcaller. [/p][p]Paths are supposed to represent and buff certain playstyles, without being chance based if possible. Stormcaller was too much just ‘random buffs’. The perks in this path are better suited for other game systems. This new version better aligns with the playstyle the path was intended for. Apologies if you liked this path[/p]
[p]Updates[/p]
  • [p](Bastion Path): Perk 3 replaced, passive applies while in ranged and melee, Damage reduction now correctly applies to shields and resolve too (whoops), other stats adjusted[/p]
  • [p](Skirmisher Path): Perk 3 replaced, passive applies while in ranged and melee[/p]
  • [p](Leadstorm Path): Perks 4 and 5 swapped places[/p]
  • [p](Woodlands) Added more interactable spawn locations to some tiles[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]