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Knights Within News

1 Year of Early Access!

[h3]It's been 1 year of early access for Knights Within! [/h3]

Can't believe the time has flown by this fast, I wanted to thank all of you for joining me on this adventure.
I thought it might be fun to look back at a few of the highlights that have been added to the game in the last year

Endless Mode
A staple in any horde based game or rogue-lite, I pretty much had zero excuse not to add it in

Patrol 6 Difficulty
The current baseline hardest difficulty in the game was added, I still don't think I've had a successful solo P6 myself :(

New Map Interactables
King Arthur's weapons
Various relays
The dreaded wishing well
and many other things to find and improve the exploration of the maps have been added

New Mechanics
Kill switches
Status Detonating and Parallel applications
Ability Draining
Map Events
Resolve!
Cleave
Stun Force (and weapon specific Stun stats)
Auto Evasion
Execution

New Mods
Beacons, Mutations, Gear perks always being updated and added to

Scouts
A simple system to bias your runs, either positively or negatively. Another staple of the genre

Steam Achievements
This needs no explanation

New Cosmetics
Titles and Helmets have expanded the customization options (with more to come!)

New Weapons
Melee single handed + shields
Standard firearm variants + a fricken lightning gun!

Armor Class Overhaul
Adding perk layers to the classes, deepening the customization and game play variety between them

Tac Info Scanning
Adding the markers on the compass and 3d interface when in TacInfo made a huge difference (at least for me) in the explorability of the maps

Fallen Mini-Boss updates
they got names (gasp) as well as new move sets and attacks

New Enemies
The Sorcerer and Enforcer joined the ranks of the enemy

Journey System
Massive addition of player customization with perks that are applied and then upgraded within mission, I'm excited to keep adding onto this

New Map
No one ever gets tired of having more maps, especially when they add significant visual and/or gameplay variety.

Gadgets (and their complete rework)
New abilities, that were then taken away, and then brought back completely changed! Don't worry, turrets and grenades are not gone for good



Naturally this list is simplistic and missing many things, but it does put into perspective how much Knights Within has changed, and makes me excited to see how much will change in the next year moving forward

Thank you again for being here and enjoying this game,
Adrian



Patch Notes (326)

Part 2 of the gadget rework.

Updates
  • Gadget Progression Updates
    • You can now equip gadgets even when blueprint is not yet unlocked
    • Gadget blueprints are unlocked by having them equipped and surviving into extraction (if the slot it is in is already unlocked, it will unlock a random other slot so you don’t have to do silly gadget dropping/swapping right before extraction)
    • Vaults no longer unlock a random gadget, they instead now guarantee a gadget pickup inside (as well as the usual health/ammo/relics)

Gadgets Overhaul - Patch Notes (325)

The start of the Gadget rework is here. While I like the idea of picking up items and then upgrading them within a mission, in practice it led to items that felt underwhelming and removed the excitement of finding a new gadget in the world. I think this new system allows for much more exciting perks that have the potential to significantly impact the feel of a run, therefore making finding each gadget an exciting prospect. The theming of these new gadgets also fits the world better, these are supposed to be ‘old world’ tech that you are finding and learning how to make use of, returning them to the order on mission completion. Naturally, there are things still missing in this update, like HUD indicators and fancy FX for many things, but that will come in time. Expect many more gadgets to be added in the future as well. Feedback about this new system would be greatly appreciated!

New
  • Gadget Rework
    • 6 new gadgets
    • Gadgets are now equipped to 1 of 3 slots on your character
    • Instead of directly adding a new ability on a unique button, gadgets follow more of a ‘X happens when you do Y’ formula
    • Gadgets no longer require ‘leveling up’ within missions
    • Blueprints now enable the equipping of a gadget to it’s relevant slot
    • You can open and view/switch/drop gadgets from the support overlay
  • New cosmetic mod: white fabric color
  • New setting: sprinting camera zoom scale

Updates
  • Updated artstyle to improve visibility in dark areas
  • Fabric cosmetic colors on the player have all been adjusted to resembled the colors better

Fixes
  • (Cordillera) Fixed a bunch of locations that weren’t allowing support call ins

Patch Notes (324)

New
  • 2 new Ability Auxiliary (Staff) mods (2 existing mods replaced)
    • Mine drains 25% ability to place a proximity mine at your feet
    • Grenade drains 25% ability to throw a grenade
  • New Melee Guard mod (Replacing focused guard): Block stance drains energy to evade all melee attacks

Updates
  • (Warden Extrovert Augment) Renamed to King of the Hill, Energy regen reduced to 0.5/s (was 1) but now also provides stun immunity
  • (Sentinel Overcharge) Now is a proximity trap that can be placed in advance, activating once an enemy comes within range
  • (Cavalier Hyper Augment) Renamed to Instinct, Now replaces the dash, still grants 2 stacks of adrenaline to allies but also evades all attacks for 3 seconds
  • (Fancy Blade) Replaced with Centered, reducing block cost from attacks in front of you
  • Medallion scout now increases currency chest spawn rate instead

Fixes
  • Fixed enemy spawn ‘flying in smoke’ fx sometimes not showing
  • Fixed interactable ground mounds from being inconsistent with texture based on map
  • (Pillar Mutation) Now properly applies weakness through shields
  • (Cordillera) Improvements to some landscape related visual glitches
  • Improvements to some Client teleportation issues (detailed feedback would be helpful here)

Disabled
  • Gadgets have been disabled.
    I’m working on an overhaul of the entire system. Since the code isn’t a proper isolated system (whoops), It’s safer to disable it until it’s done. Considering they were all underpowered anyway I hope you won’t be too mad about it >_< Gadget blueprint progression is (so far) not lost. Apologies for the inconvenience

New Map - Patch Notes (323)

The first new map is here! It's a little rough around the edges, and I’m not yet satisfied with the detail/density or number of tiles yet (same as the other maps lol), but I think it is far enough along that I can add it into the game already for you to enjoy.

New
  • 1 new map/biome
  • 1 new path

Updates
  • Updated fog fx
  • (Woodlands) Tree optimizations
  • Both Gear and Path menus auto build your loadout when exiting the menu or switching loadouts. Hitting Build simply removes the comparison colors now.
    I think this was confusing, especially for newer players. Since there is already an Undo button, you can still easily compare and go back to your previous selection if you choose to. I think this will greatly reduce the times people have an unexpected build going into missions
  • (Guardian) Passive’s barrier decay improvement has been lowered to 3x, but now it also affects the initial decay delay as well (was just the rate previously)
    This should help Guardian build more stacks during a fight, but reduce the amount of barrier they passively keep between fights

Fixes
  • Fixed one instance of Fallen bubble attacks not disappearing immediately on death
  • Fixed an error that would result in shorter than intended quiet spawning periods