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Knights Within News

Cavalier & Balance Update - Patch Notes (226)

This larger patch aims to accomplish a few things:
  • Balance long duration Endless runs better
  • Bring Cavalier up to the level of other armor classes
  • Bring some of the weaker Gear perks up to the level of others


New
  • New mechanic: Kill Switch
  • 2 new Beacons

Updates
  • Cavalier reworked
  • Reduce Trapper’s attack max tracking range to 2250 (was 4000 whoops)
  • Reduce Gunner’s fire rate to 2.75rps (was 3)
  • Increased Shockwave Blades’ damage scaling
  • Resourceful chance increased to 16% per stack (was 6)
  • Increased average amount of ammo in drops to 12.5% (was 10)
  • Shielded mutation reduced to 22% ranged resistance (was 25)
  • Armor mutation reduced to 4% per stack (was 5)
  • Resistance mutation reduced to 4% per stack (was 5)
  • Resistance mutation is no longer in the infinitely stacking beacons club (endless mode)
  • Charge rifle perks charge time reduced to 0.4s (was 1.5s) Energy cost reduced to 0.5 (was 1)
  • Guardian passive increased to 15% damage at max Barrier (was 0%, in-game tooltip was incorrect sorry)
  • Endless gamemode rewards have diminishing returns the farther you go
  • Zip Beacon is now: Every other dash is 20% cheaper per stack
  • Increased passive medallion drop chance
  • Warden overcharge range increased to 750 (was 500)
  • Vanguard now gains an additional 5% damage and crit chance while at maximum fury
  • Enemy damage mutation reduced to 15% per stack (was 20)
  • Increase to prestige coin cost
  • Increased currency in chests to 10/5/1 (was 8/3/1)
  • Heavy caliber rounds now have 50% armor piercing
  • Compact ammo mag size stat increased to +15 (was +5)
  • Sighted barrel crit chance increased to 10% (was 5)
  • Focused guard energy reduction increased to 50% (was 30)
  • Absorbing Guard reworked: when reaching 5 stacks of blocking, knockdown nearby enemies
  • Poisoners Mutation now increases by 50% of base per stack (was a flat 1s per stack)

Fixed
  • Fixed armor class icon not showing for teammates on first join
  • Fixed a couple cases where block projectile perk could still let status effects through
  • Fixed settings sliders not matching mouse movement
  • Fixed a few map areas that weren’t allowing support drops to be called on them


Patch Notes (219)

Small update

New
  • Keep upgrade: ammo capacity
  • New map find: King Arthur’s Sword
  • New map find: King Arthur’s Gun
  • 3 new songs

Updates
  • Lure beacons and mutations now are removed when the next boss is killed, renamed both to ‘Lure’
  • Lure beacon now adds 3 beacons per stack (was 2)
  • ‘Add stack’ will no longer add to specialty one off beacons like Lures
  • Increased Barrier initial decay delay to 0.8s (was 0.5s)
  • Slowing a berserker now also reduces their attack dash distance
  • Slight increase to shimmer drop rates
  • Recovery objective now slowly increases when in interact range, Interacting just goes way faster
  • Shockwave damage now scales with distance to target, 25%-75% damage. (was 50% damage to all)
  • Absorbing blade energize now also generates 1 Barrier (was just shields)
  • Lightning blade energize damage increased to 50% (was 25%)
  • New music type change triggers
  • Minor color palette updates
  • Warm colored lighting in the keep reduced

Fixes
  • Difficulty 6 name now shows correctly
  • Coop names list isn’t duplicated in test range anymore
  • Loadouts with large squad sizes now can be scrolled horizontally
  • Fixed multiple perks using proc chance when they shouldn’t have


Updates Added 6-2-24:
  • Color palette updates
  • Fixed cavalier dodging screwing up extraction
  • Messed around with rock exploit enemy teleportation issues
  • Fixed dome emitter only providing 2s of status effect with the slow/debuff mod
  • Enemy fireballs should no longer go through dome
  • Fixed one instance of melee potentially getting stuck

Thank you & 'Roadmap'

First of all, THANK YOU to everyone who has given Knights Within a chance during the first week of early access release!
It's been a whirlwind of a fun time meeting and playing with so many of you, and love the ideas/suggestions/feedback headed my way. I can't wait to continue implementing and improving this game for you all.

I wanted to post a fairly simple 'roadmap' to provide some transparency for where my head is at for what's next coming to the game.
This is not exhaustive, completely fluid and subject to change, please hop into the discord for more active updates and chats about what's being worked on

Continually Adding:
  • New Beacons and Mutations
  • Boss Attacks
  • Map Areas/Tiles/Modifiers
  • Objective types
  • Music Updates
  • New Quests & Legends
  • Balance changes and updates
  • Optimizations

Soon
  • New Interactables/Map finds/Side events
  • Preview cosmetic before purchase
  • Endless mode Integrated into Patrol
  • New Boss class
  • Steam Achievements
  • Pause/break system
  • Some dialogue & voice acting ;)

After
  • New Biome
  • New Weapons
  • Visual changes based on equipped gear
  • Armor mesh cosmetic customization
  • Keep Updates
  • New Enemy types
  • Simple Story/Lore Integration
  • Emotes
  • New Gear Mods
  • Leaderboards
  • Improved controller support

On the Horizon
  • New Gamemode
  • New Factions
  • More Biomes
  • Deeper Story/Lore additions


I will be keeping a list like this up to date in the Discord

Quick reminder: the initial release sale is still on until May 26th!

Thank you again for joining me on this next stage of Knights Within, we got ways to go!

Join us in Discord
Indecision Labs Youtube

Patch Notes (216)

Small balance update with fixes

New
  • Patrol/Endless difficulty 6 added

Updates
  • Templar overcharge now consumes Static stacks to increase the size and damage of the shockwave
  • Warden passive now gains 5% DR every 4s, max 10 stacks. Lose 1 stack at a time. (was 4% every 3s, max 20 stacks. lose all stacks at once)
  • Cavalier now Bleeds any enemies they pass through for 3 seconds (dodging and overcharge dash)
  • Increased spear max damage and adjusted some of the mod stats

Fixes
  • Potentially fixed one instance of random teleportation
  • Fixed an issue where Enemy Damage and Movement speed weren’t scaling past difficulty 3 in Patrol/Endless (goodluck)
  • Fixed squad list going of the screen downwards in the keep with, unusual squad sizes
  • Fixed dodging out of a sprint not unlocking the camera

Patch Notes (213) Endless Mode

Small fixes + Endless mode arrives!

New
  • Endless mode (just selectable in the mission selection for now)
  • 2 new Beacon Mods
  • Ability FX inherit Energy customization color now

Updates
  • Boss stats scale better with… unusual squad sizes
  • Tweaks to some ability mod stats
  • Passive XP Beacons gained now have a high just of ‘adding stack’, increasing the chances of a more cohesive build instead of a ton of 1 stack beacons
  • Reduced spawn rates during the calm state to improve breathing room

Fixes
  • Playing the demo after playing the EA release no longer moves your current XP bar to 0
  • Dying very close to extract finishing no longer counts as successful (sorry)