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Knights Within News

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

New Melee Weapons - Patch Notes (268)

Over the last couple months I’ve been reworking all of the melee customization code in the background, and I’m happy to say the first set of new melee weapons are here!

New
  • 3 New melee weapons
  • New mechanic: Cleave
  • New mechanic: Stun Force
  • New mechanic: Melee weapon archetypes

Updates
  • Melee weapon (style) stats have all been adjusted
  • Warden's second perk additionally increases base Stun Force by 10%
  • Broadsword has been deprecated and replaced Sorry to anyone who loved this weapon, it was a placeholder for bonk weapons
  • Gaining Static while already at max stacks will instead trigger Static Discharge, ignoring the cooldown
  • Carpet Burn Beacon (Static on dash/dodge) chance reduced to 58% per stack (was 75)
  • Ranged Mutation reduced to 26% per stack (was 40)
  • Specials Mutation reduced to 32% per stack (was 50)
  • Elites Mutation reduced to 30% per stack (was 35)

Demo
  • Updated to match


Patch Notes (266)

This update includes part 2 of the melee balancing update. Resolve is a new mechanic that is gained when performing Melee actions (dealing damage, blocking or shoving) and covers your health bar. Taking combat health damage will be absorbed by Resolve before touching your health. Resolve is destroyed much faster than your health, so it will only provide you a few hits worth of safety. I think this provides Melee the extra tankiness it needs compared to Ranged combat, while maintaining the skill requirement of the melee system.

New
  • New Foothills large map tile
  • New mechanic: Resolve

Updates
  • Mission and Combat sections of the info menu have been added to
  • Aura hud element now scales with number of players
  • Keep updates
  • Multiple melee enemies have their attacks hit client side in certain situations now. This enables further optimization for the host’s performance and apparent attack accuracy for the client
  • Recoil updates
  • Updates to Assassin movement
  • Updates to various Foothills tiles
  • Music trigger updates

Fixes
  • Fixed server browser showing incorrect max players per match (I think?)

Patch Notes (263)

Small update

New
  • New boss attack
  • New Foothills small map tile
  • You can now specifically set the player limit of your multiplayer session, enabling:
    1) More control for prevention of extra people joining into your game when you just want your premade group
    2) Up to 8 max players (official limit remains 4, use at your own risk)

Updates
  • Gauntlet initial Mutations now follow a category order
    The intent here is to make Gauntlet somewhat more consistent across difficulty
  • Various vfx updates
  • Tweaks and improvements to a couple map tile layouts
  • Resourceful beacon (ammo on melee kill) chance increased to 30% per stack (was 16)
  • Shocks beacon (shock while sprinting) changed to 21 damage per stack, ticking every 0.35s, with 400 range. (was 50 damage, ticking 1-0.15s per stack, 300 range)
  • Explosive beacon (aoe dmg on kill) damage now scales with Enemy group. 35 for men at arms, 55 for mercenaries and 75 for knights. (was 50 for all)
  • Status Burst beacon (dmg on status applied) now scales damage per second of status applied, 10-35 dmg per stack for 1-12s capped. (was flat 20 damage per stack)
  • Updates to objective/shops/pieces location selection to (hopefully) improve consistency
  • Instant Reloads (e.g. reload on dodge) now trigger Perks that would only trigger on the start of a manual reload (e.g. hot mags)
  • You now gain 5 medallions for destroying the Source of Power or Shadow
  • Recoil is now consistent across different firerates

Fixes
  • Fixed one instance of boss just standing there looking like a dingus for a bit
  • Fixed an instance of Ranking up charging too much monies
  • Fixed one instance of objectives spawning extra far away
  • Fixed recoil stabilization being inconsistent with certain firerates

The Sorcerer - Patch Notes (257)

A new enemy type has arrived

New
  • New enemy type: Sorcerer (Elite Ranged Mercenary)
  • New mission interactable: Category Relay Shop
  • 3 new Scout Perks

Updates
  • Firearm Lightning Ammo adjustments:
  • Hipfire: beam width increased to 125 (was 100), max hits reduced to 4 (was 8), damage reduced to 75% (was 95), perk chance increased to 28% (was 18)
  • New shouldering alt fire mode: narrows the beam, dealing 112% dmg but only hitting 1 target, 100% perk chance
  • Range reduced to 18% (was 20)
  • I had too much fun making this gun strong and overdid it, apologies for having to nerf something so badly. I also wanted ADS to actually mean something for the gun, so I gave it an alternate fire mode to help its weakness against single targets. I will be closely monitoring this weapon.
  • Enemies should less frequently switch targets mid-attack
  • Special spawn chances between the types has been tweaked back to previous (I messed up the resulting percentages in the last patch with some of the back end changes)
  • Increased melee base damage ~30%, Heavy Swings now have 25% base armor penetration (was 0)
  • Melee still feels too weak considering the extra risk you take for being in close range. I want pulling out your sword to be equally viable to ranged in every difficulty, not just be a defensive play at higher difficulties when you are out of ammo. I will be closely monitoring this and tweaking over the next few patches
  • Shockwave Blade now hits a max 5 targets. Stun amount has been increased to also scale with distance to target from 1 to 3. (was a flat 0.75)
  • With the new increased melee damage, shockwave is way too good as a primary damage dealer. It is intended to be used as a temporary way to silence ranged enemies, but the infinite hits made it way too easy to use for every situation.
  • Slicer health reduced ~5%
  • Fancy Blade Beacon duration increased to 1.5s per stack (was 1)

Fixes
  • Improvements to Assassin’s movement to reduce their seemingly recent newfound love of ignoring the run up and just jumping from the shadows
  • Fixed boss leap attack’s movement looking super weird on clients
  • Fixed an instance of boss teleporting far away after killing a player
  • Fixed some weird vfx related to firing shots into super close targets