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Knights Within News

Demo Patch Notes (190d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • New objective type: Destroy
  • Fuel cells should less frequently spawn in unreachable areas
  • New pickup: Medallions. Enemies have a very small chance to drop medallions
  • Medallion costs for certain interactables now scale in multiplayer
  • Multishot beacon now fires 4 rounds, each dealing 50% dmg in a specific horizontal arc (was 3 rounds, 60% dmg completely random direction within cone)
  • Updated various perk sfx
  • Slow trap mutation radius reduced to 125 (was 200)
  • Current beacons and mutations are now shown in beacon selection menus
  • You can scroll in the beacon/mutation lists in Tac Info while holding the button down
  • Reduced sprint stamina cost further to 4/s (was 5)
  • Boss’ health now scales with # of mutations
  • Increased the potency of some weaker boss attacks

Thank you for trying the demo!

Demo Patch Notes (185d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • Able to go back pages in tutorial by holding interact
  • Improved mission select menu scaling for non 16:9 aspect ratio resolutions
  • Fixed clients not seeing their bullet vfx when hitting nothing
  • Reduced base Dash cost to 8 (was 10) but mobility gear stat now affects this as well. Increased base dash distance slightly to compensate
  • 4 new beacons
  • 3 new mutations
  • Changed spawning mutations (elites/specials etc) to work off of base % chance instead of being additive % chance. This should make the increase more gradual when these mutations roll


Thank you for trying the demo!

Demo Patch Notes (183d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)

New
  • 1 new mission interactable: Resupplies
  • 2 new beacons

Updates
  • Refactored perks and beacon code to allow chaining of more effects (paving the way for future modifiers) some Beacons will feel stronger
  • Reduced Beacon Medallion activation cost to 6 (was 8)
  • Updates to various Ability Mod Stats
  • Mission select menu updates
  • Improved rain particle collisions
  • Reduced gunners firerate to 3 rps (was 3.5)
  • Berserkers dashes have progressively less range, making avoiding the second and/or third dash possible purely with movement
  • Support drops now show how much ammo/health is being picked up
  • Barrier and Heal on kill Beacons improved to 8% chance per stack (was 5%)

Fixes
  • Fixed HUD buttons not changing automatically when on default auto setting
  • Fixed thorns beacon not always triggering

Thank you for trying the demo!

Demo Patch Notes (179d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)
  • Moved quest menu to it’s own board in the keep
  • Boss’ sphere shockwave attack does more damage but no longer bypasses shields
  • Many boss attacks can roll different status effects now
  • Updated assassin/boss leap attack movement code, should result in fewer instances of them just floating for a bit at the end of the leap
  • Moved a couple tutorial pages into the in-mission popups method
  • Reduced Grunt (basic/archer/spear/shield) base movement speed (~3%)
  • New boss character mesh for some of the subtypes
  • Trap ability emitter damage increased to 20% per tick (was 10%)

Thank you for trying the demo!

Demo Patch Notes (176d)

small update
(please expect less frequent updates to the demo moving forward as I prioritize working on the base game for early access release)
  • Sprint stamina cost slightly reduced (~5%)
  • Visual updates to one of the map tiles
  • Updates to particle lighting fx (making lighting more noticeable for the same performance)
  • Excess damage now properly carries over through barrier (even just 1 barrier was able to negate an infinite damage hit previously)
  • Fixed instances of a bunch of floating ground pieces on one of the map tiles
  • Reduced radius of boss slow traps to 125 (was 175) and further lowered the fx to improve visibility

Thank you for trying the demo!