1. Knights Within
  2. News

Knights Within News

Patch Notes (346)

[p]New[/p]
  • [p]4 new Beacons[/p]
  • [p]Weapon’s Mobility stat now also affects ADS/Block transition speed[/p]
  • [p]New setting: Enemy outline/glow intensity [/p]
[p]Updates[/p]
  • [p](Enemy Knight) Reduced attack slide distance by ~10%[/p]
  • [p]Enemy spawning algorithm has a new component based on player’s travel distance[/p]
  • [p]Enemy squad spawning size is now tied to total danger limit instead of being a flat scaling value. [/p][p]The goal here is to make the scaling with difficulty smoother and make lower difficulties have fewer trickles of 1 enemy at a time. This will likely require further tuning over time.[/p]
  • [p]Fallen ambushes now have an announcement so they don’t just show up randomly[/p]
  • [p]Beacon rolling pool per stage has been doubled in size to increase variety[/p]
  • [p](Ricochet Beacon) [/p]
    • [p]Now auto targets nearby enemies, still goes in random direction if none are close. [/p]
    • [p]Damage reduced to 50% (was 100).[/p]
    • [p]Now can trigger other ranged hit perks[/p]
[p]Fixes[/p]
  • [p]Fixed Knights, Brutes and Chargers ignoring base movement speed stats while attack chasing. [/p][p]It’s been bugging me for quite a while how heavy knights feel so oppressive and hard to manage when they are supposed to be the slower tankier enemies… finally found it. Might need to buff their other stats in the future to compensate.[/p]

Patch Notes (345)

[p]345 (10-12-25)[/p][p]New[/p]
  • [p]Your weapons now show in the Keep. There is a new setting to revert back to the previous unarmed look in case you prefer that.[/p]
[p]Updates[/p]
  • [p]Adjusted the orientation of various weapons when stowed [/p]
[p]Fixes[/p]
  • [p]Fixed some of the beacon selection menus picking the wrong one if using controller[/p]
  • [p](Safeguard Beacon) No longer requires taking a hit to start working[/p]

Patch Notes (344)

[p]New[/p]
  • [p]New HUD element in the Keep to remind of empty gear slots[/p]
[p]Updates[/p]
  • [p]Armor Updates[/p]
    • [p](Templar) All instances of Static have been replaced with Jolt (new buff)[/p]
    • [p](Templar) Jolt stacks have a chance (scaling with distance) to add Voltaic damage and stagger on weapon hit, as well as chaining damage to nearby enemies[/p]
    • [p](Guardian) All instances of Barrier have been replaced with Protection (new buff)[/p]
    • [p](Guardian) Protection functions the same as previous Guardian-adjusted Barrier[/p]
    • [p](Sentinel) Minefield perk now also grants overcharge capacity[/p]
    • [p](Vanguard) Base overcharge duration increased to 4s (was 3)[/p]
    • [p]I know this is currently a synergistic nerf for templar and guardian, but the previous tie-ins made it exceedingly difficult to develop static or barrier perks that worked for all. This allows me way more freedom for future perks and removes the feeling that static and barrier beacons were for templar or guardian specifically[/p]
  • [p]Lowered the purchase cost of most cosmetics[/p]
  • [p](Foothills) Increased density of objective locations[/p]
  • [p](Cordillera) Increased density of objective and shop locations[/p]
  • [p]Removed Resupplies from the Piece interactable spawn pool (this function was effectively replaced by skipping call in cooldowns with medallions)[/p]
[p]Fixes[/p]
  • [p]Fixed path of Defender and Marauder unlocking in the wrong order[/p]
  • [p]Fixed one instance of janky camera if leaving gear menus using escape button[/p]
  • [p]Fixed an issue that sometimes scattered objectives a little more than it should[/p]

Enemy Composition - Patch Notes (343)

[p]New[/p]
  • [p]New (ish) enemy type: Charger has been split off from Brute. This brings these enemies in line with the ‘one attack type per enemy’ idea of the games’ combat puzzle. Yes I know I need more model variety to better differentiate the enemies from each other, it’s in work.[/p]
  • [p]New (ish) enemy type: Lancer has been split off from Knight. The previous Knight always felt a tad too powerful compared to other Elites, this change gives me the tankier ‘regular’ enemy while allowing me to make the shockwave enemy a more powerful Special type.[/p]
  • [p]3 new beacons (2 existing replaced)[/p]
  • [p]Some Keep menus have new tip overlays[/p]
[p]Updates[/p]
  • [p]Journey Updates[/p]
    • [p]You now gain Journey stat upgrades even with no Paths equipped, they are random from a large pool of generic options[/p]
    • [p]Equipped Paths now add and/or increase the chance for their focused stats to roll[/p]
    • [p]Journey level-ups happen ~30% faster[/p]
    • [p]Journey level-up selections now show stacking type (with detailed description setting on)[/p]
  • [p]Enemy Updates[/p]
    • [p]Berserker’s 2nd and 3rd swings are now slightly faster, but their max dash distance has been reduced[/p]
    • [p]Enforcer’s shield now regenerates over time while inactive (used to regen a set amount instantly every time it activated)[/p]
    • [p]Basic Knight no longer sends a shockwave but attacks faster with new animations and has a short slide[/p]
    • [p]Direct fire enemies (Archer, Gunner, Sorcerer) have reduced accuracy based on how many enemies they are shooting through[/p]
  • [p](Foothills) Small updates to multiple tiles[/p]
  • [p]Support call-in entrance reduced to 5s (was 10)[/p]
  • [p]Menu layout updates[/p]
  • [p]Reduced the size of taking Barrier hit FX to improve visibility[/p]
[p]Fixes[/p]
  • [p]Fixed Killswitch diamond mark FX back to being above the enemy[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (342)

[p]Updates[/p]
  • [p]Path Skills Rework Update[/p]
    • [p]You can only equip 3 paths again Don’t fret, I’m working on things[/p]
    • [p]You can now equip 5 skills, with each tier requiring (tier -1) skills equipped from any path to be available (previously could only select skills sequentially in a path)[/p]
  • [p](Spin Barrel) Reloading now just starts the firerate decay instead of instantly resetting it to 0 [/p]
  • [p]Reordered some early game unlocks[/p]
[p]Fixes[/p]
  • [p]Fixed a few perk tooltips with outdated/incorrect values[/p]
  • [p]Gear purchase Legend/Achievement should work correctly again[/p]