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Knights Within News

Patch Notes (359)

[p]New[/p]
  • [p]2 new Firearm gear mods (1 existing replaced). [/p][p]Yes, you can now make a build where you don’t even fire your weapon anymore (probably not advised)[/p]
  • [p]5 new Melee gear mods (4 existing replaced). [/p][p]The mods lost in this update aren’t gone for good, there are future plans that include them and this is an intermediate step[/p]
  • [p]New mechanic: Melee Charge. Implemented in some of the new melee gear mods[/p]
[p]Updates[/p]
  • [p]Pulse barrel now does 80% damage (was 100) but also Shoves[/p]
  • [p]Updated enemy ground trap VFX[/p]
  • [p]Weapon mobility stat affect on dash cost has been replaced with stamina efficiency[/p]
  • [p]Optimization improvements for many holographic and translucent vfx [/p]
  • [p]Melee gear mods[/p]
    • [p]Lightning Veins now adds Voltaic damage[/p]
    • [p]Unstable is new mod (adds Molten)[/p]
    • [p]Null Field now adds Concussive damage[/p]
    • [p]Shockwave now adds Rending damage[/p]
    • [p]Reroute (now Kick) now also deals 50% concussive perk damage, and has 50% chance to Debuff. Moved to Block category[/p]
[p]Fixes[/p]
  • [p]Fixed some firearm hits on enemies showing incorrect vfx[/p]
  • [p]Fixed explosive ammo sometimes not showing the aoe vfx when hitting an enemy[/p]
  • [p]Fixed ability drain perks checking un-scaled cast cost before allowing use[/p]
  • [p]Fixed an issue where low shadow setting would make some contact-highlight materials appear fully opaque[/p]
  • [p]Re-coded linear shockwave attacks’ movement (like Templar overcharge) so they more consistently follow the ground[/p]
  • [p]Fixed some perks where auto block was not working properly[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (358)

[p]New[/p]
  • [p]1 new path[/p]
  • [p]New mechanic: firearm hipfire inaccuracy now increases with movement speed. The amount is determined by the mobility stat. Base hipfire accuracy has been improved to compensate. Crosshair size updates live to reflect this. [/p][p]Compared to previous: high mobility weapons have better hipfire accuracy across the board, low mobility weapons have better accuracy while standing still, but worse when moving at max speed.[/p]
  • [p]Critical hits show their own crosshairs indicator[/p]
[p]Updates[/p]
  • [p]Radial mission menus have been reworked (code and visually) to make selections easier[/p]
  • [p]Server browser[/p]
    • [p]Private games are no longer filtered out, instead privacy is shown as a column [/p]
    • [p]Un-queued games are no longer filtered out, instead shown as in keep[/p]
  • [p]Removed the control delay when leaving mission menus[/p]
  • [p]Melee perks that allow blocking projectiles now cost 10 to 40% energy over 8 hits, decaying over time (was always 40%)[/p]
  • [p]Melee perks that affect stun strength and force now scale with base weapon stun stats (instead of just adding flat values)[/p]
  • [p]Enemy glow setting now has a much more noticeable effect (reduced max setting to 200% because of this)[/p]
  • [p]Path of the Brutal[/p]
    • [p]Skill 3 moved to skill 2[/p]
    • [p]New skill 3[/p]
    • [p]Skill 4 changed[/p]
  • [p]Path of the Marksman[/p]
    • [p]Skill 4 moved to skill 1[/p]
    • [p]Skill 5 moved to skill 4[/p]
    • [p]New skill 5[/p]
[p]Fixes[/p]
  • [p](Path of the Brutal) Fixed sometimes not correctly working on mission start[/p]

Patch Notes (357)

[p]Lots of work on behind the scenes code, including spending some serious time refactoring a bunch of the shooting code. I now have the capability of adding piercing and multiple pellets to any weapon ;) fun perks ahead[/p][p][/p][p]Updates[/p]
  • [p]Mission progression unlocks are now shown on a second page[/p]
  • [p]Arc thrower hipfire can now hit weakspots and trigger weakspot perks, but only does 1x damage[/p]
  • [p]1 pellet from any firearm shot that has multiple pellets now has zero spread inaccuracy[/p]
  • [p]Arc thrower and Piercer no longer pierce through grunt shields by default[/p]
  • [p]Shielded enemies who are knocked out of blocking are staggered for 50% longer[/p]
  • [p]Added more mission selection menu animations[/p]
  • [p]Add Stack option has been removed from objective beacon selection. [/p][p]I know this will be controversial but I think the delayed gratification mechanic basically fills the same purpose and I like minimizing redundant options where possible. I am not opposed to reverting this change in the future if it turns out to be a bad decision.[/p]
[p]Fixes[/p]
  • [p]Fixed support health and ammo costing 1 medallion in co-op even when charged[/p]
  • [p]Fixed end mission screen timer still being short in co-op[/p]
  • [p](Path of the Warrior) Fixed Skill 5 not triggering[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Gadget Updates - Patch Notes (356)

[p]New[/p]
  • [p]All gadgets now have a baseline perk that functions even with no blueprints unlocked. [/p][p]Picking up an item that does absolutely nothing is not fun. I fix.[/p]
  • [p]1 new gadget[/p]
[p]Updates[/p]
  • [p]Gadgets[/p]
    • [p]Many gadget perks have been balanced, adjusted or replaced[/p]
    • [p]All gadget damage effects now scale with perk damage and have damage types[/p]
    • [p]Gadgets now have their own compass and 3d icons[/p]
    • [p]Mission menus reworked[/p]
    • [p]Vaults now have scaling odds for more than 1 gadget to drop, with chance increasing based on number of players[/p]
  • [p]Blocking and evading damage now also adds overcharge generation[/p]
  • [p](The Shadow) Now has increased range, but drains health over time instead of one instance of damage. Damage also scales with current health. [/p][p]The Shadow is supposed to be a small ‘keep away’ event that serves as an optional medallion source. The previous version had too much potential to feel like a random punishment depending on the situation it spawned in. I’m aiming to fix that.[/p]
[p]Fixes[/p]
  • [p]Fixed cloth sim being frozen on player armor pieces[/p]
  • [p]Fixed multiple gadgets spawning on top of each other in vaults[/p]

Armor Customization - Patch Notes (355)

[p]New[/p]
  • [p]Updated armor customization system[/p]
    • [p]1 new chest, Left arm, Right arm and legs [/p]
  • [p]3 new Legends[/p]
  • [p]2 new Achievements[/p]
[p]Updates[/p]
  • [p]Cosmetic unlock Legend requirements have been shuffled around a bit[/p]
  • [p](Efficient Ability Mod) Now affects drain perks as well [/p]