New Melee Alloy Mod: Quality. For those that don’t enjoy the Energize mechanic
Updates
‘Show detailed information’ interface setting now shows basic text + stack information. Detailed version of description is shown as a tooltip on hover instead
Initial armor selection tooltips now show keywords
(Keep) Adjusted purchase price of many items
Journey progress now shows in Path Skill selection screen
Barrel charge perks will stop draining energy early if you switch to melee
Path teachings show a chat message when walking within a certain range
Small artstyle and lighting adjustments
Heavy melee swings now do +10% Stun as a baseline
Power Alloy now also increases damage by 15%
Increased Fallen scaling with Hitman and Lure by 5%
Beacon Updates
(Fear) Now pulses 3s of weakness every 6s while energized (was just 1 initial pulse on a cooldown)
(Whirlwind) now deals Rending damage
(Hot Mags) now deals Molten damage
Fixes
Fixed an instance of report messages being doubled
Patch Notes (319)
I have a busy week coming up so might not be able to get an update out next weekend, but we will endure
New
2 new beacons
Testing some Fallen melee combo variations
Updates
Armor classes (aura & passive) are now unlocked from the beginning of the game
Overcharge is still unlocked at level 2
Welcome menu has a second page that prompts you to select an initial armor class
First Armor equip quest has been replaced with first path equip
(Bastion Path)
(Passive) Dash distance improved to -20% (was -30), added movement speed reduction of -10%
(Energize Perk) Energy regen reduced to 0.15/s (was 0.32), movement speed improved to -5% (was -10). Apologies for this nerf, I believe I created this perk with energy regen rate in mind, not explicit Energy gain. But I find this version more fun, it just needs to be balanced accordingly.
(Stalwart Perk) Reduces movement speed by 5% instead of increasing dash stamina cost
(Skirmisher Path) Passive’s dash cost improved to -30% (was 35)
You can now interact with The Light to kill the Shadow, regardless of their location
Armor System’s Stun Recovery stat improved to 1.25% (was 1)
You can now interrupt swinging, reloading, blocking and weapon swap to ability drain (previously was only allowed to interrupt shooting for some reason)
(Shockwave Blade) now deals 50% damage and 1.5 stun to the first target, reducing by 10% for each subsequent hit. No longer hits within your swing’s range
Firearm Barrel charge perks update:
Charging now costs 1 energy and lasts for 3 seconds
Pulse Barrel deals 45% weapon damage and 200% stun
Magnetic Barrel deals 80% weapon damage to max 6 targets
Added damage types to many beacon perks
(Ghost Beacon) Now triggers on any melee evasion (was only dodge before)
Fixes
Gadget HUD button accounts for ‘Interact uses gadget’ setting now
(MiniGunner Path) Feed the Beast Perk now functions properly on high latency clients
Fixed non-base helmet textures being low-rez on in cosmetics preview
Path Update - Patch Notes (318)
New
New mechanic: Path Passives These are Perks that immediately apply for each Path equipped. I think this is a much better integration for what I was going for with the ‘initial’ roll type system.
Every Path has been updated with passives and/or new perks
Updates
2 New Interface settings: ‘Only hidden friendly outlines’ and ‘Only far friendly outlines’ Friendly outlines are now on by default, and now you can toggle them to only show when your teammates are behind something
New Gameplay setting: ‘Auto disable Energize after 5 seconds’
New Hints menu within the Info tab for a place to easily find Path location hints while in mission
‘Hide HUD buttons’ setting no longer hides some key inputs like interact
Updated Shimmer costs scaling with difficulty
Fixes
Fixed a couple more map areas that weren’t allowing support call ins
Fixed practice range tip popup being in wrong location
Demo
Updated to match
Patch Notes (317)
New
1 new Path
New mechanic: Execution Perks that can instantly kill a target
Updates
(Keep) Environment update
(Woodlands) 1 small map tile update
(Bastion Path) swapped order of perks 2 and 4
Various UI updates
Journey System Intro - Patch Notes (315)
This update adds the start of the Journey system, what I consider to be an inversion of the typical leveling based roguelite perk system. I’ve been happy with the decision to make beacons activated in mission team based, since it provides team decision making, a sense of cohesion and also helps late-joiners/spectators not feel so underpowered. However, this was only ever meant to be half of your in-mission progression. Your Journey represents your personal progression as a Knight Errant, where the general direction and goals of your Journey are known, but the details can surprise you. Instead of the typical large pool of perks that you banish/re-roll to downselect for the build you are trying to achieve, this system allows you to control which perks are within the pool from the start. This is only the start of the system and will change and evolve over time with lots of balancing/tweaking/polish as we go along (the goal is for all of these perks to have vfx and/or hud icons, I haven’t gotten to that yet). I also have more paths in work to be added to the game and unlocked in more fun ways in the world ;) I still hope you find this update enjoyable, I’m excited to keep expanding the system.
New
Journey System
Instead of activating random beacons when leveling up your Path in mission, you now gain a choice of skills from your Journey
Your Journey is made up of skills from the Paths that you have equipped (and hopefully levelled up)
Paths will be unlocked in a variety of ways, including leveling (most of the current ones), finding them, accomplishing legends or solving mini-puzzles in the world
Paths are equipped from the new Journey menu in the Keep
Once initially unlocked, Paths are levelled up to uncover more skills within
Damage types
Rending, Concussive, Voltaic and Molten damage types have been added.
For now, damage types don’t do anything inherently on their own, they simply enable various perks. Every attack has a default damage type, and a single attack is capable of having multiple damage types. This wasn’t the focus of this update and is therefore barebones for now, expect much more integration of damage types in the future.
New Interactable: Path doorway
New Interactable: Path Teachings
New HUD popup specifically for unlocks to make them more noticeable and separated from combat information
Updates
Armor Path Mods
Renamed to System mods
Now have 2 stats that increase with every path level, with % gains diminishing every 10 path levels.
While the previous system of alternating stats was interesting, It wasn’t intuitive to know what stats you had at what time. This new method means you always know what stats you have and they all slowly improve over time.
Beacons
Bleed on hit now requires rending damage
Stun on hit now requires concussive damage
Chain on hit now requires voltaic damage
Debuff on hit requires molten damage (replaces existing chain on shock beacon)
Gear
Spin barrel now adds Molten damage while at the maximum fire rate
Power mags reduced to 15% damage (was 25%) but also adds Voltaic damage
Pulse barrel now additionally deals 50 base concussive damage
Lightning blade now does Voltaic damage
Shockwave blade now does Concussive damage
(Keep) both History screens have been combined into one
(Keep) Quest board has been moved
(Keep) Practice range has been moved
Gear & cosmetic unlock level requirements have been adjusted to accommodate the new path mods
Cel Depots add time to the enemy presence timer instead of outright adding a mutation
Small increase to enemy health scaling per difficulty
Most damage reduction is now multiplicative (players and enemies). This was a necessary change due to the ever increasing amount of DR perks in the game.
Post process optimization improvement
Healing Efficiency now also affects passive health regeneration