1. Knights Within
  2. News

Knights Within News

Path Skills Rework - Patch Notes (341)

[p]I’ve made this change to the path skill system for multiple reasons: [/p]
  • [p]While I think the previous system was interesting, it tended to feel more like ‘not getting the build you wanted’ instead of being interesting in mission choices. [/p]
  • [p]This update now gives me a perfect place to incorporate the ‘boring stat upgrades’ that rogue-lites need for power scaling and build specializing, without having to dilute the more fun path skills or beacon pools with them. [/p]
  • [p]Unlocking a path and initially equipping it now gives the passive and a full mission’s worth of stat upgrades, improving the new player experience [/p]
[p]This skill system is very much in work, expect further large changes to how skills are selected, laid out and balanced moving forward. I have some cool ideas to make the perk ‘tree’ more fun than simply points in a row :)[/p][p]This is only phase 1 of the update, expect lots of buffs/nerfs to many path skills in the near future[/p][p][/p][p]New[/p]
  • [p]Path Skills rework[/p]
    • [p]Path skills are now selected in the Keep [/p]
    • [p]Each path now has multiple stats, which are selected in mission (replacing the previous skill choices) when leveling up your journey[/p]
  • [p]2 new Firearm gear mods[/p]
[p]Updates[/p]
  • [p]Pulse Barrel now continuously fires when holding secondary input[/p]
  • [p]Red Scouts now increase mission experience gained by 5%[/p]
[p]Fixes[/p]
  • [p]Fixed a couple of the armor classes equipping the wrong one from welcome menu[/p]
  • [p]Fixed nullified beacons sometimes showing back up into the pool [/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (340)

[p]New[/p]
  • [p]2 new Firearm gear mods (replace existing). 2 of the ‘alternate firemode’ barrel mods have been tentatively disabled[/p]
  • [p]New settings: Menu cursor type, Thumbsticks deadzone[/p]
[p]Updates[/p]
  • [p](Controllers) Every menu now supports right thumbstick mouse movement and bottom face pad button to click on buttons. [/p]
    • [p]Things that still need to be done: [/p]
      • [p]Left thumbstick working as mouse[/p]
      • [p]Specialty buttons like sliders and dropdowns[/p]
      • [p]Tooltips showing up [/p]
  • [p]Updated grenade throws to have travel time be dependant on distance, and more realistic arc calculation[/p]
  • [p](Regen Stock) Shield regen increased to 8/s (was 5) but now drains 0.25 energy/s[/p]
[p]Fixes[/p]
  • [p]Fixed the weird sprinting slowdown when controller left thumbstick is on an angle. [/p]
    • [p](May have to reset keybinds to default for this to take proper effect)[/p]

Patch Notes (339)

[p]New[/p]
  • [p]1 new Beacon[/p]
  • [p]2 new Mutations[/p]
  • [p]Enemies have different resistances and weaknesses to damage types. Can find specific info in the Docs menu. They are all 10% or less base damage resistance/weakness.[/p]
[p]Updates[/p]
  • [p](Path of the Warrior) Updated/reworked. Renamed to Temperate. Similar to the Marksman rework, similar direction but with a more specific theme[/p]
  • [p]Status Effects Update[/p]
    • [p]All status effects now have a default duration. [/p]
    • [p]Charged status now ticks a chaining arc by itself instead of requiring a hit[/p]
    • [p]Slow, Debuff and Weakness stack duration (with diminishing returns)[/p]
    • [p]Bleed, Burn and Charged stack independently (with a max stack cap). New applications past the cap remove the oldest stack. [/p]
    • [p]Status detonation is temporarily disabled as I update the system[/p]
  • [p](Templar) Base overcharge now also deals 20% perk damage. [/p]
  • [p](Templar Jolt Augment) no longer consumes Static, simply increases damage and width based on current Static amount. [/p]
  • [p]Messed with the objective location math to try and improve distance consistency [/p]
  • [p]Reduced the complexity of descriptions in the welcome menu armor selection [/p]
  • [p]Paths unlocked through leveling now start at level 3[/p]
[p]Fixes[/p]
  • [p]Fixed Melee thrust swings having some wonky hit detection on objectives[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (338)

[p]New[/p]
  • [p]7 new beacons[/p]
  • [p]2 new status effects: [/p]
    • [p]Charged. Applying Charge or Hitting a Charged enemy chains damage to a nearby enemy[/p]
    • [p]Burning. Deals damage over time, scaling inversely with movement speed[/p]
[p]Updates[/p]
  • [p]Cleave now reduces damage by differing amounts based on enemy type. Previously at base cleave, every subsequent hit was 5% less damage. Now the drop is different depending on enemy type. This should improve the relevance of the Cleave stat. [/p]
  • [p]Each Melee weapon now has its own base Cleave stat. I will show this in the UI in the future.[/p]
  • [p]Overcharge Changes[/p]
    • [p]Max initial overcharge stored has been reduced to 1[/p]
    • [p]Base Overcharge generation is 20% faster[/p]
    • [p]UI now shows overcharge gain progress[/p]
    • [p]For those of you who stored and then spammed multiple overcharges, this is an initial nerf (sorry), but I’m making these changes to support future perks that will make use of this change. There will be ways in the future to add more charges to return your playstyle.[/p]
  • [p]Bleeding damage now scales inversely with health[/p]
  • [p](Dissolve Beacon) Now is chance to Debuff on Stun (was Debuff on Molten hit)[/p]
  • [p](Chaining Beacon) Now is chance to Charge on Voltaic hit (was just chain damage)[/p]
  • [p](Stunning Beacon) Now is Weaken on Concussive hit (was stun on hit). Renamed to Impulse.[/p]
  • [p]Enemy base Stagger and Knockdown durations increased by ~10%[/p]
[p]Fixes[/p]
  • [p]Fixed an issue where test dummies ‘died’ and status effects no longer worked correctly on them after that point[/p]

Patch Notes (337)

[p]This update is mostly code base changes preparing for more perks coming in the future[/p][p][/p][p]New[/p]
  • [p]New mechanic: ‘Damage type’ damage calculations. [/p][p]Confusing I know, this just means that I can now add things into the game that increase/decrease damage based on which damage type is being dealt (Rending/Concussive/Voltaic/Molten). Since attacks can have multiple damage types, I’ve decided to try making damage effects divided by the amount of damage types an attack can do. This means there is a trade off between having as many damage types in your attacks (to trigger as many effects as possible), vs focussing on a specific damage type (to maximize your direct damage output). I will try and describe this better somehow lol. This is one of many things in work for improving/adding to the synergy elements of creating a build[/p]
  • [p]New mechanic: Beacon roll requirements. [/p][p]I’ve finally completed the code to enable implementing more synergistic and crazy beacons into the game without diluting the pool too much. I’ve settled on a ‘smart’ beacon roll system that (should) only roll beacons that you are capable of utilizing. This also enables more skill and control in your beacon selection, which I think is a great part of any good roguelite experience. Expect many more complex beacons to come :)[/p]
[p]Updates[/p]
  • [p]Gadget damage now scales with perk damage[/p]
  • [p](Path of the Defender) Perk 3 now improves health regen rate and delay by 20% (was heal 1 on trigger)[/p]
  • [p](Path of the Defender) Perks 3 and 5 swapped order[/p]
  • [p](Path of the Impulsive) Perk 2 now increases all Voltaic damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Skirmisher) Perk 2 now increases all Molten damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Bastion) Perk 2 now increases all Concussive damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Aggressor) Perk 3 no longer reduces weapon damage[/p]
[p]Fixes[/p]
  • [p]The AOE portion of explosive firearm rounds now correctly scales with damage stat (was always using default stat value idk why)[/p]
  • [p]Perks that trigger on Overcharge now correctly trigger at the start of the overcharge for those that have a duration (was triggering when they finished)[/p]