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Woodlands Rebuild - Patch Notes (349)

[p]The map is by no means ‘done’. There are still more tiles to add and level design to improve upon, new location events on the way. But this was a necessary update that takes a big weight off my shoulders.[/p][p][/p][p]New[/p]
  • [p]Woodlands has been completely rebuilt (essentially a new map) [/p]
    • [p]With this rebuild, all maps now use the same layout/procedural generation system. This enables future content to work correctly on all of them. [/p]
    • [p]Some areas have been re-used, but the majority of the map is brand new[/p]
    • [p]Roughly 8% larger in size (this tweak will make it to the other maps as well eventually)[/p]
    • [p]All POI’s will always be on the map now (no more chance of vaults or Path’s not spawning)[/p]
    • [p]Objective/interactable spacing now matches the other maps using lessons learned[/p]
[p]Updates[/p]
  • [p]Journey XP gain increased by ~5%[/p]
  • [p]Perk damage is now one of the Journey stats and is included in the starting pool of options[/p]
  • [p]Ability regen will no longer appear in the Journey stat pool if no ability is equipped[/p]
[p]Fixes[/p]
  • [p](Crusade Act 2 Boss) Now correctly fires 5 shots during firearm attack[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (348)

[p]The woodlands rebuild is getting more time put into it than I expected. Still not ready, but it means it will be in a better state than expected. I’m not saying the map will be ‘done’ with this update, but it will be a big step in the right direction[/p][p][/p][p]Updates[/p]
  • [p]The basic pool of Path stat options when you Journey level has been reduced to a standard set (previously was all possible stats). Path’s selected now add their unique focus stats to the pool (or increase the roll chance if they are already within). The intent here is for the default pool to provide a standard damage/health/utility ‘leveling up’ of a character like you would expect from most games, removing the potential ‘useless’ options that you wouldn’t want in your build. Equipping Paths then provides the potential for further specializing. This should also result in a +10% jump in the odds of seeing your path’s focus stats roll.  [/p]
  • [p]Shimmer drops in co-op are now individual. Costs scaled accordingly. Balancing shimmer drops and costs in co-op has been difficult, I’m hoping this will bring it more in line with solo play, might have to revert in the future if it has unintended negative effects.[/p]
  • [p]Vaults only cost 1 medallion base now[/p]
[p]Fixes[/p]
  • [p]Fixed an error where Journey xp requirements weren’t considering gamemode. This will be most noticeable in high gauntlets, effectively increasing level up speed.[/p]
  • [p]Fixed Path stat progress UI showing incorrect value for diminishing return stats at >1 stack[/p]

Patch Notes (347)

[p]Aside from taking a little break from KW, my main dev focus has been on the Woodlands rebuild. Unfortunately that map was made so long ago that it needs a complete rework to match the newer maps in terms of backend procedural generation. Once all the maps match it will enable future content that I have planned to work on all of them properly, as well as improve already existing content (like boss arenas for example). Hoping to have this done in the next week or two. I know it’s not an exciting update but it’s necessary for me to get this done.[/p][p]
[/p][p]Updates[/p]
  • [p]The 2 tiers of interactable now have their own ticket pools. This should make spawns more numerous and consistent in terms of potential power growth. [/p]
[p]Fixed[/p]
  • [p]Fixed a couple more Keep menus that acted funky when using escape to exit in certain ways[/p]
  • [p](Protect Objective) Updated the skull’s spawning and pathing to reduce chances of a super fast skull[/p]

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]