Extraction and mission completion rewards have been split into their own sections
The Light now spawns from the closest options to the player instead of the objective target area
Collect objective delay between being able to pick them up significantly reduced
Increased the potency of some of the weaker boss attacks
Patch Notes (294)
New
New Interactable: Old War Relic Pickup
Updates
New lowest tier flow state (enemy spawning): Calm. This state has 0 passive spawns, only set quantity spawns from triggers when moving around the map. This provides more reliable moments of breathing room and exploration no matter the difficulty.
Mutation Passive timer now scales with flow state. This is meant to reduce the effect of the passive timer on players’ decision making in quiet moments
Currency changes
Most Scouts now cost Medallions instead of Relics
Gear mods cost Coins and 1 Relic (was 1c and 1m)
Vaults now have a chance to grant 1-3 Relics (was just 1)
The Relic trades are back (temporarily located at the Progression menu again)
Increased chance for Chest reward to be a Relic These changes are in preparation for a new mechanic coming soon, but also to solidify the differences between the currencies and give them all a purpose. Coins are the baseline that are earned, Medallions are primarily for in-run buffs and Relics are essentially a crafting material that is primarily found in the world
End of stage Fallen now waits at a specific area for you instead of spawning on a timer. I think this adds to player agency as you can now decide whether to rush and spawn the boss asap or take some time to look for interactables or finish off a wave before starting the boss
New Interactable spawn location decision code to help spread them out around each of the objectives a bit more, instead of the current tendency for them to be clumped up in 1 area
Dropped currencies when mission is lost now show in the end mission screen
Extraction is now called from the support menu similar to ammo/health/rez instead of forcing a countdown
Fixes
Fixed Resilience not correctly being consumed sometimes
Fixed Enforcer’s force shield not stopping piercing shots
11-4-24 Update 296
Calling early extraction is no longer limited to between stages
Early extraction now costs Medallions, the amount scales with how early in the mission you are
Extraction time is increased the earlier you call it
The Enforcer - Patch Notes (291)
New
New enemy type: Enforcer (Elite Melee Knight)
2 new Mutations
New map event Difficulty 4+ only
Updates
Improvements to ranged enemy movement decision making
Reapers attack sliding has a max distance limit now. This should fix the instances where reapers could switch targets and seemingly teleport to the other player while attacking
Assassin footsteps are no longer enabled while invisible. This was intended to be an indicator of when they are tracking you, but most feedback says it’s just confusing
Wishing Wells now give 1 extra Medallion as a reward per failed attempt
Fixes
Fixed Sorcerer fireball being shot at the beginning of the attack animation instead of at the correct time
Fixed Catapaults running away almost endlessly instead of just relocating nearby
Fixed one instance of shield enemies just standing still randomly doing nothing
Fixed one instance of assassins showing state mods even while invisible
Fixed some gear tooltip errors
Patch Notes (289)
New
New tier of procedural generation chunks. This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time
New boss attack
New(ish) enemy type: Fallen Knight High difficulty waves have a small chance to get spicy
Updates
Overall color palette updates
Various vfx updates
You can now view loadouts in the end mission screen
Various hud and menu visual updates
Changes to various large and medium Foothills map tiles
Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive. This should help in those instances when the boss spawns during a wave
Hide HUD input is now mappable in the controls settings
You can now set for dashing while moving forward to jump instead in movement settings
Fixes
Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left
Fixed source of power just disappearing instead of exploding sometimes
Demo
Updated to match
TacInfo Scanner - Patch Notes (283)
New
Tac info updates Now additionally shows certain interactables if they are within a certain distance Now defaults to hold functionality, option for toggling remains in the settings The game should automatically change settings to hold once, after which point you can revert back to toggle
New Keep upgrade: Rangefinder
Updates
Updated hud vfx for being in tac info
Gear menu layout updated
Energize is now toggled on and off, draining Energy over time. New HUD indication when on
Base Static Discharge cooldown reduced to 1.75s (was 3)
Templar Passive: Replaced Static Discharge cooldown reduction with ‘gain 1 Static every 8 seconds’
Templar Conduit perk: Renamed to Static field, shifted 5% of the effectivity to work even while unshielded
Templar T1-1 perk: replaced with ‘while shielded, gain static damage and range’
Templar T2-1 perk: replaced with ‘Passive gains extra static based on movement’
Warden T2-1 perk: replaced with ‘Gaining a resilience stack also gives 0.5 Energy. +10% Energy efficiency while at max stacks’
Warden T2-3 perk: replaced with ‘while resilient, Stunning an enemy has a 25% chance to deal damage’
Vanguard T1-3 perk: replaced with ‘getting a weapon crit grants 10% damage immunity for 3s’
Cavalier Stim Packs perk: Removed cooldown
Cavalier Shadow perk: Increased to 2% per stack (was 1.5%)
Tutorial pop ups now require a short hold to close to help prevent instantly closing them by mistake
Friendly fire updates Friendly fire no longer does shield damage, it just consumes an attacks hit Melee swings now have FF, not dealing damage but using up a ‘hit’ for cleave Friendly fire stat now tracks how many times you hit, instead of damage dealt Friendly fire has been a holdover from a time when KW combat was much more methodical and less chaotic. With the crazy perks and hordes it has become more of an annoyance than a meaningful mechanic. Now friendly fire effectively reduces your damage potential, which I think is a much better direction for KW’s co-op combat style
Fixes
Fixed the order of the first 2 sequential quests
Fixed a minor Sentinel Resolve Aura calculation the aura was providing more %Resolve than intended when multiple were stacked