1. Knights Within
  2. News

Knights Within News

Armor Class Overhaul - Patch Notes (278)

Thanks for being patient over the last few weeks while I was away. It did help me finish the concept of this update and I’ve been non-stop (when I can ofcourse) implementing this since I got back. I do expect some bugs/balance issues due to the sheer amount of possibilities added in such a short amount of time. Please be patient, I am ready to take all feedback in the Discord.

New
  • Armor class system overhaul
    Armor classes are now unlocked at level 2 for free and come with an Aura, Passive and Overcharge.
    Every armor now has 3 additional tiers of perks to choose from
    When using an armor class, mission XP earned also applies to the progression of the class, unlocking the additional perk tiers sequentially.
    I have plans to have this armor leveling process not be simply tied to normal XP, but that will come in time
  • New mechanic: Status Effect Detonating.
    Certain Status Effect applications have the optional ‘Detonator’ effect added. Applying a Detonating Status Effect onto a target that already has that Status effect on them will double its effect for 1 second, as well as deal 25 Damage. (Ex. Applying a Slow (Detonating) onto an enemy that is already Slowed, will additionally double the effect of the Slow for 1s and deal 25 damage)
  • New mechanic: Auto Evasion.
    A passive version of the damage immunity provided by Dodging, but other perks can now take advantage of this. Plans for more things to make use of this in the future as well
  • New map spawn: Explosive barrels (2 types).
    What shooter is complete without these
  • New song

Updates
  • Various vfx updates
  • Sprinting stamina cost reduced ~5%
  • The Shadow damage now scales with number of players, 60-95% (was 95% always)
  • Many existing and new buffs have been added to the HUD bar
  • Ability damage is now improved/affected by ‘weapon damage’ perks
  • Firearm Ammo, Melee Weapon and Ability Emitter unlocks have been shifted up 2 levels
  • A couple new Quests added to help direct new players (should auto complete for existing players)
  • Increased Coin rewards from most Quests

Demo
  • Updated to match

Patch Notes (274)

Thank you for enjoying Knights Within throughout it's first summer, I have a trip coming up and will therefore not be able to code or update the game for at least the next 2 weekends. I'll be working non-code related things as best I can still. Enjoy the rest of your summer (for northern hemisphere dwellers), I'll be back with a vengeance in a few weeks!

New
  • Gaining/losing currency in mission now has its own dedicated UI popup spot.
    I’m hoping this provides much more clarity for currency inflows and outflows during missions
  • 6 new Quests
  • 5 new songs

Updates
  • Leftover ammo from pickups is split (equally) among other players
  • Quests now have level requirements to roll
    The intent is to provide new players with mostly shorter quests, so that they don’t feel overwhelmed
  • Optimization and stabilizing for weapon customization code in multiplayer
  • Ammo carry capacity now just scales directly, ignoring having to be divisible by mag size
  • Compact ammo fire rate +1

Fixes
  • Fixed a case where other player’s weapons would be invisible after joining late
  • Fixed Amethyst detail metal being impossible to unlock
  • Fixed one instance of not being correctly put into spectator mode
  • Fixed clients not seeing weapons in cosmetics menu
  • Fixed an instance of boss free ammo call in not being granted
  • Fixed one instance of being able to pickup ammo drops even when already full
  • Fixed certain mission shops showing currency in red even if had enough
  • Fixed ‘include endless’ session filter only showing endless games (maybe)
  • Fixed one instance of NIS upscaling turning itself off when entering esc menu
  • Fixed support call ins not being use-able in tutorial

Demo
  • Updated to match

New Melee Weapons - Patch Notes (268)

Over the last couple months I’ve been reworking all of the melee customization code in the background, and I’m happy to say the first set of new melee weapons are here!

New
  • 3 New melee weapons
  • New mechanic: Cleave
  • New mechanic: Stun Force
  • New mechanic: Melee weapon archetypes

Updates
  • Melee weapon (style) stats have all been adjusted
  • Warden's second perk additionally increases base Stun Force by 10%
  • Broadsword has been deprecated and replaced Sorry to anyone who loved this weapon, it was a placeholder for bonk weapons
  • Gaining Static while already at max stacks will instead trigger Static Discharge, ignoring the cooldown
  • Carpet Burn Beacon (Static on dash/dodge) chance reduced to 58% per stack (was 75)
  • Ranged Mutation reduced to 26% per stack (was 40)
  • Specials Mutation reduced to 32% per stack (was 50)
  • Elites Mutation reduced to 30% per stack (was 35)

Demo
  • Updated to match


Patch Notes (266)

This update includes part 2 of the melee balancing update. Resolve is a new mechanic that is gained when performing Melee actions (dealing damage, blocking or shoving) and covers your health bar. Taking combat health damage will be absorbed by Resolve before touching your health. Resolve is destroyed much faster than your health, so it will only provide you a few hits worth of safety. I think this provides Melee the extra tankiness it needs compared to Ranged combat, while maintaining the skill requirement of the melee system.

New
  • New Foothills large map tile
  • New mechanic: Resolve

Updates
  • Mission and Combat sections of the info menu have been added to
  • Aura hud element now scales with number of players
  • Keep updates
  • Multiple melee enemies have their attacks hit client side in certain situations now. This enables further optimization for the host’s performance and apparent attack accuracy for the client
  • Recoil updates
  • Updates to Assassin movement
  • Updates to various Foothills tiles
  • Music trigger updates

Fixes
  • Fixed server browser showing incorrect max players per match (I think?)

Patch Notes (263)

Small update

New
  • New boss attack
  • New Foothills small map tile
  • You can now specifically set the player limit of your multiplayer session, enabling:
    1) More control for prevention of extra people joining into your game when you just want your premade group
    2) Up to 8 max players (official limit remains 4, use at your own risk)

Updates
  • Gauntlet initial Mutations now follow a category order
    The intent here is to make Gauntlet somewhat more consistent across difficulty
  • Various vfx updates
  • Tweaks and improvements to a couple map tile layouts
  • Resourceful beacon (ammo on melee kill) chance increased to 30% per stack (was 16)
  • Shocks beacon (shock while sprinting) changed to 21 damage per stack, ticking every 0.35s, with 400 range. (was 50 damage, ticking 1-0.15s per stack, 300 range)
  • Explosive beacon (aoe dmg on kill) damage now scales with Enemy group. 35 for men at arms, 55 for mercenaries and 75 for knights. (was 50 for all)
  • Status Burst beacon (dmg on status applied) now scales damage per second of status applied, 10-35 dmg per stack for 1-12s capped. (was flat 20 damage per stack)
  • Updates to objective/shops/pieces location selection to (hopefully) improve consistency
  • Instant Reloads (e.g. reload on dodge) now trigger Perks that would only trigger on the start of a manual reload (e.g. hot mags)
  • You now gain 5 medallions for destroying the Source of Power or Shadow
  • Recoil is now consistent across different firerates

Fixes
  • Fixed one instance of boss just standing there looking like a dingus for a bit
  • Fixed an instance of Ranking up charging too much monies
  • Fixed one instance of objectives spawning extra far away
  • Fixed recoil stabilization being inconsistent with certain firerates