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Knights Within News

Patch Notes (219)

Small update

New
  • Keep upgrade: ammo capacity
  • New map find: King Arthur’s Sword
  • New map find: King Arthur’s Gun
  • 3 new songs

Updates
  • Lure beacons and mutations now are removed when the next boss is killed, renamed both to ‘Lure’
  • Lure beacon now adds 3 beacons per stack (was 2)
  • ‘Add stack’ will no longer add to specialty one off beacons like Lures
  • Increased Barrier initial decay delay to 0.8s (was 0.5s)
  • Slowing a berserker now also reduces their attack dash distance
  • Slight increase to shimmer drop rates
  • Recovery objective now slowly increases when in interact range, Interacting just goes way faster
  • Shockwave damage now scales with distance to target, 25%-75% damage. (was 50% damage to all)
  • Absorbing blade energize now also generates 1 Barrier (was just shields)
  • Lightning blade energize damage increased to 50% (was 25%)
  • New music type change triggers
  • Minor color palette updates
  • Warm colored lighting in the keep reduced

Fixes
  • Difficulty 6 name now shows correctly
  • Coop names list isn’t duplicated in test range anymore
  • Loadouts with large squad sizes now can be scrolled horizontally
  • Fixed multiple perks using proc chance when they shouldn’t have


Updates Added 6-2-24:
  • Color palette updates
  • Fixed cavalier dodging screwing up extraction
  • Messed around with rock exploit enemy teleportation issues
  • Fixed dome emitter only providing 2s of status effect with the slow/debuff mod
  • Enemy fireballs should no longer go through dome
  • Fixed one instance of melee potentially getting stuck

Thank you & 'Roadmap'

First of all, THANK YOU to everyone who has given Knights Within a chance during the first week of early access release!
It's been a whirlwind of a fun time meeting and playing with so many of you, and love the ideas/suggestions/feedback headed my way. I can't wait to continue implementing and improving this game for you all.

I wanted to post a fairly simple 'roadmap' to provide some transparency for where my head is at for what's next coming to the game.
This is not exhaustive, completely fluid and subject to change, please hop into the discord for more active updates and chats about what's being worked on

Continually Adding:
  • New Beacons and Mutations
  • Boss Attacks
  • Map Areas/Tiles/Modifiers
  • Objective types
  • Music Updates
  • New Quests & Legends
  • Balance changes and updates
  • Optimizations

Soon
  • New Interactables/Map finds/Side events
  • Preview cosmetic before purchase
  • Endless mode Integrated into Patrol
  • New Boss class
  • Steam Achievements
  • Pause/break system
  • Some dialogue & voice acting ;)

After
  • New Biome
  • New Weapons
  • Visual changes based on equipped gear
  • Armor mesh cosmetic customization
  • Keep Updates
  • New Enemy types
  • Simple Story/Lore Integration
  • Emotes
  • New Gear Mods
  • Leaderboards
  • Improved controller support

On the Horizon
  • New Gamemode
  • New Factions
  • More Biomes
  • Deeper Story/Lore additions


I will be keeping a list like this up to date in the Discord

Quick reminder: the initial release sale is still on until May 26th!

Thank you again for joining me on this next stage of Knights Within, we got ways to go!

Join us in Discord
Indecision Labs Youtube

Patch Notes (216)

Small balance update with fixes

New
  • Patrol/Endless difficulty 6 added

Updates
  • Templar overcharge now consumes Static stacks to increase the size and damage of the shockwave
  • Warden passive now gains 5% DR every 4s, max 10 stacks. Lose 1 stack at a time. (was 4% every 3s, max 20 stacks. lose all stacks at once)
  • Cavalier now Bleeds any enemies they pass through for 3 seconds (dodging and overcharge dash)
  • Increased spear max damage and adjusted some of the mod stats

Fixes
  • Potentially fixed one instance of random teleportation
  • Fixed an issue where Enemy Damage and Movement speed weren’t scaling past difficulty 3 in Patrol/Endless (goodluck)
  • Fixed squad list going of the screen downwards in the keep with, unusual squad sizes
  • Fixed dodging out of a sprint not unlocking the camera

Patch Notes (213) Endless Mode

Small fixes + Endless mode arrives!

New
  • Endless mode (just selectable in the mission selection for now)
  • 2 new Beacon Mods
  • Ability FX inherit Energy customization color now

Updates
  • Boss stats scale better with… unusual squad sizes
  • Tweaks to some ability mod stats
  • Passive XP Beacons gained now have a high just of ‘adding stack’, increasing the chances of a more cohesive build instead of a ton of 1 stack beacons
  • Reduced spawn rates during the calm state to improve breathing room

Fixes
  • Playing the demo after playing the EA release no longer moves your current XP bar to 0
  • Dying very close to extract finishing no longer counts as successful (sorry)

Patch Notes (208)

Small fixes

  • Fixed main menu settings not showing properly (was just visual issue)
  • Fixed keep quest screen not updating progress post mission stats applied (visual issue)
  • Fixed one instance of being locked out of actions (for future reference, opening esc menu solves being locked out of actions)
  • Fixed clients being able to finish reloading while sprinting
  • Fixed another instance of shockwave hit sounds from clients playing on host