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Knights Within News

The Sorcerer - Patch Notes (257)

A new enemy type has arrived

New
  • New enemy type: Sorcerer (Elite Ranged Mercenary)
  • New mission interactable: Category Relay Shop
  • 3 new Scout Perks

Updates
  • Firearm Lightning Ammo adjustments:
  • Hipfire: beam width increased to 125 (was 100), max hits reduced to 4 (was 8), damage reduced to 75% (was 95), perk chance increased to 28% (was 18)
  • New shouldering alt fire mode: narrows the beam, dealing 112% dmg but only hitting 1 target, 100% perk chance
  • Range reduced to 18% (was 20)
  • I had too much fun making this gun strong and overdid it, apologies for having to nerf something so badly. I also wanted ADS to actually mean something for the gun, so I gave it an alternate fire mode to help its weakness against single targets. I will be closely monitoring this weapon.
  • Enemies should less frequently switch targets mid-attack
  • Special spawn chances between the types has been tweaked back to previous (I messed up the resulting percentages in the last patch with some of the back end changes)
  • Increased melee base damage ~30%, Heavy Swings now have 25% base armor penetration (was 0)
  • Melee still feels too weak considering the extra risk you take for being in close range. I want pulling out your sword to be equally viable to ranged in every difficulty, not just be a defensive play at higher difficulties when you are out of ammo. I will be closely monitoring this and tweaking over the next few patches
  • Shockwave Blade now hits a max 5 targets. Stun amount has been increased to also scale with distance to target from 1 to 3. (was a flat 0.75)
  • With the new increased melee damage, shockwave is way too good as a primary damage dealer. It is intended to be used as a temporary way to silence ranged enemies, but the infinite hits made it way too easy to use for every situation.
  • Slicer health reduced ~5%
  • Fancy Blade Beacon duration increased to 1.5s per stack (was 1)

Fixes
  • Improvements to Assassin’s movement to reduce their seemingly recent newfound love of ignoring the run up and just jumping from the shadows
  • Fixed boss leap attack’s movement looking super weird on clients
  • Fixed an instance of boss teleporting far away after killing a player
  • Fixed some weird vfx related to firing shots into super close targets

Scouts - Patch Notes (252)

The Scouts have arrived! This is a new late-game system designed to make use of those Relics that have become… somewhat less useful once most things have been unlocked. Find the Scout Menu in the keep at the edge of the main room.
This is only the start of this system, there are many more Scouts and perks planned to be added in the future.


New
  • New mechanic: Scouts

Updates
  • The Shadow will now teleport to a nearby spawner if he is farther than a certain distance from you
  • Leech Beacon now heals 2% of missing health (was 1 flat health)
  • Updated the order of some unlocks. if you had already purchased and now it’s locked, it will remain purchased once you get to that point again.
  • Added some of the new Legends to cosmetic requirements. If you had already purchased them but don’t have the Legend, it will remain equipped until you change it. It will be already purchased once the Legend is achieved again
  • Relics trade menu has been removed. This was always intended as temporary until the scout system was implemented. I will be keeping an eye on currency economy moving forward to balance this change
  • Added more fine control between the balance of knights vs. mercenary amounts
  • Added a new sub map tile location to one of the foothills large tiles
  • Mission currency you are carrying on your person now shows in opened tac info
  • Map and Scout info now shows on the end mission screen

Fixes
  • Fixed more areas where support could not be called in

Demo
  • Updated to match

Patch Notes (248)

Small update

New
  • New Firearm Ammo mod: Lightning
  • New Mission Upgrade: Endless
  • 3 new Beacons (1 replaces existing Lucky Blade)
  • New atmosphere setting in Foothills

Updates
  • Endless mode is now optionally started at the end of a patrol instead of being it’s own gamemode selected from the start
  • King Arthur’s Spear now gives 250% Ability regen speed (was 100)
  • Added distance to Bank,The Light, Source of Power 3d Markers
  • Extraction now counts as an objective for perks
  • Unlimited beacon is now 19.5% per stack (was 20% leading to 0 shields)
  • Separated visual and actual components of direct recoil input so that camera shake scale setting is more useful for this
  • Map Events now have markers on the Compass as well
  • Added new and updated existing music triggers

Fixes
  • Fixed weird shadows (or lack thereof) on landscapes in certain lighting conditions
  • Fixed recoil decay not properly scaling with stability stat

Map Events - Patch Notes (243)

The first set of Map Events are now live! Expect the unexpected while running your missions

New
  • New mechanic: map events (3 new map events)
  • 1 new mission upgrade
  • New atmospheric ambient sounds
  • 1 new map buff
  • 1 new map debuff
  • 3 new legends and achievements
  • 2 new foothills small map tiles

Updates
  • Power Stock Rifle perk now ignores stun resistance and will not trigger if the target is already staggered
  • Reload explosion Rifle perk now does 15% of max damage (was scaling from 10 flat damage)
  • Reduced size of various spawned objects blockouts
  • Reduced Gunner’s health by ~5%

Fixes
  • Fixed some rocks on the edge of map having no collision
  • Fixed fog map mod from not applying on stage 1

Patch Notes (240)

Small update

New
  • New map interactable: Wishing well
  • 2 new boss attacks

Updates
  • Artillery beacon is now 6s base (was 8)
  • Refactored spawning lifecycle code to improve consistency and stability
  • Small memory optimizations
  • Assassins now have a VFX when starting their leap
  • Reload explosion rifle perk range increased to 600r (was 300)
  • Overcharge power beacon now scales Cavalier’s kill switch damage instead of how many were applied
  • Buffing Spear Effect now applies 2s of buff every 1s that you are inside duration emitters (was 10s and the timer just refreshed) This brings it in line with how the other effects work
  • Buffing Spear Effect now stacks duration (used to just refresh timer)

Fixes
  • Fixed a couple actions that could trigger while text chatting
  • Fixed boss not always looking at target when casting slicer pattern attack
  • Fixed AOE and secondary damage sources not triggering a visual boss UI health update
  • Fixed not being able to reload with a full mag when using reload explosion perk
  • Reduced instances of boss just standing still instead of taunting
  • Fixed explosive reload perk not scaling with certain damage buffs
  • Sentinel overcharge trap now correctly scales size with overcharge power beacon