1. Knights Within
  2. News

Knights Within News

Patch Notes (312)

I also laid the groundwork for some upcoming systems during this patch. Expect a big gear update soon

New
  • New interactable: Path Shrine

Updates
  • Path System Update
    • Beacon level/experience from kills has been replaced with Path Progress
    • (Co-op) Path experience is per player now. The first player to get to a path level earns the random beacon for the team
      Balancing this for single player and multiplayer to scale similarly is difficult, feedback is appreciated!
    • Armor path perks now scale with Path levels (was total beacons)
    • Armor path perks interval is now 5 (was 10) and the stat percentages are doubled
    • Total beacons count in hud has been replaced with path level. You can still see total beacon count when tac info is opened
  • (Co-op) Everyone hitting continue button in the end mission screen now skips the timer
  • Beacons and Mutations are now listed based on primary category in all locations
  • Keep specific upgrades cost mostly medallions now
  • (Co-op) Increased the range for players to be in proximity to start objective
  • (Co-op) Increased average Fallen target switching frequency
  • You can no longer die from Bleeding damage
  • You can only Parry attacks from in front of you by default
  • The Fallen have inherited our beautiful new helmet options
  • Hud tip popups no longer pause the game unless you are in the keep, they have also been moved over the chat window to be less confusing with combat information
  • Mutations counter has been replaced with enemy Presence, reflecting their level. Total mutations is still shown when the tac info is opened
  • Prestige Relic cost has been swapped back to medallions

Fixes
  • (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly

Demo
  • Updated to match

Patch Notes (310)

I hope everyone had a Merry Christmas and is enjoying whatever holiday time off they could take. I took some time so this patch is smaller, I also have a trip starting tomorrow where I will be away for over a week. So don't expect an update for likely a couple weekends. I'll be working on secondary things whenever I can still.

Updates
  • (Woodlands) Updates to 3 map tiles
  • Small reduction to Sorcerer's accuracy at long range

Fixes
  • Fixed dropped gadgets showing as tier 1 on the ground
  • Various UI and useability fixes related to the armor path system

Armor Path Perks - Patch Notes (309)

More armor identity has been requested many times, especially in terms of base stats to help differentiate them from each other. I cannot stand when % stat changes are kept small to maintain game balance. I think this continuous Path system strikes a nice balance between providing meaningful stat bonuses while maintaining balance throughout the course of a run. I also like the thematic themes of the knights starting similar, but changing and becoming more unique as they continue their journey. Expect balancing updates to these stats over time.

New
  • New Armor Path perks (Tier 4 of armor mods)
  • (Woodlands) 1 new small map tile
  • Added setting to show detailed beacon descriptions in mission menus

Updates
  • Armor max level increased to 20.
    I apologize to anyone who was about to unlock helmets at max mastery, I’ve reduced the per-level xp requirements so that the overall duration to max an armor remains similar, so topping up should be quick
  • Increased the limit of vault spawns by 1
  • You can no longer overcharge while stunned.
    I know this one will hurt but I never intended for overcharge to be just a 1 button solution to CC enemies, I will be monitoring this change closely

Fixes
  • Improved melee hit registration on Protect objective seekers

Patch Notes (307)


New
  • 2 new firearm weapon mods

Updates
  • (Templar) Conduit and Lightning Cage static generation have effectively been swapped.
    I wasn’t a fan of how Templar’s default static generation relied on taking damage. This change fits the skirmisher role thematically better, and no longer punishes players who avoid damage. It also keeps the old playstyle (bursts of extra static when taking hits) as an option with the perks still existing. I will also enjoy watching templars running in circles around the point. I have another extension of this update planned, but I want to get more playtime with this iteration first before continuing. Feedback is appreciated
  • Proximity scannable interactables now show a compass marker whenever you are in range, giving you insight before scanning
  • Further expansion of the max and min stat limits for weapons
  • Changes to many weapon gear stats
  • Shimmer changes
    • Shimmer spent individually
    • Shimmer from kills is now automatically picked up
    • Shimmer canisters only give shimmer to whoever picked up
    • Shimmer is lost on death
    • Medallion gains from activating beacons only goes to the individual who spent the Shimmer
    • Shimmer drops rates increased
    • Medallion costs for relays increased
    • All relays now cost shimmer by default, with medallions as backup
    • All Relays now reward 1 medallion if they were powered with Shimmer
      As I’ve been filling the world with more interactables, it’s become apparent to me that I’ve put more emphasis on medallions than there should be within missions (gameplay and thematically). These changes are meant to bring Shimmer back to being the primary in-mission resource, with Medallions as the secondary currency. I think spending Shimmer individually provides more ‘ownership’ over the decisions you make with it. I’ve also made an effort to improve QOL with the drops. No doubt the numbers will need balancing moving forwards.
  • Relay Launcher keep upgrade replaced with Relay Booster. Basic Relays now always have a chance to spawn, the upgrades increases the options within from 1 to 3. Cost reduced to 8 relics (was 10)
  • Headshots now also deal 25% extra Stun
  • Swift mag energy cost now scales with reload speed stat

Helmet Variations - Patch Notes (305)


New
  • 6 new Helmet cosmetics
  • Stun is now a baseline adjustable stat for Firearms and Melee
    This allows for more diversity in the weapons and enables firearms to stun enemies after enough shots as a baseline, will become more relevant with future updates

Updates
  • Stun updates
    • Stun resistance is now a percent reduction instead of a flat reduction
    • Shoves and other stuns now combine into the same stun counter, instead of using their own. Enemies have a separate Shove resistance
    • You can now add to the stun counter on an Enemy while they are stunned, but with a reduced value (only Shoves used to ignore stunned state)
  • Firearm charge perks charge time reduced to 0.25s (was 0.4)
  • Firearm charge perks now replace the next shot, instead of firing the effect additionally
  • Updated stat calculations and limits, minimal impacts to current gear

Fixes
  • Fixed multiple instances of level generation targets being inside rocks in Woodlands
  • Fixed an issue where some mission completion based unlocks (next difficulty/legends) weren’t progressing
  • Fixed being able to click menu buttons behind/through the confirmation window

Demo
  • Updated to match