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Knights Within News

Patch Notes (336)

[p]New[/p]
  • [p]2 new Mutations[/p]
  • [p]You can now spend medallions to skip health and ammo support call ins. The cost scales with how much of the cooldown you are skipping[/p]
  • [p](Cordillera) 1 new large map tile, multiple new small features. [/p][p]My current map plan is to fill out the necessities first (enough tiles to get the proc gen feeling good) and then slowly improve the density and quality of the tiles after that[/p]
[p]Updates[/p]
  • [p]Wishing well’s cost only goes up 50% each attempt now (was 100%)[/p]
  • [p](Foothills) Small updates to some map tiles[/p]
  • [p]Lowered Medallion cost scaling with # players in co-op[/p]
  • [p](Crusade) Objectives per stage reduced to 3 (was 4)[/p]

Crusade Mode (early preview) - Patch Notes (335)

[p]This is the very rough introduction to the main game mode I’ve been planning since the beginning! These bosses have lots of work to be done to make them more epic, unique and actually contain story and dialogue scenes, consider them mostly placeholder for now to allow me to balance and work on the game mode as a whole. You can expect many updates to the open world with things to do in this mode, as well as more acts and actual updates to the in-between act keep shop. [/p][p]Lots to come, feedback is greatly welcome [/p][p][/p][p]335 (7-24-25)[/p][p]New[/p]
  • [p]Crusade Mode[/p]
    • [p]New Game mode[/p]
    • [p]2 new bosses[/p]
    • [p]New crusade keep menu[/p]
[p]Updates[/p]
  • [p]Medallion Currency Rework[/p]
    • [p]Medallions are no longer a persistent currency, they are found and used in-run similar to shimmer. [/p]
    • [p]Everything in the keep only costs coins/relics[/p]
    • [p]All in-mission medallion rewards reduced to 1[/p]
    • [p]All in-mission medallion costs reduced to 1 (Vault is 3)[/p]
    • [p](Co-op) You no longer lose shimmer on death[/p]
    • [p]Eliminating a Fallen grants 1 Medallion[/p]
    • [p]Scouts found now grant 1 medallion[/p]
    • [p]New Upgrade to start a mission with 1 medallion[/p]
    • [p]Medallion drop rate from enemies increased[/p]
  • [p]The Fallen auto spawn timer has been removed, you now have all the time in the world to prep before starting the mini boss fight on your own terms[/p]
  • [p]You can now extract early before starting the Fallen fight [/p]
  • [p]Fallen defeated now Add Stack to a beacon in your active list[/p]
  • [p]Slight increase to interactable ticket scaling per stage[/p]
  • [p]Cel Depot shimmer rewards now scales with relay costs[/p]
  • [p]Shimmer drops rates increased slightly[/p]
  • [p]Enemy movement speed scaling with difficulty reduced (1% less per diff)[/p]
  • [p]Gain 1 Relic as a reward every level up[/p]
  • [p]Reduced how much Energy shield regens each time Enforcers put up their shield[/p]
  • [p]Path Shrines now cost 1 medallion but give 100% of current journey level’s XP[/p]
[p]Fixes[/p]
  • [p]Fixed one instance where Stacker Relay wasn’t filling all available options[/p]
  • [p]XP and Currency reward scaling is now more properly normalized between gamemodes[/p]
  • [p]Corrected Adrenaline buff hud icon[/p]

'Roadmap' Update

[p]Here's a brief update for the things I'm working on and what is planned to be added in the foreseeable future of Knights Within. As always, everything is subject to change and I'm always listening to suggestions for what to change in the game.[/p][p]Thanks for being here[/p][p][/p][p]Soon[/p]
  • [p]Crusade game mode (Act 1 and 2)[/p]
    • [p]Patrol and Gauntlet have always been intended as small side modes in Knights Within. Crusade is what I’m (for now) calling the primary game mode. This is meant to be the full story/bosses complete in one life type scenario. I am doing things a little different than most rogue-lites (that I’ve played at least) and am excited to have it move into the next steps of testing and build. [/p]
    • [p]This update is a large chunk and most of it will be released in a relatively early stage, the bosses are missing dialogue, meshes, lots of things. But the start of the game play will be there. Please be patient as I slowly improve it after the update initially drops[/p]
  • [p]Medallion currency rework [/p]
    • [p]Currencies have developed over the course of early access, and medallions have effectively lost their purpose since the initial concept. I have a plan to rework their use and accrual, please spend or be prepared to lose your current medallions if you have been hoarding them. I'm not 100% finished the new concept, but the new system will likely not make use of your current stash[/p]
    • [p]So far I’m not sure if this will release with the crusade update or soon after[/p]
[p]After[/p]
  • [p]Crusade specific vendor[/p]
    • [p]Ideally I would add this with the crusade update itself, but I don’t think realistically I’ll make it. This is already in work and will significantly add to the build crafting throughout a crusade run[/p]
  • [p]Game story intro cutscene/slideshow type deal[/p]
    • [p]Visuals and script is all done, just working on final touches[/p]
  • [p]New Gear[/p]
    • [p]Guns/Melee/Abilities[/p]
    • [p]There are so many more gear updates, (both new and improvements to existing) planned [/p]
  • [p]Side objectives on the maps[/p]
    • [p]The open world map style has always meant to be more fully realized with optional things to find/complete/discover on the maps. I will be working more on this aspect[/p]
  • [p]More Achievements[/p]
    • [p]I’ve been adding to my list of new achievements that need to be added, I just would rather add a bunch in one batch instead of trickling them out so that achievement hunters don’t feel like they need to constantly return for just 1 at a time[/p]
[p]Later[/p]
  • [p]Crusade dialogue and story integration[/p]
  • [p]Armor mesh customization[/p]
  • [p]New enemy types (including more bosses)[/p]
  • [p]Crusade Act 3[/p]
  • [p]Emotes[/p]
  • [p]Leader boards[/p]
[p][/p][p]Continually Adding: [/p]
  • [p]New Beacons, Mutations, Paths and Path Skills[/p]
  • [p]Mission interactables[/p]
  • [p]Boss and other enemy polish (models, vfx, arena updates)[/p]
  • [p]Map Modifiers[/p]
  • [p]New Map Tiles and updates to existing[/p]
  • [p]Objective types[/p]
  • [p]Music Updates[/p]
[p]
Far away[/p]
  • [p]New Enemy factions[/p]
  • [p]New Friendly factions[/p]
  • [p]Mod support[/p]
[p]
I've probably forgot things but oh well
[/p]

Patch Notes (334)

[p]Updates[/p]
  • [p]Most path passives now show up on the buff bar[/p]
  • [p](Path of the Marksman) Updated/reworked. Same theme but with a more specific Shouldering focus now instead of just ‘random buffs to ranged combat’[/p]
  • [p]You can now see boss health while spectating[/p]
  • [p]Assassins now correctly proceed to their follow-up bleeding attack only if they successfully hit their target on the initial lunge. The follow up attack is now more consistent in hitting the player though[/p]
  • [p](Cordillera) Small updates to large map tiles[/p]
  • [p](Path of Impulsive) Sleight of hand perk increased to 35% (was 25)[/p]
  • [p](Path of the Brutal) Beatdown perk damage reduction removed[/p]

Vanguard Tweaks - Patch Notes (333)

[p]New[/p]
  • [p]New Vanguard Overcharge Augment (replaces existing Storm): Whirlwind[/p]
[p]Updates[/p]
  • [p]Loadouts now save perks for all armor classes, so you won't have to reselect perks everytime you switch armor class. (existing players will have to click the perks once for this to save and start working)[/p]
  • [p]Completely rewrote buff code The new code will allow me to adjust and add new buffs, as well as their hud indicators much faster and more efficiently[/p]
  • [p](Artillery Mutation) Now requires enemy to be long range[/p]
  • [p](Gunblade & Bayonet Beacons) Now also trigger ‘On Shoot/Swing’ perks[/p]
  • [p]Vanguard updates[/p]
    • [p](Aura) Replaced with 5% health efficiency (was 4% crit chance)[/p]
    • [p](Passive) Increased requirement to 250 dmg, but overflow damage is now accounted for and up to 3 fury stacks can be gained with each instance of damage[/p]
    • [p](Overcharge) Now is immune to all damage (was just health)[/p]
    • [p](Critical Fury Perk) Now lasts for 8 seconds after reaching max Fury, reduced to 50% (was 60)[/p]
    • [p](Too Angry to Die Perk) Now lasts for 8 seconds after reaching max Fury[/p]
    • [p](Incessant Fury Perk) Reworked: gives -50% health and shields regen delay below 25% fury and -50% energy and stamina regen delay above 75% fury[/p]
    • [p]Damage resistance perks now show on the buff bar[/p]
  • [p]Updated flat damage Armor perks to % Perk damage[/p]
  • [p](Care Package Upgrade) Now gives 1 objectives worth of shimmer split among the squad (was 10 each)[/p]
[p]Fixes[/p]
  • [p]Fixed a couple beacons that were scaling incorrectly[/p]