Initial testing of new system for firearm visual variations. Expect improvements to these models in the future
Initial testing of new system for visual variation of objectives. Expect more alternate looks in the future
Updates
Patrols now spawn 5 objectives per stage all at once, instead of 2 sets of 3. This is an experimental update to see various impacts to mission flow. I’m keeping an eye on this and will likely make adjustments moving forward. Reverting is possible
5 songs updated
Adjusted gadget spawn rates (overall increase)
Gauntlet extraction timer now scales with difficulty
Wishing wells now have a chance to also give 1 Relic based on attempts
Memory usage optimizations
Tac info scan range increased by 25%
Fixes
Removed annoying gadget use error in training
Patch Notes (302)
Updates
The Shadow can now be tagged
Added Gadget Core info into the gadget menu
Dying in coop now drops your gadget instead of just losing it
Knight and Merc waves will no longer occur in difficulties 1 and 2
Evading plays a little particle effect now
Lightning gun changes:
-1 damage stat
Hip fire now deals 80% dmg (was 75%)
ADS now deals 100% dmg (was 110%)
ADS can now headshot
This change effectively keeps hipfire performance the same but gives the ADS mode less damage to the body but noticeable more damage on headshots. My goal with this change was to A) reward actually aiming with extra damage on headshots, where previously this weapon was purely spray and pray and B) reinforce this guns primary purpose as a horde clear weapon
Fixes
Fixed an instance of The Light not spawning in
Fixed clients not being able to open gadget menu
Fixed clients not seeing gadget 3d markers in mission
Fixed Enemy mutation state particle effects multiplying and/or persisting past death
Fixed being able to spend currency multiple times on the same gadget in the keep
Gadgets - Patch Notes (300)
Gadgets are new items that give you an additional ability when equipped. Find them in the world, or equip them directly from the keep once you have enough blueprints unlocked. This is a new mechanic that I think exemplifies the hybrid nature of Knights Within. It incorporates meta-progression, in run upgrades and map exploration. This is just the start of the system, expect more gadgets and upgrades in the future This was a massive system to implement in only 1 week, I do expect some bugs Balancing these has also been an interesting challenge and difficult to do in such a short time, expect buffs/nerfs in the near future to these
New
Gadget system
New interactable: Gadget pickup
New interactable: Gadget Cache
4 new gadgets
New Tech keep interactable/menu
New settings for ‘input uses gadget’ and a dedicated gadget button
Updates
Vault cost (Base and coop scaling) reduced
Relic trade has been moved to the Tech menu
Patch Notes (298)
New
New objective type: Protect
New interactable: Refactor Relay
2 new Beacons
New Scout perk: Refactor Scouting
Updates
Reduced mini fallen health ~10%
Reduced Sorcerer damage ~5%
Extraction and mission completion rewards have been split into their own sections
The Light now spawns from the closest options to the player instead of the objective target area
Collect objective delay between being able to pick them up significantly reduced
Increased the potency of some of the weaker boss attacks
Patch Notes (294)
New
New Interactable: Old War Relic Pickup
Updates
New lowest tier flow state (enemy spawning): Calm. This state has 0 passive spawns, only set quantity spawns from triggers when moving around the map. This provides more reliable moments of breathing room and exploration no matter the difficulty.
Mutation Passive timer now scales with flow state. This is meant to reduce the effect of the passive timer on players’ decision making in quiet moments
Currency changes
Most Scouts now cost Medallions instead of Relics
Gear mods cost Coins and 1 Relic (was 1c and 1m)
Vaults now have a chance to grant 1-3 Relics (was just 1)
The Relic trades are back (temporarily located at the Progression menu again)
Increased chance for Chest reward to be a Relic These changes are in preparation for a new mechanic coming soon, but also to solidify the differences between the currencies and give them all a purpose. Coins are the baseline that are earned, Medallions are primarily for in-run buffs and Relics are essentially a crafting material that is primarily found in the world
End of stage Fallen now waits at a specific area for you instead of spawning on a timer. I think this adds to player agency as you can now decide whether to rush and spawn the boss asap or take some time to look for interactables or finish off a wave before starting the boss
New Interactable spawn location decision code to help spread them out around each of the objectives a bit more, instead of the current tendency for them to be clumped up in 1 area
Dropped currencies when mission is lost now show in the end mission screen
Extraction is now called from the support menu similar to ammo/health/rez instead of forcing a countdown
Fixes
Fixed Resilience not correctly being consumed sometimes
Fixed Enforcer’s force shield not stopping piercing shots
11-4-24 Update 296
Calling early extraction is no longer limited to between stages
Early extraction now costs Medallions, the amount scales with how early in the mission you are
Extraction time is increased the earlier you call it