1. Knights Within
  2. News

Knights Within News

Patch Notes (339)

[p]New[/p]
  • [p]1 new Beacon[/p]
  • [p]2 new Mutations[/p]
  • [p]Enemies have different resistances and weaknesses to damage types. Can find specific info in the Docs menu. They are all 10% or less base damage resistance/weakness.[/p]
[p]Updates[/p]
  • [p](Path of the Warrior) Updated/reworked. Renamed to Temperate. Similar to the Marksman rework, similar direction but with a more specific theme[/p]
  • [p]Status Effects Update[/p]
    • [p]All status effects now have a default duration. [/p]
    • [p]Charged status now ticks a chaining arc by itself instead of requiring a hit[/p]
    • [p]Slow, Debuff and Weakness stack duration (with diminishing returns)[/p]
    • [p]Bleed, Burn and Charged stack independently (with a max stack cap). New applications past the cap remove the oldest stack. [/p]
    • [p]Status detonation is temporarily disabled as I update the system[/p]
  • [p](Templar) Base overcharge now also deals 20% perk damage. [/p]
  • [p](Templar Jolt Augment) no longer consumes Static, simply increases damage and width based on current Static amount. [/p]
  • [p]Messed with the objective location math to try and improve distance consistency [/p]
  • [p]Reduced the complexity of descriptions in the welcome menu armor selection [/p]
  • [p]Paths unlocked through leveling now start at level 3[/p]
[p]Fixes[/p]
  • [p]Fixed Melee thrust swings having some wonky hit detection on objectives[/p]
[p]Demo[/p]
  • [p]Updated to match[/p]

Patch Notes (338)

[p]New[/p]
  • [p]7 new beacons[/p]
  • [p]2 new status effects: [/p]
    • [p]Charged. Applying Charge or Hitting a Charged enemy chains damage to a nearby enemy[/p]
    • [p]Burning. Deals damage over time, scaling inversely with movement speed[/p]
[p]Updates[/p]
  • [p]Cleave now reduces damage by differing amounts based on enemy type. Previously at base cleave, every subsequent hit was 5% less damage. Now the drop is different depending on enemy type. This should improve the relevance of the Cleave stat. [/p]
  • [p]Each Melee weapon now has its own base Cleave stat. I will show this in the UI in the future.[/p]
  • [p]Overcharge Changes[/p]
    • [p]Max initial overcharge stored has been reduced to 1[/p]
    • [p]Base Overcharge generation is 20% faster[/p]
    • [p]UI now shows overcharge gain progress[/p]
    • [p]For those of you who stored and then spammed multiple overcharges, this is an initial nerf (sorry), but I’m making these changes to support future perks that will make use of this change. There will be ways in the future to add more charges to return your playstyle.[/p]
  • [p]Bleeding damage now scales inversely with health[/p]
  • [p](Dissolve Beacon) Now is chance to Debuff on Stun (was Debuff on Molten hit)[/p]
  • [p](Chaining Beacon) Now is chance to Charge on Voltaic hit (was just chain damage)[/p]
  • [p](Stunning Beacon) Now is Weaken on Concussive hit (was stun on hit). Renamed to Impulse.[/p]
  • [p]Enemy base Stagger and Knockdown durations increased by ~10%[/p]
[p]Fixes[/p]
  • [p]Fixed an issue where test dummies ‘died’ and status effects no longer worked correctly on them after that point[/p]

Patch Notes (337)

[p]This update is mostly code base changes preparing for more perks coming in the future[/p][p][/p][p]New[/p]
  • [p]New mechanic: ‘Damage type’ damage calculations. [/p][p]Confusing I know, this just means that I can now add things into the game that increase/decrease damage based on which damage type is being dealt (Rending/Concussive/Voltaic/Molten). Since attacks can have multiple damage types, I’ve decided to try making damage effects divided by the amount of damage types an attack can do. This means there is a trade off between having as many damage types in your attacks (to trigger as many effects as possible), vs focussing on a specific damage type (to maximize your direct damage output). I will try and describe this better somehow lol. This is one of many things in work for improving/adding to the synergy elements of creating a build[/p]
  • [p]New mechanic: Beacon roll requirements. [/p][p]I’ve finally completed the code to enable implementing more synergistic and crazy beacons into the game without diluting the pool too much. I’ve settled on a ‘smart’ beacon roll system that (should) only roll beacons that you are capable of utilizing. This also enables more skill and control in your beacon selection, which I think is a great part of any good roguelite experience. Expect many more complex beacons to come :)[/p]
[p]Updates[/p]
  • [p]Gadget damage now scales with perk damage[/p]
  • [p](Path of the Defender) Perk 3 now improves health regen rate and delay by 20% (was heal 1 on trigger)[/p]
  • [p](Path of the Defender) Perks 3 and 5 swapped order[/p]
  • [p](Path of the Impulsive) Perk 2 now increases all Voltaic damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Skirmisher) Perk 2 now increases all Molten damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Bastion) Perk 2 now increases all Concussive damage by 10% (was weapon damage by 7.5%)[/p]
  • [p](Path of the Aggressor) Perk 3 no longer reduces weapon damage[/p]
[p]Fixes[/p]
  • [p]The AOE portion of explosive firearm rounds now correctly scales with damage stat (was always using default stat value idk why)[/p]
  • [p]Perks that trigger on Overcharge now correctly trigger at the start of the overcharge for those that have a duration (was triggering when they finished)[/p]

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]