New mechanic: Execution Perks that can instantly kill a target
Updates
(Keep) Environment update
(Woodlands) 1 small map tile update
(Bastion Path) swapped order of perks 2 and 4
Various UI updates
Journey System Intro - Patch Notes (315)
This update adds the start of the Journey system, what I consider to be an inversion of the typical leveling based roguelite perk system. I’ve been happy with the decision to make beacons activated in mission team based, since it provides team decision making, a sense of cohesion and also helps late-joiners/spectators not feel so underpowered. However, this was only ever meant to be half of your in-mission progression. Your Journey represents your personal progression as a Knight Errant, where the general direction and goals of your Journey are known, but the details can surprise you. Instead of the typical large pool of perks that you banish/re-roll to downselect for the build you are trying to achieve, this system allows you to control which perks are within the pool from the start. This is only the start of the system and will change and evolve over time with lots of balancing/tweaking/polish as we go along (the goal is for all of these perks to have vfx and/or hud icons, I haven’t gotten to that yet). I also have more paths in work to be added to the game and unlocked in more fun ways in the world ;) I still hope you find this update enjoyable, I’m excited to keep expanding the system.
New
Journey System
Instead of activating random beacons when leveling up your Path in mission, you now gain a choice of skills from your Journey
Your Journey is made up of skills from the Paths that you have equipped (and hopefully levelled up)
Paths will be unlocked in a variety of ways, including leveling (most of the current ones), finding them, accomplishing legends or solving mini-puzzles in the world
Paths are equipped from the new Journey menu in the Keep
Once initially unlocked, Paths are levelled up to uncover more skills within
Damage types
Rending, Concussive, Voltaic and Molten damage types have been added.
For now, damage types don’t do anything inherently on their own, they simply enable various perks. Every attack has a default damage type, and a single attack is capable of having multiple damage types. This wasn’t the focus of this update and is therefore barebones for now, expect much more integration of damage types in the future.
New Interactable: Path doorway
New Interactable: Path Teachings
New HUD popup specifically for unlocks to make them more noticeable and separated from combat information
Updates
Armor Path Mods
Renamed to System mods
Now have 2 stats that increase with every path level, with % gains diminishing every 10 path levels.
While the previous system of alternating stats was interesting, It wasn’t intuitive to know what stats you had at what time. This new method means you always know what stats you have and they all slowly improve over time.
Beacons
Bleed on hit now requires rending damage
Stun on hit now requires concussive damage
Chain on hit now requires voltaic damage
Debuff on hit requires molten damage (replaces existing chain on shock beacon)
Gear
Spin barrel now adds Molten damage while at the maximum fire rate
Power mags reduced to 15% damage (was 25%) but also adds Voltaic damage
Pulse barrel now additionally deals 50 base concussive damage
Lightning blade now does Voltaic damage
Shockwave blade now does Concussive damage
(Keep) both History screens have been combined into one
(Keep) Quest board has been moved
(Keep) Practice range has been moved
Gear & cosmetic unlock level requirements have been adjusted to accommodate the new path mods
Cel Depots add time to the enemy presence timer instead of outright adding a mutation
Small increase to enemy health scaling per difficulty
Most damage reduction is now multiplicative (players and enemies). This was a necessary change due to the ever increasing amount of DR perks in the game.
Post process optimization improvement
Healing Efficiency now also affects passive health regeneration
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