(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
Patch Notes (303)
New
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