Patch Notes (263)

Knights Within

Knights Within is a hack&slash horde shooter with roguelite elements. Design custom loadouts, navigate procedurally generated levels and utilize random power-ups. Either solo or with friends, can you survive endless waves of enemies to ensure humanity's survival?

Small update New [list] [*] New boss attack [*] New Foothills small map tile [*] You can now specifically set the player limit of your multiplayer session, enabling: 1) More control for prevention of extra people joining into your game when you just want your premade group 2) Up to 8 max players (official limit remains 4, use at your own risk) [/list] Updates [list] [*] Gauntlet initial Mutations now follow a category order [i]The intent here is to make Gauntlet somewhat more consistent across difficulty[/i] [*] Various vfx updates [*] Tweaks and improvements to a couple map tile layouts [*] Resourceful beacon (ammo on melee kill) chance increased to 30% per stack (was 16) [*] Shocks beacon (shock while sprinting) changed to 21 damage per stack, ticking every 0.35s, with 400 range. (was 50 damage, ticking 1-0.15s per stack, 300 range) [*] Explosive beacon (aoe dmg on kill) damage now scales with Enemy group. 35 for men at arms, 55 for mercenaries and 75 for knights. (was 50 for all) [*] Status Burst beacon (dmg on status applied) now scales damage per second of status applied, 10-35 dmg per stack for 1-12s capped. (was flat 20 damage per stack) [*] Updates to objective/shops/pieces location selection to (hopefully) improve consistency [*] Instant Reloads (e.g. reload on dodge) now trigger Perks that would only trigger on the start of a manual reload (e.g. hot mags) [*] You now gain 5 medallions for destroying the Source of Power or Shadow [*] Recoil is now consistent across different firerates [/list] Fixes [list] [*] Fixed one instance of boss just standing there looking like a dingus for a bit [*] Fixed an instance of Ranking up charging too much monies [*] Fixed one instance of objectives spawning extra far away [*] Fixed recoil stabilization being inconsistent with certain firerates [/list]