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?
New
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[*] 2 new firearm weapon mods
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Updates
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[*] (Templar) Conduit and Lightning Cage static generation have effectively been swapped.
[i]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[/i]
[*] 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
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[*] 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
[i]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.[/i]
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[*] 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
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