A dynamic hack-and-slash adventure that mixes procedural generation with hand-made scenarios and a darkly humorous story. Featuring heavy-hitting deliberate combat, robust stealth mechanics, threatening enemies with unique movesets and a vast array of game-changing items to discover.
[h2]⚔️ Hello, Knights! ⚔️[/h2]
To celebrate [b]Good Night, Knight's[/b] incoming Early Access release we're taking a look back at ALL previous updates the game received. From the very first Alpha #1 all the way to the current version #14.
The version #14 of Good Night, Knight is the result of many years of hard work and we're all very excited to proudly present it soon! [b]Now that we're only a few days away from release[/b], it's a good time to look back and see how Good Night, Knight has changed. This is the first part of a giant changelog that shows how GNK has evolved since the first playable version. So grab a coffee and enjoy - if you're crazy enough! :D
[b]Note: To avoid spoilers, a few entries were redacted![/b]
[url=https://store.steampowered.com/news/app/1133050/view/5262989303532968548]You will find Part 2 here.[/url]
[b]Solid Alpha 1 Changelog (First public alpha!):[/b]
* Improved procedural layout generation
* LOTS of new items
* New enemies
* New tent furniture: The Anvil is where provisions can be spent to increase your ammo past the maximum
* Material gathering from monsters system
* System for trading materials for equipment
* New active item, the Butchering Portal: Grab unaware enemies and bring them to the portal for extra materials
* High-Priority enemies: They yield more materials if killed by portal, drops 1 material if killed normally
* New characters and events
* Many new sound effects
* New music tracks
* Improved stealth and enemy vision ranges
* Added more possibilities for making enemies fight between themselves
* Gamepad support
* Gamepad button prompts
* Keyboard and gamepad-specific text based on which is currently being used
* In-game options menu
* Key and button rebinding
* Tutorial area (Partially done)
* Burning enemies now shakes food off them
* Drowning enemies now shakes ingredients off them
* Parrying enemies now shakes provisions off them
* Small amount of food can be obtained from pots in case of food emergencies
* Small amount of ingredients can be found on bushes in case of ingredients emergencies
* Small amount of provisions can be found on grass in case of provisions emergencies
* Improved monsters spawnpoints randomization
* Experience is not distributed among equipment that didn’t ‘see combat’
* Special thanks item box for supporters names. Each item permanently gets assigned one supporter name
* Haunters now drop materials when trapped in urns
* Ghost
* sheet much more useful now, enemy won’t get suspicious at all when seeing the knight on it, but moving around reduces its durability
* Reworked how exp is earned after clearing rooms, cleared rooms now reward experience based on how many enemies it contained and how hard they were
* Adjusted equipment material costs
* Updated penalties for dying
* Ironman mode
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[b]Solid Alpha 2 Changelog:[/b]
* Slightly reduced initial difficulty
* Enemies that would only appear at later floors moved to much earlier floors
* New event: Tipp
* New NPCs
* Added 'skip intro' and 'skip intro + tutorial' options, especially useful options for ironman runs and speedruning
* Added items that are placed on the floor instead of in chests
* A few dialogue changes and clarifications
* Fixed bug where opening the help menu would make the esc menu not open on the first attempt
* Fixed bug where player could fall down a hole during a conversation
* Fixed bug where dying in water could cause a crash
* Fixed anvil and brewing station tips conflict where seeing one of them would prevent the other from showing
* Fixed bug where Trog-Mul and Lode's sprites would flicker during animation changes
* Bug where Trog-Mul's room would lock up maybe fixed, wasn't able to reproduce it
* Fixed crash when touching chests while using the umbral cloak
* Enter key can be used to select area
* Fixed bug that would cause the game to vanish from the taskbar when launching
* Fixed bug where intro music wouldn't stop playing when skipping the intro
* Fixed haunter material farming exploit
* Improved Hp + Stamina bar animation when finding the diary
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[b]Solid Alpha 3+4 Changelog:[/b]
* New Boss Fight! The Boss can be found is found in Bedrock area
* New help windows better explaining resources and materials
* Special event room system for boss fights
* New tent furniture: Nightstand - Review info on resources and materials there.
* Toned down difficulty of first combat rooms
* Increased sword length
* Increased resource and materials pickup range
* Saves from previous version are compatible with the new version, but some lift progress will be lost.
* Equipment, experience, items and materials are kept.
* Fixed a few more sprite flickering problems
* Fixed camera going out-of-bounds at Spire's Base
* Fixed a chest that would be empty if the player obtained the adventurer's diary in the entryway
* Materials are now correctly spent when purchasing equipment
* Poison tweaks: It acts slightly slower and is never directly fatal
* Dialogue changes and clarifications
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[b]Solid Alpha 5 Changelog:[/b]
* New area unlocked! The Vivarium
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Solid Alpha 6 Changelog:
* New enemy: The Pouncer
* Increased firesnake enemy difficulty
* Reduced curse of Harm's damage bonus
* New move: Suplex! Performed by jumping while carrying an enemy
* New death audio when dying to chickens
* Added 2 new sound effects: Clearing room, Boss death
* Removed dog to be reworked into dog 2.0
* Changed some text for clarifications and fixed typos
* Reduced first boss difficulty slightly
* Tracks converted to OGG format for better quality and smoother loops
* Tracks don't reset to the beginning after getting items
* Vivarium track improvements
* Disabled ability to run while grabbing enemies/objects
* Slightly increased jump distance when the jumping cape is equipped
* Hovering over items and potions in a menu shows a tooltip explaining what it does
* Show maximum possible carried resources in the resources box
* Temporarily removed update timer from main menu
* The room cleared slow-motion can be skipped by pressing either [tab] or [E]
* Animation for equipment purchasing can be skipped with ([tab], [spc] or [e])
* Sneaking is now a toggle instead of a hold
* Fixed peeking
* Stealth doesn't toggle off after using the umbral cloak
* Fixed battle variant of tracks playing after getting items, instead of stealth variant
* Fixed gamepad stealth issues
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[b]CHANGELOG SA7[/b]
[Redacted]
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[b]CHANGELOG SA8v1[/b]
Entryway:
* Added Entryway puzzle and solution
* Added area storyline introduction
Items:
* Added extraction sword
* Added curse of speed
* Added jump maneuverability items
* Added parry booster
* Added reflector
Misc:
* All usable items can now be used while attacking to cancel the current attack being performed
* Fixed player reposition timer when falling down holes
* Fixed spider attacking player with a sword when hit by a boomerang
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[b]CHANGELOG SA9v1[/b]
* Opening the Steam overlay now pauses game
* Adding and removing a gamepad or other control devices now pauses game
* Added gamepad config to Steam Input
* New sprites for the Vivarium boss and for all of its attacks
* Reworked item placement in most chests of Bedrock and Vivarium
* Added experimental coop play
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[b]CHANGELOG SA9v2[/b]
Vivarium boss:
* New sprites
* Moved Vivarium boss room to a different floor
* Fixed player getting stuck at end of boss
* Improved how the combat music changes at a certain point in the fight
* Player now receives the [redacted] from defeating the Vivarium boss
* Fixed bug where Vivarium boss would freeze if player has item that reverts fatal damage
Bedrock boss:
* Fixed boss appearing when re-entering the boss room
Coop mode:
* Camera now zooms out when playing in coop mode
* Fixed many instances of player not being able to interact with characters and objects when playing in coop mode
* Fixed field-of-view effect not fading out when entering doors in coop mode
* Fixed crash if player died while in coop mode
* Fixed bug where quickslot boxes would go to the left of screen in coop mode
* Coop player can now select which item to use from the quickslot selection, and use items independently of player 1
* Added selected item indicator for player 2 under quickslot boxes
* Fixed softlock when entering tent in coop mode
* Fixed instances where player 2 would control which floor to go in elevator menu, instead of player 1
* Fixed 'door closing' animation not playing in coop mode
* Fixed player 2 spawning inside walls when transitioning from rooms
* Fixed coop player hp bar disappearing when toggling full-screen mode
Misc:
* Removed attempted code that saved window position and moved window to previously saved position
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[b]CHANGELOG SA9v3[/b]
* Alt+tab black screen bug fixed
* New usable item: The Jolter
* New usable item: Giga Ax
* New item: Light sword handle
* New item: Heavy sword handle
* Added rumble functionality
* Added new sprite and animation for Vivarium boss weak-points
* Added support for two controllers in coop mode
* Added boss material to Vivarium boss
* Fixed issue related to the corridor in the Vivarium boss fight
* New tent furniture: Spirit Orb - Used to enable/disable coop mode
* Coop mode is now remembered and maintained between player deaths
* Fixed Vivarium boss moving after player death
* Significantly reduced Vivarium boss phase 2 health
* Fixed player 1 not being able to open the general menu while in coop mode
* Fixed both players falling into holes if player 1 fell
* Fixed camera and player 1 being positioned out of room when entering boss room in coop mode
* Fixed camera going out of bounds at Spire's Base when zooming out in coop mode
* Fixed crash/softlock when a player died inside the tent
* Fixed Player 2 being teleported to player 1 when player 1 performed a suplex
* Fixed mouse scroll wheel changing selected item for both players
* Fixed player 1 being able to push player 2 through walls
* Fixed player going through walls when thrown by Vivarium venus traps
* Reduced the number of enemies in the Entryway area
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[b]CHANGELOG SA9v4[/b]
* New equipment item: Dowsing Stick
* 14 new achievements
* When purchasing an item the dialogue for the item will say "Got the [item name]!" instead of "Found the [item name]!"
* Improved camera in coop mode
Coop fixes:
* Fixed extraction portal only working for the owner of the portal
* Fixed quickslot boxes being highlighted when player 2 changed selected item
* Fixed only player 2 being able to interact with the area unlocker
* Fixed knight at bushes tutorial room only interacting with player 2
* Fixed softlock when going through sneak blocks in mask-of-stealth chest room
* Fixed many instances of events only triggering if player 2 progressed, instead of player 1
* Fixed Trog-Mul only giving food to player 2
* Fixed sleeping not healing player 2
* Fixed player 2 sometimes spawning on top of holes
* Fixed many instances of menu buttons being interactable by player 2, instead of player 1
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[b]CHANGELOG SA9v5[/b]
* New trap: The [Redacted]
* Added achievements for capturing a high value enemies
* New [redacted] introduction miniboss-event
* Tweaked Aima dialogue for clarification
Fixes
* Fixed dying to [redacted] causing death animation to play multiple times
* Fixed issue where both combat and stealth tracks would play simultaneously at Vivarium
* Stealth track now plays at a slightly lower volume in Vivarium, combat track plays at 100%
Misc:
* Improved code for spawning traps, it now checks for obstacles such as bushes and sight-blockers and don't place traps over them
* Traps now spawn aligned to floor grid
* Camera shake now works without it needing to be locked to player
* Slightly increased camera shake when getting hit (1.45 > 1.55)
Balance:
* Reduced provisions cost for recharging every item by ~1
* Reduced [redacted] looking speed when it's patrolling
* Increased [redacted] grace time at the start of its attack [39 > 41]
* Increased [redacted] vision range [150 > 160]
* Decreased [redacted] attack damage [0.84 > 0.81]
* Increased Jolter's range [60 > 90]
* Increased Jolter's stun time [32 > 66]
* Increased [redacted]’s spawn timer [180 > 205]
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[b]CHANGELOG SA10v1[/b]
Misc:
* Added item wheel
* Added item wheel 2-player functionality
* Added temporary icons for all achievements
* Added optional aim-assist
* New curse: Curse of Target
* Opening any menu now completely pauses the game instead of only slowing it down
* When drinking potions, the ‘use item’ button doesn't need to be held anymore. Pressing the use item button again will instead cancel the potion drinking animation.
Balance:
* Falling down holes deals only 1 hp of damage on the monk room
* Potion ammo now is spent as soon as potion is used
Coop:
* Prevented player 2 from teleporting to player 1 position when player 1 used umbral cloak on unaware enemy
* Fixed player 1 not being able to change slotted items while in coop mode
* Fixed scrying visual effects not appearing when player 1 drank scrying potion in coop mode
* Player 2 drinking scrying potion now gives player 1 the scrying effect too
* Added targeting functionality to player 2
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[b]CHANGELOG SA10v2:[/b]
* Added Skellyhead enemy
* Added The Cage enemy
* Added The Cage material
* Reduced time the redacted freezes the player (132 > 108)
* Increased Seeker's spawn timer (205 > 225)
* Reduced Seeker's hp (65 > 61)
* Reduced Croaksu's croak damage (0.81 > 0.78)
* Seeker now only spawns 1 eyeball when spotting player instead of 2
* Prevented Croaksu from croaking while stunned
* Placed 5 more items in chests through Bedrock and Vivarium areas
Items:
* Added Arrowhead Charm
* Added Rubber Knee
* Added Bandage
* Added Extracto, Botanical and Tinkering Knives
Entryway:
* Moved [redacted] event to Entryway area
Graphics:
* Added player sprites for player 2 (Looking north/south, hands up, dying, attacking north/south, blocking)
* Added [redacted] sprites (Idle, preparing to attack, attacking, post-attack, walking animation)
* Added [redacted] sprites (Looking north, attacking, posing)
Audio:
* Added audio when purchasing items from Aima
* Added Croaksu croaking audio
* Added lightning audio for Jolter item
* Added suplex sound effect
* Added suspense track
Misc:
* Reworked the Patcher Potions > Now called the Health Shield potion
* Prevented projectiles from moving when game is paused
* Improved items that increase jump maneuverability
* Fixed buttons not making clicking sound on some instances
* Fixed pressing esc after opening item wheel not opening options menu properly
* Increased Giga Ax spin radius
* Giga Ax no longer pushes enemies back
* Prevented Seeker Spawn and Skellyhead from dropping materials
* Fixed Rune of Harm doing much more damage to player than intended in some instances
* Some of Aima's shop items now require [redacted] materials to purchase
* Added achievement for extracting a high priority [redacted]
* Achievement for dying for the first time can now be earned both from playing the intro or skipping the intro
* Increased initial Bedrock area difficulty slightly
* All areas difficulty should increase more steadily now
Vivarium Boss changes:
* Reduced barbed vine's damage (20 > 17)
* Reduced projectile's damage (11 > 9)
* Reduced tentacle pull strength (0.102 > 0.091)
* Prevented barbed vine from spinning when game is paused
* Greatly reduced barbed vine's hitbox
* Barbed vine can be jumped over
* Added missing 'getting hit' audio to chewing animation when going from boss phase 1 to phase 2
https://store.steampowered.com/app/1133050/Good_Night_Knight/