The Journey of Good Night, Knight (Part 1)

Good Night, Knight

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 ------------------------------ [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 ------------------------------ [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 ------------------------------ [b]Solid Alpha 5 Changelog:[/b] * New area unlocked! The Vivarium ------------------------------ 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 -------------------------------------- [b]CHANGELOG SA7[/b] [Redacted] -------------------------------------- [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 -------------------------------------- [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 -------------------------------------- [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 -------------------------------------- [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 -------------------------------------- [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 -------------------------------------- [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] -------------------------------------- [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 -------------------------------------- [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/