The Sorcerer - Patch Notes (257)

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?

[i]A new enemy type has arrived[/i] New [list] [*] New enemy type: Sorcerer (Elite Ranged Mercenary) [*] New mission interactable: Category Relay Shop [*] 3 new Scout Perks [/list] Updates [list] [*] Firearm Lightning Ammo adjustments: [*] Hipfire: beam width increased to 125 (was 100), max hits reduced to 4 (was 8), damage reduced to 75% (was 95), perk chance increased to 28% (was 18) [*] New shouldering alt fire mode: narrows the beam, dealing 112% dmg but only hitting 1 target, 100% perk chance [*] Range reduced to 18% (was 20) [*][i] I had too much fun making this gun strong and overdid it, apologies for having to nerf something so badly. I also wanted ADS to actually mean something for the gun, so I gave it an alternate fire mode to help its weakness against single targets. I will be closely monitoring this weapon.[/i] [*] Enemies should less frequently switch targets mid-attack [*] Special spawn chances between the types has been tweaked back to previous (I messed up the resulting percentages in the last patch with some of the back end changes) [*] Increased melee base damage ~30%, Heavy Swings now have 25% base armor penetration (was 0) [*] [i]Melee still feels too weak considering the extra risk you take for being in close range. I want pulling out your sword to be equally viable to ranged in every difficulty, not just be a defensive play at higher difficulties when you are out of ammo. I will be closely monitoring this and tweaking over the next few patches[/i] [*] Shockwave Blade now hits a max 5 targets. Stun amount has been increased to also scale with distance to target from 1 to 3. (was a flat 0.75) [*] [i]With the new increased melee damage, shockwave is way too good as a primary damage dealer. It is intended to be used as a temporary way to silence ranged enemies, but the infinite hits made it way too easy to use for every situation.[/i] [*] Slicer health reduced ~5% [*] Fancy Blade Beacon duration increased to 1.5s per stack (was 1) [/list] Fixes [list] [*] Improvements to Assassin’s movement to reduce their seemingly recent newfound love of ignoring the run up and just jumping from the shadows [*] Fixed boss leap attack’s movement looking super weird on clients [*] Fixed an instance of boss teleporting far away after killing a player [*] Fixed some weird vfx related to firing shots into super close targets [/list]