In this update10
Full notes
Full Knightczech: The beginning update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- UI and audio
- Maps
Knightczech: The beginning changes
Oh yeah, look who's back! Alive and... breathing, at least. This update is focused on some little improvements of things that are already present in the game and, of course, on some bug fixes which were discovered in past months.
General
Keybinding restriction removal
Removed the restriction which limited the controls mapping onto the mouse and keyboard inputs. The input manager in settings should now be able to recognize pretty much every input which is supported by used game engine version.
So, theoretically speaking, the joysticks and other types of hand controllers could be now compatible, but I was not able to manually test this.
Chapter transitions and automatic game saves
Fixed an error in configuration which was sometimes causing wrong transitions between chapters - mainly affecting Chapters 3 and 4. If player skips the chapter prolog via keyboard shortcut, it no longer causes unintended behavior. All chapters should load correctly, including player equipment.
Saved games menu UI
Added a more fitting text determining if the saved game has "Permanent death" setting enabled or not.
Permanent death screen controls
In case you fail your permanent death story mode run and end up with the final death screen, you can exit the run with "Enter/ Return" key shortcut. Previously you had to use the specific "Skull" button on the user interface.
Ingame QoL and environment
Rotating skeleton arms (skeleton wheels)
Added new visual indication highlighting the damage zones (on the hands) with muted red color, so it is easier to recognize which parts of the skeleton wheel deals damage and which do not.
Added the ability to jump on the skeleton wheels. Previously, players were able to get on top of the skeleton wheel and use it to overcome some obstacles, but they were unable to use jump if they already depleted it (the skeleton wheel was not being handled as a "ground" for jump reset).
Permanent death indicator color changes
If you have permanent death setting turned on in Story mode, the "Skull" indicator on the top left corner of in-game UI will change colors as you run out of your lifes.
(the text counter with number of deaths remains as it is)
Current color settings:
0 - 14 deaths = white skull
15 - 19 deaths = yellow skull
20 - 23 deaths = orange skull
24 deaths (last life) = red skull
"Decreasing number of deaths" player ability in Story mode
Fixed a bug which caused the ability to not work. From now on, you should be able to (again) decrease a number of deaths in current story mode run and delay the permanent death in exchange for some soul shards via the player ability user interface.
Future content
As said in the beginning of these patch notes, there is no real "new" content included. However, when I was browsing the game assets, I found some unfinished area ideas which could be transformed into new Challenger map or multiple new levels as a new Classic mode location... or even as a new type of game mode which I previously thought of a long time ago.
I know this game is pretty much "dead in the water", the player count could be counted on one hand. But if there are some people who would like to jump through some new content, let me now either by liking or commeting on this post or by emailing some ideas which you would like
Source
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