Full notes
Full Knights Within update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Fixes
New
2 new Firearm gear mods (1 existing replaced).
Yes, you can now make a build where you don’t even fire your weapon anymore (probably not advised)
5 new Melee gear mods (4 existing replaced).
The mods lost in this update aren’t gone for good, there are future plans that include them and this is an intermediate step
- New mechanicMelee Charge. Implemented in some of the new melee gear mods
Updates
Pulse barrel now does 80% damage (was 100) but also Shoves
Updated enemy ground trap VFX
Weapon mobility stat affect on dash cost has been replaced with stamina efficiency
Optimization improvements for many holographic and translucent vfx
Melee gear mods
Lightning Veins now adds Voltaic damage
Unstable is new mod (adds Molten)
Null Field now adds Concussive damage
Shockwave now adds Rending damage
Reroute (now Kick) now also deals 50% concussive perk damage, and has 50% chance to Debuff. Moved to Block category
Fixes
Fixed some firearm hits on enemies showing incorrect vfx
Fixed explosive ammo sometimes not showing the aoe vfx when hitting an enemy
Fixed ability drain perks checking un-scaled cast cost before allowing use
Fixed an issue where low shadow setting would make some contact-highlight materials appear fully opaque
Re-coded linear shockwave attacks’ movement (like Templar overcharge) so they more consistently follow the ground
Fixed some perks where auto block was not working properly
Demo
Updated to match
Source
Changelog.gg summarizes and formats this update. How we read updates.
