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Steam News7 March 20263mo ago

Patch Notes (361)

Updates Critical chance over 100% is automatically converted into additional critical damage Armor (Templar High Voltage) now Charges targets (was debuff) Warden (Resilience) Damage resistance applies to all damage (was

Full notes

Full Knights Within update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions5 changes1 removal
  • Balance
  • UI and audio
  • Fixes
  • Gameplay
changedCritical chance over 100% is automatically converted into additional critical damage
addedArmor (Templar High Voltage) now Charges targets (was debuff) Warden (Resilience) Damage resistance applies to all damage (was just health) but reduced to 5% per stack (was 7.5) Stacks are now lost on Melee damage taken (was any health hit) The goal here is to make this passive more commonly useful (not just health hits) and differentiate further from Guardian. Guardian is meant as the typical pure tank, surrounded by enemies. Warden is meant to be the individual CC off-tank, controlling the fight with stuns and being very difficult to take down 1v1. Feedback is greatly appreciated. (Deflection Mechanism) Now grants 100% auto block chance (was 10% per stack) but consumes Resilience stacks. Also correctly triggers the stun portion of Resilience now, and that stun is improved to a knockdown. (Bolster) gives max resilience stacks (was 3) Guardian (Aura) is now Health efficiency (was ability regen) (Protection) damage reduction reduced to 40% (was 50) but the decay delay has been improved by 30% and decay rate improved by 10% (Shatter) no longer restarts the Protection timer (Ridicule) No longer increases passive’s generation during overcharge. Instead grants nearby allies Barrier and weakens nearby enemies (in addition to the taunt) Vanguard (Aura) is now ability regen (was health efficiency) (Too angry to die) Now adds 0.5% damage resistance per fury stack (was 15% DR after max fury) (Overcharge) increased duration to 5s (was 4) (Whirlwind augment) No longer consumes fury. Deals 110% dps base at 5s. Up to 2s longer based on fury when used.
changedPaths Marksman Skill 2 replaced: now adds glacial damage Skill 5 reworked: at >5 stacks gain +1 pierce and add glacial Leadstorm Passive: move speed reduction improved to -30% (was -50), but also affects dash distance. Skill 2 replaced: now gives 8% auto block chance Skill 3: replace: now generates 1 ammo into reserves per second Skill 4: Now only takes 10 seconds to max (was 20) Impulsive Skill 4 was swapped with Skirmisher, increased to 5 rounds and given a 3s cooldown) Skirmisher Passive: Dash cost reduced to 5% (was 25%), movement speed reduced to 15% (was 20%). Duration increased to 4s (was 3) Skill 3 replaced: now gives shield melee absorption of 20% (was duration extension) Skill 4 was swapped with Impulsive Bastion Passive: No longer reduces Dash distance. Damage resistance reduced to 12% (was 20). Duration increased to 4s (was 3) Skill 1: Correctly shows Health efficiency (was typo) Skill 3 reworked: now gives 15% status effect resistance (was duration extension) Skills 4 and 5 swapped places Skill 4 reworked: now gives 20% resolve efficiency, no longer reduces movement speed Rampage Passive: now gives 5% weapon damage and damage reduction (was 10% damage reduction) Skill 5: now increases attack speed, crit chance and crit damage by 10% (was only attack speed and crit chance by 5)
changedBeacons (Flint) ember chance increased to 40% (was 25)
addedEnemy Damage and Health scaling with Presence level has been increased and is now multiplicative While basic enemy damage and defense variation make runs feel different, the numbers here ended up being too effective and drastically changed difficulty based on whether these mods roll or not. I’m moving a portion of these damage and health values to the passive scaling that always happens, so that difficulty feels more consistent. In addition to this, I have essentially added paths, in-mission path stats, and stronger beacons without touching the enemy difficulty or scaling at all. I’m hoping to tweak these numbers over time with the goal of early mission feeling relatively unchanged, but as missions progress it should feel more noticeable whether your build and upgrades are being chosen well and keeping up with the increasing difficulty (or clearly surpassing with a lucky run)
changedMutations (Damage) reduced to 5% per stack (was 10) (Speed) now only affects Mercenaries (Armored) now only affects Knights (Status Resist) reduced to 8% per stack (was 10) (Resilience & Ward) reduced to 4% per stack (was 5)
Beacons (Flint) ember chance2540%Beacons (Flint) ember chance increased, buffMutations (Damage)105%Mutations (Damage) decreased, nerf

Updates

  • Critical chance over 100% is automatically converted into additional critical damage

  • Armor

    • (Templar High Voltage) now Charges targets (was debuff)

    • Warden

      • (Resilience)

        • Damage resistance applies to all damage (was just health) but reduced to 5% per stack (was 7.5)

        • Stacks are now lost on Melee damage taken (was any health hit)

        • The goal here is to make this passive more commonly useful (not just health hits) and differentiate further from Guardian. Guardian is meant as the typical pure tank, surrounded by enemies. Warden is meant to be the individual CC off-tank, controlling the fight with stuns and being very difficult to take down 1v1. Feedback is greatly appreciated.

      • (Deflection Mechanism) Now grants 100% auto block chance (was 10% per stack) but consumes Resilience stacks. Also correctly triggers the stun portion of Resilience now, and that stun is improved to a knockdown.

      • (Bolster) gives max resilience stacks (was 3)

    • Guardian

      • (Aura) is now Health efficiency (was ability regen)

      • (Protection) damage reduction reduced to 40% (was 50) but the decay delay has been improved by 30% and decay rate improved by 10%

      • (Shatter) no longer restarts the Protection timer

      • (Ridicule) No longer increases passive’s generation during overcharge. Instead grants nearby allies Barrier and weakens nearby enemies (in addition to the taunt)

    • Vanguard

      • (Aura) is now ability regen (was health efficiency)

      • (Too angry to die) Now adds 0.5% damage resistance per fury stack (was 15% DR after max fury)

      • (Overcharge) increased duration to 5s (was 4)

      • (Whirlwind augment) No longer consumes fury. Deals 110% dps base at 5s. Up to 2s longer based on fury when used.

  • Paths

    • Marksman

      • Skill 2 replaced: now adds glacial damage

      • Skill 5 reworked: at >5 stacks gain +1 pierce and add glacial

    • Leadstorm

      • Passivemove speed reduction improved to -30% (was -50), but also affects dash distance.
      • Skill 2 replaced: now gives 8% auto block chance

      • Skill 3: replace: now generates 1 ammo into reserves per second

      • Skill 4: Now only takes 10 seconds to max (was 20)

    • Impulsive

      • Skill 4 was swapped with Skirmisher, increased to 5 rounds and given a 3s cooldown)

    • Skirmisher

      • PassiveDash cost reduced to 5% (was 25%), movement speed reduced to 15% (was 20%). Duration increased to 4s (was 3)
      • Skill 3 replaced: now gives shield melee absorption of 20% (was duration extension)

      • Skill 4 was swapped with Impulsive

    • Bastion

      • PassiveNo longer reduces Dash distance. Damage resistance reduced to 12% (was 20). Duration increased to 4s (was 3)
      • Skill 1: Correctly shows Health efficiency (was typo)

      • Skill 3 reworked: now gives 15% status effect resistance (was duration extension)

      • Skills 4 and 5 swapped places

      • Skill 4 reworked: now gives 20% resolve efficiency, no longer reduces movement speed

    • Rampage

      • Passive: now gives 5% weapon damage and damage reduction (was 10% damage reduction)

      • Skill 5: now increases attack speed, crit chance and crit damage by 10% (was only attack speed and crit chance by 5)

  • Beacons

    • (Flint) ember chance increased to 40% (was 25)

  • Enemy Damage and Health scaling with Presence level has been increased and is now multiplicative

    • While basic enemy damage and defense variation make runs feel different, the numbers here ended up being too effective and drastically changed difficulty based on whether these mods roll or not. I’m moving a portion of these damage and health values to the passive scaling that always happens, so that difficulty feels more consistent.

    • In addition to this, I have essentially added paths, in-mission path stats, and stronger beacons without touching the enemy difficulty or scaling at all. I’m hoping to tweak these numbers over time with the goal of early mission feeling relatively unchanged, but as missions progress it should feel more noticeable whether your build and upgrades are being chosen well and keeping up with the increasing difficulty (or clearly surpassing with a lucky run)

  • Mutations

    • (Damage) reduced to 5% per stack (was 10)

    • (Speed) now only affects Mercenaries

    • (Armored) now only affects Knights

    • (Status Resist) reduced to 8% per stack (was 10)

    • (Resilience & Ward) reduced to 4% per stack (was 5)

Fixes

  • Fixed Static Discharge FX being invisible

Demo

  • Updated to match

  • No basic beacons are disabled in the demo anymore

Source

Steam News / 7 March 2026

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