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
- Fixes
My intention with this gadget update is to bring them in line with my concepts as follows:
In-mission decisions should have depth to them, but be relatively simple mechanically. (mostly either/or type menus). My intention is for complex menus/skill tree type customization to remain in the keep, with missions focused on active combat.
Gadget should have pros and cons, they ideally shouldn’t be a big benefit to every build
They should alter existing game perks and systems to significantly impact the feel of a build
Expect many new gadgets and update moving forward
Gadgets Update
Gadgets now define which slot they are equipped into. During missions, picking up a gadget gives a simpler choice of replacing the existing one (within that slot) or leaving it.
Gadgets now have 4 tiers of rarity, represented by the blueprints. Gadgets drop with a % chance for each rarity. Blueprints must be unlocked for higher rarity perks to be active when found
Gadgets Blueprints (tiers) are now unlocked sequentially, first login in the new game version will adjust your unlocked blueprints accordingly. Total unlocked blueprints for each gadget should remain the same
New interactable: Gadget upgrader. Use these to increase the tier of one of your currently equipped gadgets
(Phase Marker Gadget) Significantly updated
(Lightning Rod Gadget) Reworked into a new gadget
(Windshield) new 3rd perk and buffed 1st perk
(Bubble Shield) Perks reshuffled and 3rd buffed to be on any hit (was health hit)
(Unstable Overload) Perks 2 and 3 swapped, perk 3 increased to 3 health (was 1)
(Evasion Blade) Perks 1 and 3 swapped
(Pulse Gauntlet) Perk 3 replaced
Fixes
Fixed an issue where Act 2 operation would be stuck on difficulty 1 ignoring Act 1 setting
Catapult’s explosion now correctly scales with Pulse Mutation
Source
Changelog.gg summarizes and formats this update. How we read updates.
