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
- Maps
- Fixes
New
4 new Buffs: Crystallize, Flurry, Pressure, Scorch
5 new Beacons
Updates
Instead of picking a category/subcategory and getting a random beacon from within, Category/Subcategory Relays now pre-select the category and give you a choice of 3 beacons from within them. This removes the final element that was putting not specifically selected beacons into your build. I debated having both types in the game, and may re-introduce the category/group type selection in the future.
Ice Shards now pierce to hit up to 3 targets by default but damage reduced to 50%
(Stilettos Beacon) chance improved to 20% per stack (was 10)
(Splinter Beacon) chance improved to 35% (was 25), now gives stacks of Crystalize (was send Ice Shard)
(Knives Beacon) now adds a stack of Flurry (was send dagger)
(Flint Beacon) now adds a stack of Scorch (was send ember)
Gadgets are now discovered similar to beacons and mutations. They function the same but the baseline perk is just hidden in the keep until discovered. First play on the new build should auto discover any gadgets with blueprints unlocked.
Number of Beacons, Mutations and Gadgets discovered in mission shows up in debrief menu
Damage type increases added to some more Paths’ stat focuses
Small updates to maps’ backgrounds and vistas
Mission menu animations are now skipped entirely if the game isn’t paused. (trying to prevent being ‘stuck’ for even a fraction of a second longer than need be)
Fixes
Fixed not being able to equip the same gadget of a different tier without dropping first
Fixed Path mod upgrade notification showing 1 mission delayed
Fixed collections beacon list sometimes showing the wrong categories and requirements on hidden beacons
Demo
Updated to match
Source
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