Full notes
Full Knights Within update
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What changed
- Gameplay
- Balance
- Performance
New
2 new gadgets
Updates
Gadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier). If the tier held is already unlocked the next one is still unlocked as per normal.
Damage type buff update (Flurry, Pressure, Static, Scorch, Crystallize)
Stacks cap reduced to 20 (was 50)
Now grant 1% Rending/Concussive/Voltaic/Molten/Glacial damage per stack
Now only send the relevant projectile (Dagger/Pulse/Shock/Ember/IceShard) if you gain a stack while already at max stacks
The intent here is to simplify the default buffs so that I can use them as a pseudo ‘energy/ammo’ for each damage type. Expect these buffs to show up in many more places in the future.
Any gadgets that previously disabled the base damage type buff functionality now just add extra functionality to it:
(Lightning Rod) consumes stacks to send shocks on weapon hits dealt or taken
(Rimeguard) adds damage resistance and consumes stacks to send ice shard on hits taken
This means you are now picking between base damage type damage or the extra perks from the gadget. Builds that prioritize then generation of the buffs can sustain both
(Pulse Gauntlet Gadget) Reworked to use Pressure stacks instead of it’s own ‘ammo’
Path of the Brutal
Skill 5 replaced with skill 4, now hits all enemies around you and the radius now increases with perk range properly.
New skill 4
Path of the Impulsive
Skill 3 and 4 switched
Skill 4 replaced
Path of the Marksman
Passive stack gain improved to every 0.75s (was 1s)
Skill 3 replaced
Skill 4 replaced
Path of the Reaper
Skill 1 replaced with skill 4
New skill 4
Path of the Skirmisher
Skill1 replaced with skill 4
New skill 4
Enemy optimizations. CPU bound rigs should see improvement during large hordes.
Fixes
Added extra prerequisites to try and help the splash screen freezing issue?
Source
Changelog.gg summarizes and formats this update. How we read updates.
