Full notes
Full Knights Within update
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What changed
- Gameplay
- Balance
- Fixes
Knights Within changes
New
New interactable: Damage Type Relay
Updates
Further mechanic differentiation
Daggers damage increased to 95% (was 80)
Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80)
Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFX
Pulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.
Scorch buff has been renamed to Heat
Gadgets
(Rimeguard) baseline no longer releases ice shards
(Rimeguard) Tier 3 now releases 3 ice shards on any hit taken
(Windshield) instead of having ‘life’ with number of hits taken and a regen cooldown, having the shield active costs 60% Shields Regenerate Rate
(Windshield) Tier 2 replaced with +25% AOE dmg reduction while active
(Remote Detonator) Tier 3 replaced: 10% chance on hitting the marked target to trigger the effects without consuming the tag
I think I've settled into a design philosophy for gadgets. I’m not sure the system itself (unlocking/tiers/leveling) will remain unchanged, but their role in the item and RNG of the game is fairly set in my mind now. In summary: gadgets should modify existing perks, or give new abilities at the cost of other systems, allowing for similar gear/beacons to have very different outcomes. Lots of new gadgets with this design are already in work.
Fixes
Mission training now correctly starts at the last unfinished page when starting a new stage/mission if it wasn’t completed
Fixed a few more hologram materials that were bugging out and opaque
Demo
Updated to match
Source
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