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Steam News9 August 202610d ago

Patch Notes (384)

Updates The Hud tips system has been re-enabled Tips aren’t shown until the training checklist has been completed The tips covered by the training checklist system have been removed Tips don’t pause the game, even when

Full notes

Full Knights Within update

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What changed

0 fixes2 additions3 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
addedThe Hud tips system has been re-enabled Tips aren’t shown until the training checklist has been completed The tips covered by the training checklist system have been removed Tips don’t pause the game, even when offline I see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.
changedImproved the overall look of the game while on lowest shadow settings
changedImproved the look of some particle effects on lowest effects setting
addedEnemy scaling changes Presence no longer passively increases when no objective is active Passive presence gain during objectives has been increased Instead of adding a Mutation on objective completion, enemy presence is increased Many interactables now add small amounts of presence on use Enemy stat increase per presence has been reduced The intent here is two-fold: Reduce/remove scaling with time. I don’t want ‘go as fast as you can’ to be the default optimized way to play. Shift most of the basic health and damage scaling into presence level, so that I can make mutations more specific and tailored, improving both consistency of difficulty and unique feeling mutations. I have no doubt this will need balancing moving forward, feedback greatly appreciated
changedMutations (Blitz) Now affects Presence gain instead of the enemy’s attributes from presence (Heavy) Now only affects Knights. Increased to 8% per stack (was 5) (Rending) Now only affects Mercenaries. Increased to 8% per stack (was 5) (Trappers) Now only affects Ranged enemies. Increased to 8% per stack (was 5) (Smoke) Now only affects Mercenaries. (Resilience) Now only affects Knights. Increased to 7.5% per stack (was 5) (Ward) Now only affects Mercenaries. Increased to 7.5% per stack (was 5)

Knights Within changes

addedThe Hud tips system has been re-enabled Tips aren’t shown until the training checklist has been completed The tips covered by the training checklist system have been removed Tips don’t pause the game, even when offline I see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.
changedImproved the overall look of the game while on lowest shadow settings
changedImproved the look of some particle effects on lowest effects setting
addedEnemy scaling changes Presence no longer passively increases when no objective is active Passive presence gain during objectives has been increased Instead of adding a Mutation on objective completion, enemy presence is increased Many interactables now add small amounts of presence on use Enemy stat increase per presence has been reduced The intent here is two-fold: Reduce/remove scaling with time. I don’t want ‘go as fast as you can’ to be the default optimized way to play. Shift most of the basic health and damage scaling into presence level, so that I can make mutations more specific and tailored, improving both consistency of difficulty and unique feeling mutations. I have no doubt this will need balancing moving forward, feedback greatly appreciated
changedMutations (Blitz) Now affects Presence gain instead of the enemy’s attributes from presence (Heavy) Now only affects Knights. Increased to 8% per stack (was 5) (Rending) Now only affects Mercenaries. Increased to 8% per stack (was 5) (Trappers) Now only affects Ranged enemies. Increased to 8% per stack (was 5) (Smoke) Now only affects Mercenaries. (Resilience) Now only affects Knights. Increased to 7.5% per stack (was 5) (Ward) Now only affects Mercenaries. Increased to 7.5% per stack (was 5)

Updates

  • The Hud tips system has been re-enabled

    • Tips aren’t shown until the training checklist has been completed

    • The tips covered by the training checklist system have been removed

    • Tips don’t pause the game, even when offline

    • I see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.

  • Unused path skills now show up in the incomplete loadout indicator

  • Improved the overall look of the game while on lowest shadow settings

  • Improved the look of some particle effects on lowest effects setting

  • Enemy scaling changes

    • Presence no longer passively increases when no objective is active

    • Passive presence gain during objectives has been increased

    • Instead of adding a Mutation on objective completion, enemy presence is increased

    • Many interactables now add small amounts of presence on use

    • Enemy stat increase per presence has been reduced

    • The intent here is two-fold:

      • Reduce/remove scaling with time. I don’t want ‘go as fast as you can’ to be the default optimized way to play.

      • Shift most of the basic health and damage scaling into presence level, so that I can make mutations more specific and tailored, improving both consistency of difficulty and unique feeling mutations.

      • I have no doubt this will need balancing moving forward, feedback greatly appreciated

  • Mutations

    • (Blitz) Now affects Presence gain instead of the enemy’s attributes from presence

    • (Heavy) Now only affects Knights. Increased to 8% per stack (was 5)

    • (Rending) Now only affects Mercenaries. Increased to 8% per stack (was 5)

    • (Trappers) Now only affects Ranged enemies. Increased to 8% per stack (was 5)

    • (Smoke) Now only affects Mercenaries.

    • (Resilience) Now only affects Knights. Increased to 7.5% per stack (was 5)

    • (Ward) Now only affects Mercenaries. Increased to 7.5% per stack (was 5)

Fixes

  • (Berserk Mutation) Now actually works correctly (not sure when it broke)

Source

Steam News / 9 August 2026

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