Knights Within

Indecision Labs

Released
May 15, 2024
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Gadgets 3.0 - Patch Notes (388)

    It’s clear that gadgets is one system I’m still not happy with and trying to improve. This update aims to improve these things: While cool in theory, I really didn’t like how unlocking blueprints, and then still having to upgrade/roll those blueprints in mission felt. This update

  2. Developer post

    Patch Notes (387)

    Fixes Fixed one instance of clients in multiplayer causing a hang during boss arena loading (Trying to) fix one instance of not being able to join a friend’s lobby

  3. Developer post

    Patch Notes (386)

    Updates While an objective is active, other objectives’ 3D markers only show within TacInfo Menu visual updates Landscape texture improvements Increased Archers, Gunners and Sorcerer’s accuracy reduction when firing through enemies

  4. Developer post

    Boss Maps & Optional Objectives - Patch Notes (385)

    This was another large code update that sets things up for the future. Multiple things I’m excited about in this update Originally, I thought it would be really cool to integrate all the bosses into the procedural maps. Turns out doing that puts a ton of constraints on what I can

  5. Developer post

    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 offline I see this now as supplementary knowledge that can be

  6. Developer post

    Patch Notes (383)

    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

  7. Developer post

    FIREarms - Patch Notes (382)

    New New firearm: Dragon’s Breath. Weapon visuals are obviously placeholder New firearm mod: Flamer Updates Wishing Wells have been split into 2 types: A medallion reward that costs shimmer A relic reward that costs coins Stage extract objectives should spawn more reliably close t

  8. Developer post

    Patch Notes (381)

    I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as poss

  9. Developer post

    Patch Notes (380)

    Updates Physical dmg, elemental dmg, crit chance, perk range, status strength and overcharge strength beacons have been moved into the path stats system Status effect resistance has been added to the path stats system Crit chance, status effect strength&resistance have been a

  10. Developer post

    Patch Notes (379)

    Updates (Daggerfall, Pressurized, Static Shock, Ventilation, Coalesce Beacons) Now have 20% chance (linear overflow) to send a Dagger/Pulse/Shock/Ember/Shard at a nearby enemy when gaining resource with a 1s internal CD. (was 5s cooldown with stacks reducing the cooldown, diminis

  11. Developer post

    Patch Notes (378)

    Updates Added backgrounds to world holograms to improve visibility at distance Most interactables now have world icons Interactable spawn selection code updated. I’m trying to spread them out more, increasing the chance of finding things while travelling towards objectives, inste

  12. Developer post

    Patch Notes (377)

    New New Longsword, Claymore and Zweihander models. Improvements and Estoc are on the way Updates Mission interactables have been separated into more categories and the spawning code reworked. This should result in more consistent sources of various resources and more interactable

  13. Developer post

    New Keep - Patch Notes (376)

    New New Keep map Updates Alternate destroy objective visual. And the system to allow for more has been improved Damage type buff changes (Flurry/Pulse/Static/Scorch/Crystallize) Max stacks have been uncapped. Effectively no more secondary function at max stacks now, just a straig

  14. Developer post

    The Sentries - Patch Notes (375)

    Until now, enemies seemingly seem to spawn randomly/out of nowhere. In reality, one of the main ways enemies are spawned are when you reach certain locations within the map. This was supposed to feel like ‘combat rooms’ but really just ended up feeling random. This has been repla

  15. Developer post

    Patch Notes (374)

    New Created a new system during first time main menu to load and compile a bunch of extra fx/shaders and therefore hopefully improve first run experience 6 new beacons (1 existing replaced) Updates Destroy objective has been reworked to require destruction of 3 cells instead of j

  16. Developer post

    Patch Notes (373)

    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, Scor

  17. Developer post

    Patch Notes (372)

    New 3 new map/stage mods Updates All Wanderers have been reworked to cost various things in return for a medallion Updated the look of in-world interactable hologram icons Health Support now costs 1 Medallion minimum, cooldown shortened ~30% and heal amount increased to 50/100% b

  18. Developer post

    Patch Notes (371)

    Mainly experimenting with some behind the scenes stuff trying to fix new issues some people are having getting past the splash screen Updates Small ragdoll optimizations Foothills and Cordillera map size has been updated to match new Woodlands. The edges of the maps will be borin

  19. Developer post

    Gadget Shop - Patch Notes (370)

    New You can now purchase gadgets in the stage map transition shop 1 new gadget Map Selection System During stage transitions, you now select between 2 options for the next map (vote in multiplayer) Map mods are now applied at the start of every stage (was mission start only) Ther

  20. Developer post

    Patch Notes (369)

    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 remove