Knights Within

Scaling Changes - Patch Notes (389)

Indecision Labs

Offensive calculation overhaul:

I chose to make all offensive effects additive up until now for various reasons. However one of the large downsides of this method is that getting a couple +damage beacons while in mission very quickly replaces/overpowers the effect of +damage equipment, and in late game you essentially barely feel your loadout stats. This update now makes the loadout you have chosen felt throughout the entirety of a mission, since you are rewarded extra for selecting in-run perks that compliment your selected loadout. The best way to think of this change is that now everything selected in the keep (weapon mods, path skills) creates your base stats, and everything gained within a run multiplies over that. Previously only the weapon stats were base and everything else (perks, path skills and all mission gains) was treated like additive bonuses combined onto that. Due to the nature of reduction stats (ie. damage reductions) those have always been multiplicative across the board to avoid zeros.

Updates

  • Offensive (damage, stun, attack speed) calculation overhaul
  • All things that affect these stats equipped within the keep (your loadout) now scale multiplicatively with things gained in mission (Beacons, Journey level ups, Gadgets)

Bayonet, Flamer, Pulse Barrel, Launcher, Unstable Alloy and Kick Gear mods now count as weapon damage. All gear mod effects should inherit and deal weapon damage now instead of perk damage. I will work on adjusting menu nomenclature to improve clarity. There are some OP synergies I will be addressing in the future as well.

Path Updates

  • Marksman
  • Passive now has a 1s delay before the decay starts
  • Skill 1 replaced
  • Skill 4 replaced

Temperate

  • Passive now also adds a stack when blocking an attack, decay improved to every 2s (was 1.5)
  • Skill 1 replaced

Leadstorm

  • Passive movement reduction improved to -15% (was 30)
  • Skill 2 replaced
  • Skill 4 replaced

Headhunter

  • Passive cooldown improved to 15s (was 20)
  • Skill 1 replaced

Behemoth

  • Skill 1 replaced
  • Skill 2 replaced
  • Skill 3 replaced

Impulsive

  • Skill 2 affects Concussive damage (was voltaic)

Skirmisher

  • Skill 2 affects Voltaic damage (was molten)
  • Skill 4 replaced

Brutal

  • Passive now also increases Stun dealt
  • Skill 1 replaced
  • Skill 5 now applies vulnerable (was weakness)

Bastion

  • Skill 2 replaced

Menu updates

  • Individual path skills now show keywords
  • Path loadout tooltip now also shows selected skills

Barrier decay delay now scales from 2s (at first stack) to 0s (at max stacks) and resets with every instance gained (was a flat 0.5s only when gaining the first stack). Decay rate is unchanged. This is meant to improve the value of having even 1 perk that gives small amounts of barrier.

Beacon rewards from Objectives no longer cost Shimmer

Fixes

  • Piercing Shot beacon and Explosive Reload gear now inherit Firearm Damage bonuses. Was only weapon damage
  • Whirlwind beacon and Kick gear now inherit Melee Damage bonuses. Was only weapon damage

Demo

  • Updated to match

This announcement was originally published by Indecision Labs on Steam on Sep 27, 2026.

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Knights Within

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