Developer Neocore Games has releases a new patch today which brings the addition of PvP mode to the turn-based RPG King Arthur: Knight’s Tale this week.
King Arthur: Knight’s Tale Gets PvP Mode in Early Access Patch
Coming to King Arthur: Knight’s Tale today which is currently in Early Access is a new patch that adds some additional content. In the update, the turn-based RPG gets some new additions to the game including a new optional PvP mode where players can battle it out in 1v1 matches with a party of four knights. Also coming to the game is a redesign to the story campaign in Act 1 and Adventure Map, as well as Camelot Management where you can manage and grow your NPCs.
One major tweak to Act 1 is the final boss, which will now be much harder and even more difficult to defeat. There are also the addition of new skills and items as well as rebalanced difficulties.
Changes are also coming to the Enchanted Tower, which will have curses removed and act as a Relic shop where players can get new items, scrolls, or get rid of the ones they don’t need. Another major change is for Vitality and HP, with Vitality gaining an increase while base HP gets removed. Some heroes will still have a slither of HP if they have the corresponding enchants, items, skills or building upgrades. The adjustments were made to make ranged melee meta more balanced and to make Vitality “a bigger life-belt” to avoid one hits more easily.
Another interesting change is that drinking a healing potion will now get rid of all debuffs as well now.
You can check out the full list of additions and changes below according to the Steam post:
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Camelot upgrades
– All the buildings in Camelot – well, except the Crypt – will get new upgrades that are more in-line with our characters’ progression. Their costs changed drastically as well, so say goodbye to their resource costs in many cases. For instance, you can now respec your heroes at the Training Ground – Heroes can now reset their skill points for 300 gold pieces and it’ll take one mission’s time.
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Enchanted Tower changes
– As mentioned in our previous post, curses will be, for the most part, removed, thus the Enchanted Tower will need to undergo a bit of renovation. It is now functioning as a Relic shop, where you can get new items, scrolls or sacrifice ones you won’t need.
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Vitality and HP changes
– Now this is a big one. Our heroes’ Vitality was increased, while their base HP was removed. Only a thin layer of HP remains if your heroes have the appropriate enchants, items, skills or building upgrades. The reason for this change was to make the ranged-melee meta more balanced, and to make Vitality a bigger life-belt, which cannot be one-hit that easily. This also means that Armour got a lot more important and ranged heroes won’t be able to move as recklessly as before.
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Adventure Map
– The adventure map got a shiny rework.
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Skill balance changes
– While new skills will be added, some existing ones got rebalanced as well. Just to name a few, Lady Dindraine’s Fire Arrow deals 70% weapon damage instead of 50%, while Sir Ector’s Fire Blast skill got nerfed a bit, down from 100% to 70%. The Sage’s Inspire skill now costs 3 Action Points instead of 4, and the effect immediately takes place. But we can mention the Champion class’ Power Attack skill, which causes 15% Armour Breaking instead of 30%. And so on, the full list will be in our detailed patch notes.
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A stronger Knight of Midnight
– Many of you gave us feedback (and we’re really glad that you did, thank you!) that the Act 1 boss was a bit easy, at least on easier difficulties. Let’s just say, some of his mechanics got a revamp and the fight is now a lot more challenging. Sir Yvain and his crossbow skills won’t be enough this time.
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Reworked Hide ability for the Vanguard
– The unique Hide ability was another feature, which got a lot of feedback. So we changed a thing or two: Getting into hidden state will no longer be free, it’ll cost 2 Action Points, but in return moving in hidden state will no longer cost double amount of Action Points. Moreover, the Vanguard will receive the Surprise bonus when they get into hidden state, and not in the turn followed by it. Manually disabling the hidden state ability won’t be possible, our heroes can only get out of it by using an active skill or if their position is revealed by an enemy unit. So, as you can see, a lot of changes here.
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Itemization
– We reviewed all the items currently in the game, and some weaker Relics got an upgrade, while Common items with really powerful enchants on them got a nerf. The damage range of the weapons now all depend on their rarity, so Common weapons will have a really wide range, and as you move up on the rarity table, this range will get thinner and thinner. Besides that you’ll see several new, pretty interesting enchants added as well.
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Very Hard difficulty
– If you had issues completing Act 1 in Very Hard mode, that is completely fine. It was OP as hell, so in this patch we buffed the effects of the campfires a bit.
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Drinking a Healing potion will now remove all debuffs as well.
Players should also note that Kickstarter backers and those who sign up for the developer newsletter will gain an exclusive Ivory Defender skin for Sir Mordred upon full release of the game.
If you want to know what our first impressions of the game are be sure to check out next King Arthur: Knight’s Tale Preview And Gameplay Impressions.
King Arthur: Knight’s Tale will leave Steam Early Access on February 15th 2022
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