Portal Knights Adventurer's, Creator's and Villainous Update OUT NOW on PlayStation 4 and Xbox One

SURPRISE! The Adventurer’s, Creator’s and Villainous Update is OUT NOW on PlayStation 4 and Xbox One.

Featuring all-new bosses, Creative Mode, placeable pets, inventory improvements and much more! Nintendo Switch, Steam and mobile players… Watch this space for more information.

CONSOLE CONTENT UPDATE V 1.5.0 PATCH NOTES

FEATURES

– Creative Universes have been added
o The Universe Selection menu has been updated to allow the creation of “Creative” universes.
o Creative universes have a few different rules:
– Islands can either be created from a selection of presets or copied over from other universes.
– Everything is minable with one hit.
– Every game item, like blocks, props, etc. are available in the creative inventory and can be used freely.
– The character can fly, initiated by double-jumping.
– It’s always daylight.
– There are no enemies.
– There are no quests or events.
– There are no loot drops.
– Placing and mining distances are longer than in adventure mode.
– Falling from an island induces no penalties.
– Remaining under water doesn’t cause any damage.
– Three new bosses have been added – the Slime Queen, the Knight Hunter, and the All-Watcher! Quests in Port of Caul (1-07), Witchwater (2-12), and Sea of Stalks (3-06) will lead you to three epic battles. (Regeneration required.)
– New Towns
o Fort Finch (1-03) contains a town filled with new quests, NPCs, merchants and much more to discover!
o There is a new merchant at Fort Finch that sells mannequins. Mannequins can be placed anywhere and can be equipped with the player’s armor and weapons to show them off.
o “Palm Bay” (Island 2-01) is now called “Landlubber’s Leap” and hosts a new pirate hideout!
o Landlubber’s Leap offers:
– New NPCs with additional dialogs and quests.
– New rewards for the player.
– New merchants with a mixture of old and new items.
– New pets.
– New hair and beard styles.
– New building blocks.
o The Ranger’s Guild “Bodkin’s Point” has been added to Hintertown (2-03) along with new quests, NPCs, merchants and much more to discover!
o In existing universes the “Regenerate Universe” feature may be used to make this new content available.
– New Items
o Several new home décor props have been added, including bathroom furniture, kitchen-themed items, cage doors, potted plants and awnings.
o Water pumps and drains are available. An unlimited water source item is in Creative Mode.
o Players can now craft three different types of gift boxes containing items from a pool of resources, such as valuable crafting ingredients, furniture sets, vanity items, etc.
– These gift boxes can be given out by players as prizes after a challenge or a tournament.
o New, free DLC items have been added!
o Traps are now available for Rangers to use against enemies.
o Grumpy and Joyful Rings now available as in-game purchases.
– Weapon and Armor Progression
o Several new weapons and weapon variants have been added.
o Weapon progression has been reworked. Players now have more choices of weapon type per player level and the weapon progression is better aligned with the player’s progression through the islands and the crafting materials found there.
o A new type of Epic Chest spawns at the end of dungeon crawls which contain special weapons which are otherwise unobtainable.
o All armor has been reworked
– Many armor pieces are now dropped from normal dungeon chests instead of appearing as recipes at crafting stations.
– Armor has been reworked and rebalanced to better align to the new drop system.
– Two additional “end of game” armors for each class have been added.
– A new upgrading station at the Sanctuary allows refining mid-tier armor into high-end armor.
– Rings and Capes have been rebalanced and are now dropped as loot from epic chests and bosses.
– One new high-end Cape for each class has been added.
– NPC Features
o There is a new NPC type that will allow the player to change their appearance.
o Certain NPCs can be picked up and be relocated to almost any location.
o Info on NPCs can now be found on the map. Islands will list names and types of NPCs present as well as whether they are relocatable.
o NPCs now give the tutorial. This should help new players get off to a smooth start. In order for these new NPCs to appear, Squire’s Knoll (1-1) needs to be regenerated.
o NPC encounters have been added at various locations throughout to help guide new players through the game. In older universes the “Regenerate Universe” feature will add the new encounters to previously visited islands.
– Other Features
o A “sit” emote has been added to the emote menu.
o Furniture can now be interacted with. The player can sit on chairs, thrones, benches, etc. and lie down on beds. When lying down on a bed, time will speed up.
o Pets can now be placed in special pet homes. These homes can be purchased from Funny Jongo and must be placed before pets can be added to them. Pets will roam freely about their homes.
o Enemies now take more damage when being attacked from behind.
o Crystals now have seedlings, like plants, and can be grown in their native biomes.
o Loading screens show awesome gameplay tips.
o All bombs, artifacts, and potions (except health and mana) are now crafted at the new Alchemy station.
o A “Smart Camera” option has been added and enabled by default. The Smart Camera will automatically track the player and position itself behind them.
o New side-by-side chest menu! When you open a chest or other container, you’ll now see a handy side-by-side view of your backpack and the chest, along with shortcuts for mass item transfers and stacking.
o Consumable items and recipes can now be used directly from your backpack (via the More Actions menu).
o Completed events now grant XP and gold.

CHANGES
– Combat
o It’s easier to retreat from dangerous encounters. Enemies will give up pursuit and return home sooner.
o The player is less likely to get mobbed by enemies (aggression distances have been reduced).
o Flying enemies are now closer to the ground, making them easier to fight, especially for melee players.
o Combat with water enemies has been polished. Certain encounters have been made easier, especially when dealing with groups of Rumble Jelly or Bub-Utan mages. Rumble Jellies have less health and deal less damage. Self-heal has been nerfed for the Bub-Utans. All water enemies have been slowed down to match the walking speed of the player when underwater.
o Enemies with ranged attacks more accurately position themselves towards the angle of attack before shooting a projectile.
o “Attack and evade” queuing has been improved. Additional attacks, consumable usage and evasive actions can be queued earlier now. When several different actions are queued, evasive actions will be prioritized before other actions.
o When evading, you can now change your elevation by rolling upwards one block.
o Flying enemies react better to shouts.
o Shell enemy spin attacks are now easier to evade.
o Projectile speeds for many ranged enemy attacks have been reduced.
o Player health and mana are no longer reset when switching islands or reloading the game.
– General
o Faster loading times.
o The UI has been reworked to improve overall game performance and stability.
o Dungeon chests, bosses and enemies have been reworked to drop more interesting loot.
o Object highlighting shows more clearly which objects on the island can be interacted with. The types of interactions are now specified as well.
o Jump and fall animations for the player have been improved.
o Island generation on Squire’s Knoll ensures that there are no holes where players can fall into caves.
o The building cursor turns red now when the end of a world has been reached.
o Crafting stations have been scaled down to better fit the player.
o Coin prices and quest rewards have been rebalanced to make purchases from merchants feel more consistent.
o The bamboo merchant and pet merchant events are now randomly triggered as rare events.
o Some tutorial texts have been reworked to better fit the player experience.
o The camera smoothing option has been removed as it didn’t have the desired impact.
o The first-person camera “block placing animation” has been polished so as not to obstruct the player’s view.
o Block drops from enemies have been replaced with useful items, like potion recipes.
o The recipes for potions have been reworked to better fit the player’s progression through the islands.

Developer’s comments regarding changes to weapon progression

In this patch we have reworked weapon progression and loot drops. Our goal was to give you more meaningful rewards after completing a dungeon crawl or a boss fight while at the same time simplifying crafting lists and offering more choices when deciding what weapons to craft and use next.
When reaching the end of a dungeon or defeating a boss you are now rewarded with a special weapon instead of a recipe.
The remaining weapon recipes have been restructured. Whenever you access a new pool of resources with which to craft new weapons, you are no longer forced to craft something specific. Instead, you can choose from among three equally powerful weapon types. These types align with the three different talent pools available for each class.

In order to ensure all weapons are useful and to give players real choices, we had to revise nearly all weapon stats and level requirements for weapons.
This change made previous weapon recipes redundant, so we removed them from the game. Any weapon you crafted using those recipes will remain in your inventory, however.

Though your weapon recipe lists will be shorter, we actually have more weapons in the game thanks to our weapon drops! Over twenty new weapons, including a new weapon type for mages, have been added to the game.

We also took a look at all loot drops in Portal Knights and changed them to make loot more meaningful. Enemies, bosses and destructible objects no longer drop a varied collection of items that fill up your inventory quickly with sometimes unneeded stuff. It is now much more clear which items you will get from different sources. This change will be a big help with managing your inventory.

We have also rebalanced the amount of gold coins players get from different sources. The reward you get after a dungeon crawl, a boss fight or by solving quests is more satisfying.

We hope you love playing with these new systems as much as we do!

Developer’s comments regarding changes to armor progression

In follow-up to the weapons rework in Update 1.3.0 we have also reworked armor progression and loot drops. Our goal is was to give you more meaningful rewards after completing a dungeon crawl or a boss fight. At the same time this simplifies crafting lists and gives players more choice when deciding what armor to craft next.

When finding chests in dungeons you are now rewarded with special armor pieces. Complete sets by collecting all their pieces!
The remaining armor recipes have been restructured. Whenever you access a new pool of resources with which to craft armor, you are no longer forced to craft something specific. Instead, you can choose from up to two equally powerful sets of armor.

In order to ensure all the armor is useful and to give players real choices, we had to revise nearly all armor stats and character level requirements.
This change made the previously dropped armor recipes redundant, so we removed them from the game. Any armor you crafted using those recipes will remain in your inventory, however.

We hope you love the new armor system as much as we do!