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Knightfall Idle · public · first seen

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Major update · published by the developer

Knightfall Idle vB0.2.0

On Steam

New Interactive Tutorial Guide & System

  • Onboarding Card Flow: New accounts are now greeted at login by step-by-step interactive cards placed directly on the actual game screens. These cards walk you through starting out, system unlocks, combat, trinkets, caravans, fiefs, major tabs, and the passive tree (explaining Mastery and Axiom nodes).

  • Mandatory Rules Integration: A dedicated rules card appears immediately before the tutorial wrap-up so every new account reads the server rules once.

  • Tutorial Rewards: Early tutorial milestones award small initial items: the first trinket walkthrough awards a Travel trinket and an Engraving Kit, while spending your first Passive Point gifts an Errant's Coin.

  • Management & Reset: Entire tutorial series can be skipped after a confirmation prompt. Options > Account now features a Reset Tutorial dropdown menu to re-enable single modules or all tutorials at any time.

  • Deprecations: The old tutorial book item and the /tutorial chat command have been permanently removed.

New Server Rules Page

  • Accessibility: Accessible via a short, dedicated Rules page located inside the Escape menu.

  • Account Limits: Strict 1 account per person policy. Using alternate accounts to feed a main account, store items, or evade bans is strictly prohibited.

  • Community Standards: Zero tolerance for bigotry, hate speech, harassment, or threats anywhere in-game (including global chat, usernames, fief names, and Auction House listings). No spamming, advertising, or sharing private personal information.

  • Abuse & Exploits: Exploiting bugs or using game systems outside their intended design is classified as system abuse. Reporting suspected issues to the developer is always safe. Breaking rules may result in account strikes, chat mutes, or permanent bans.

  • Player Reporting: Players can be reported via the /report chat command or directly through the Report button on their player card.

New Adventure Mode

  • Guided Daily Progression: A brand-new mode featuring guided runs built around activity cards. Each day consists of a short sequence of tasks, where every tick grants loot and XP comparable to manual play, culminating in bonus rewards upon completing the full day.

  • Death Handling: Dying during a combat card skips that specific card instead of failing or halting the entire day's run.

  • Daybook Upgrades & Respecs: Earn Day Points to purchase permanent Daybook upgrades that modify how future days are generated. Daybook skill nodes can be respecified using Errant's Coins.

  • Dedicated Standalone Tracking: Features its own dedicated leaderboards and achievement tracks.

Reworked Core Systems

Farming Rework

  • Coffer Integration: Farming now spends coffer Azurite to grow crops and earn Farming XP, running offline as long as your coffer maintains sufficient funds.

  • Shared Timers: Shares its production cycle directly with the Caravan.

  • Crop Dynamics: Each crop features distinct Azurite costs and output yields. Higher Farming levels increase overall harvest output.

  • Stat Synergy: Crop yield, seed costs, and rare drop rates scale with Farming axioms, masteries, trinket implicits, and trinket rolls.

Caravan Rework

  • Timed Tick Output: Caravans operate on a fixed timer. Each tick consumes a set quantity of items and converts them into Azurite and Trade XP.

  • Offline Operation: Fully functions offline as long as trade cargo remains in supply.

  • Upgrades: Stats such as cargo capacity and throughput items per tick can be upgraded. Caravan contract mechanics remain unchanged.

Combat Rework

  • Turn-Based Battle: Fight selectable enemy levels in turn-based combat. Every turn awards loot, health persists between consecutive turns, and successful kills grant bonus XP and loot.

  • Level Progression: Defeating an enemy unlocks the subsequent level while keeping lower levels open for manual farming. Deaths preserve accrued loot and restart the active level.

  • Archetypes & Mechanics:

    • Melee: Focuses heavily on thorns and health regeneration mechanics.

    • Ranged: Strikes first and relies on critical strikes (one-shotting enemies prevents taking damage entirely).

    • Combat Stats: Accuracy, Crit Chance, Crit Damage, Thorns, Bleed, and Health Regeneration fed via passive nodes, trinket rolls, and punches.

  • Boss Encounters: Higher levels spawn Bosses featuring increased Health, Damage, Loot, bonus XP, a guaranteed cache, and extreme tactical twists.

  • Combat Axioms: New combat axioms modify hit chance, critical strikes, and thorns behavior.

  • Infrastructure: Includes dedicated Wiki pages, leaderboards, and achievements.

Fief Systems & Management

Fief Trinket Bank

  • Shared Guild Vault: Introduces a shared vault for storing fief trinkets. Members can permanently deposit trinkets, while authorized members can borrow them for active use.

  • Loan Ownership: Borrowed trinkets function on the borrower's board while remaining official fief property, automatically returning to the bank if the player leaves or is removed.

  • Permissions & Recalls: Monarchs and Stewards can recall active loans at any time and assign deposit, borrow, and modification permissions to roles.

  • Capacity & Limitations: Bank capacity expands as the fief levels up. Favorited trinkets cannot be deposited into the vault.

  • Disbanding Warning: Disbanding a fief permanently destroys every trinket stored in the bank, including all active loans.

Fief Reserve Auction House Listings

  • Direct Stock Listings: Monarchs can list resource stock directly from the fief reserve onto the Auction House. Listed items leave the reserve, and all earned Azurite is deposited back into the fief reserve (leaving personal inventories and wallets untouched).

  • Order Management: Cancelling a listing returns all unsold stock back to the fief reserve. Orders display a distinct FIEF tag on the market.

  • Self-Purchase Restriction: Members of a fief are prohibited from purchasing listings posted by their own fief. Attempting to leave a fief to buy its listings and rejoin will result in an immediate ban.

Releases & Platform Availability

  • Itch.io Release: Knightfall Idle releases on itch.io on November 1st.

  • GOG Release: A official GOG platform release is planned for the future.

New Content, Axioms & Uniques

Axioms & Unique Items

  • Free Cap Axiom: Increases the Free Processing cap to 50%, but adds 4 seconds to the Processing timer.

  • Deadeye Axiom: Halves base Crit Chance, but increases critical damage to x4 (was x2).

  • Sure Strikes Axiom: Attacks never miss, but Ranged attacks cannot land critical strikes and Melee cannot regenerate health.

  • Thorn Mail Axiom: Manual attacks no longer deal damage and enemies never miss, but Thorns damage gains 50% of your maximum health per hit.

  • Lucky Furrow Axiom: Grants a chance on each farm tick to cost 0 Azurite.

  • Double Cargo Axiom: Grants a chance on each caravan tick to convert double items for double payout.

  • Gleaner Axiom: Woodcutting-only axiom with a 3-second timer. Yields no standard resources or XP, but grants coins, consumables, and trinkets at 5x their drop rate. Locks Adventure mode and other gathering skills while active.

  • Curio Axiom: Travel nodes provide +1% trinket power instead of XP (stacks with Empower, including travel implicits and Codex travel), but gathering action timers cannot drop below 5 seconds and global drops while gathering are reduced by 35%.

  • Chain of Endeavour Unique: A 3x1 Event Shop unique trinket with a chance to repeat gathering ticks (repeats can chain continuously). Always rolls an Axiom implicit, displays its active Chaining chance on Board Buffs, and logs proc counts.

Masteries, Ranks & Cosmetics

  • New Masteries: Added dedicated masteries for Combat (accuracy, crit, thorns, regen, bleed, health, damage), Farming (individual crops, crop cost, harvest, salvage), Caravan (cargo capacity, throughput, worth, tiers), Event Score, Boss Spawn, Guild Reputation, Guild Payout, and Tier Resources.

  • New Ranks: Banneret, Castellan, High Marshal, Earl / Countess, Viscount / Viscountess, and the animated Marquess / Marchioness title pair (titles animate live in chat).

  • Shop Customization: Added Chat Looks (name effects, nameplates, badge pins) and 11 Player Card Borders (ranging from bronze to gilded frames) under Shop > Profile.

  • Engraver's Punches: Added Prefix Only, Suffix Only, and Procs Only punches. Prefix and Suffix punches also guide Chisel rolls.

Balance Adjustments

Progression & Multipliers

  • XP Curve Adjustment: Restructured the overall XP curve to extend the duration of early and mid-game progression.

  • Server Boost Consolidation: Combined all server-wide boosts into a single Server Boost. Grants a flat 1.2x multiplier to final XP, drops, and event score applied after all other calculations (replacing separate individual buffs).

  • Renouncing Scaling: Renouncing a skill increases the XP required for that skill by 20% per renounce, compounding exponentially (replacing the previous flat 99-level non-stacking offset).

Processing, Skills & Drop Rates

  • Free Processing Base Cap: Base Free Processing cap reduced to 25% (down from 65%), upgradeable to 50% using the Free Cap Axiom.

  • Consumable Crafting: Crafting time reduced to 30 seconds (down from 60 seconds), awarding approximately 100,000 Processing XP per hour.

  • Skill Lock Axioms: Adjusted to grant 1.2x final drops (was 70% more). Tier 3 lock axioms grant x3 final items applied after all bonuses without XP penalties (was +100% more items and -15% XP). Lock Axioms lock Adventure mode, disable Processing, and only 1 Lock Axiom can be active at a time.

  • Axiom Rebalances:

    • Convert All Axiom: Merges drop tables every action using 50/35/15 rarity weights (was a 10% proc chance).

    • Full House Axiom: Grants 2% increased worker output per matched worker (up from 1%).

    • Cross-Training Axiom: Every 20 levels across any skill grants +0.5% more drops, farm crops, caravan wealth, processing throughput, and worker output, at a 10% XP cost.

  • Mastery Drop Scaling: Passive drop Mastery nodes now add 15% of an item's base drop rate (down from 35%).

Guilds, Upgrades & Items

  • Guild Reputation & Contracts: Reputation is awarded based on base contract duration rather than contract size. Grants 1% increased Azurite per level (up from 0.5%). Posting contracts awards Guild Patronage which discounts total posting costs. Contract procs scale with Forge reputation (80% penalty at Rank 0, full effect at Rank 20).

  • Upgrade Costs: Kingdom and fief upgrades requiring Azurite and items now draw roughly 20% of their cost from Azurite (down from 50%+), with raw items covering the remainder.

  • Trinket Rebalances: Base trinket roll values and proc chances have been lowered across the board (Gathering 3–15%, Processing 2–8%, Kingdom Base Resource 3–12%, Free Proc 0.5–2.5%, 2x Proc 0.25–0.75%, 3x Proc 0.13–0.38%). Bag capacity increased to 500 trinkets (up from 250).

  • Engraver's Brand Rework: Engraving outcome odds changed to 30% destroy, 20% max all rolls, 20% reroll, 20% no effect, and 10% add implicit. Engraver's Brands, Kits, Chisels, and Rasps are now drop-only and cannot be crafted.

  • Kingdom Management Output: Tier 3 items (Bird Nests, Cobalt, Wine Barrels, Chests) removed from Kingdom Management production tables.

Enhancements, Interface & Fixes

UI, Visuals & Quality of Life

  • Escape Menu & Authentication: Escape menu updated with a dedicated Rules page and Change Account option. Web version supports direct Google Account sign-in.

  • Shop Layout: Redesigned Shop featuring left-side categories, single-card views, a dedicated Coins tab, and permanent beta wipe clarity notes.

  • Trinket Bag Sorting: Added star color sorting, a toggleable Colors filter, and multi-term search functionality. Right-clicking trinkets marks them as junk for batch selling or sacrificing at the Craft Bench.

  • Passive Tree UX: Smooth panning/zooming, ranked search results with path previews, and Ctrl + Hover path cost calculation. Passive node tooltips list effects first and downsides last in red.

  • Display & Tooltips: Added an Unfocused Frame Rate cap (including 165, 200, and 240 FPS options). Detailed tooltips are enabled by default. Upgrades, costs, and reward tooltips feature standardized terminology.

  • Chat Updates: Added an Emotes picker button with universal emotes, game icons, and search. Added @mention notifications delivered straight to the Raven box. Added a toggle for static rainbow fief names.

Key Bug Fixes

  • Offline Progress & Web: Laptops entering and exiting sleep mode no longer drop accrued away time. Offline processing correctly defaults to your last personal recipe even if your last manual action was a contract.

  • Contract Integrity: Fixed contract type filter highlights, hidden self-posted contracts on public boards, and contract card layout calculations. Fixed errors when starting skills immediately after completing contracts.

  • Marketplace & Trade: Fixed Auction House quick buys not paying sellers, prevented simultaneous order expiry/cancellation item loss, and fixed inventory sorting locks.

  • Calculation & Tooltip Fixes: Fixed 2x/3x trinket bonuses counting past the 100% passive cap, fixed kingdom watchtower level capping, fixed unhandled float displays, and fixed incorrect Vow oath tooltips.

  • Events & Whispers: Fixed whisper deletion persistence across restarts, fixed events incorrectly sending server-wide @everyone pings, and resolved level 15 event entry bypasses.

Knightfall Idle is currently in BETA. If you encounter any bugs, please use the /bug command in-game to submit a report. Thank you for playing and supporting development!

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