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Genre: Adventure, Indie

Hyper Knights

New sprites, many fixes - v0.13 - 14/04/2017


Howdy,

New and updated Sprites and many fixes.
Added respawn timer penalty for each Knight death making battles against a large number of Knights more manageable.
Also added option to skip Knight intro so you don't get stuck watching the same animations over and over again.

Cheers!

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v0.13 - 14/04/2017

* Added Knight respawn timer penalty per each death
* Added option to skip Knight intro animations
* Updated weapon/shield sprites
* Updated tower and tent sprites with varying degrees of damage
* Updated house sprites
* Fixed Super Self and Refresh timer ticking down while Knight intro was playing
* Fixed Knights visual and health buttons not highlighted while in Super Self
* Fixed Knight skill colors, friendlies are green-white, enemies are red-yellow
* Fixed Second chance camera moving off-screen
* Fixed animations playing too fast after using Combo Super Self

Knight skills! - v0.12 - 08/04/2017


Knight skills!

All Knights now have a specific set of skills. Heal, Earthshatter, Inspire, Trapmaster, Mortars and more.
You can use the Flurry Combo to cancel a Knight skill, take them down before they take down all your units!

The new info window showcases their skills, stats and has a respawn timer.

Cheers!

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v0.12 - 08/04/2017

* Knight skill Healing
* Knight skill Earthshatter, stuns nearby enemies
* Knight skill Inspire, boosts nearby allies move and attack speed
* Knight skill Mortars, fires mortars that deal damage after a while
* Knight skill Trapmaster, throws traps that stun and damage enemies
* Knight skill Slowdown, enemies move and attack slower
* Knight skill Bolt
* Knight skill Passive Regeneration
* Knight skill Passive Arrow Deflect
* Knight skill Passive Random Health, nearby enemies get random health buttons
* Knight skill Passive Riposte, stun and damage player if wrong button
* Knight skill Passive Reset damage, resets health buttons if player hits wrong button

* Added Knight info window which displays stats, skills and respawn timer
* Fixed Tutorial message stuck on "Open the Info window"
* Fixed Knight not getting stunned with Combo Earthshatter

Second chance, more combos and upgrades! - v0.11 - 01/04/2017


Second chance system! If you go down, fight to stay alive!

New Combo Refresh, Instantly replenishes dash bars and boosts recharge speed for a limited time


New Combo Bolt, Fires a projectile bolt, also damages buildings


New Combo SUPER SELF, Buffs player with infinite dashes, faster movement speed and causes enemies to be vulnerable to any attack


Also updated the Upgrades UI to better explain what each upgrade does.

Cheers!

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v0.11 - 01/04/2017

* Second chance system! One last chance to fight back!

* New Combo Refresh, Instantly replenishes dash bars and boosts recharge speed for a limited time
* New Combo Bolt, Fires a projectile bolt, also damages buildings
* New Combo SUPER SELF, Buffs player with infinite dashes, faster movement speed and causes enemies to be vulnerable to any attack

* Added unit upgrades
* Added upgrade Passive Combo
* Added upgrade Starting Combo Bars
* Added manual camera movement in Overmap
* Added reminder to spend upgrade points
* Updated Upgrade UI
* Updated Node Upgrade UI
* Balanced spike range
* Fixed bug where friendly Knights would attack a recently captured friendly castle
* Fixed several issues related to spamming combos
* Fixed random issue with Region nodes different team from Castle
* Fixed Victory screen not showing if allied knights took over last region

v0.10 - 24/03/2017

v0.10 - 24/03/2017

* Added Overmap Event Feed
* Added battle icon in Overmap
* Added warning message when trying to use combo with no combo bars
* Game now pauses when controller is disconnected
* Reinforcement messages are now color coded
* Increased friendly roamer speed, slightly decreased enemy roamer speed
* Increased roamer reinforcement range
* Roamers now migrate to regions with low amount of roamers
* Gold display now flashes if can't afford something
* Hideout spawns units faster the more regions you control
* Castle shields now display correct team color
* Minor performance improvement when using gamepad
* Fixed defensive Knights spawning on top of buildings
* Fixed node being destroyed even when defenders won
* Fixed several issues related to controller input

Improved Overmap AI! - v0.09 - 17/03/2017

Improved Overmap AI!

Enemies and friendlies will now attack nodes and take over regions. They will also request help from nearby Knights when attacking a node with a lot of units.
Destroyed nodes will be repaired after some time.

This should make the entire world feel much more dynamic.

Also added a highlight to the current target and slightly tweaked how that target is chosen. Now it should be easier to attack the same target and when several enemies group up you can hopefully hit all the correct buttons.

Cheers!

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v0.09 - 17/03/2017

* Improved Overmap AI, enemies and friendlies now attack nodes and take over regions

* Added highlight to current player target
* Added confirmation message when giving Knight overmap order
* Reworked overmap damage calculations, based on Knight level and node defense level
* Knights can request help in order to attack nodes with large amounts of units
* Destroyed nodes now get repaired after some time
* Knights now participate in Castle Attack/Defense
* Spawn timer is now based on how many units are alive, if small amount then timer is smaller
* Enemy convoys that are raided by allies add their gold to the treasury
* Hideout node info gold now shows global gold amount
* Polished Outpost destroyed sprite
* Destroyed nodes
* Fixed Knights randomly switching target
* Fixed Knights not damaging buildings
* Fixed player having more than maximum units on various occasions
* Fixed enemy melee attacking gates
* Fixed giving units to destroyed nodes
* Fixed Hideout "Hire Mercenaries" missing
* Fixed bug where roamers would go to reinforce without being asked
* Fixed Knight squad units being stuck in place when Knight was dead

Minion upgrades! - v0.08 - 10/03/2017

Introducing Minion upgrades!

Level 2 are a bit stronger, Level 3 are quite a lot stronger, have an extra health button and unique skills!

Minions throw a rock that stuns whoever it hits.
Archers fire 3 arrows in quick succession that are slightly guided towards their target.
Shielders have a charge where they knockback and stun units.

Currently the friendly minions don't use skills and their level is always somewhat lower than the enemies, in the future it will be manually upgraded by the player.

As always I'm looking for feedback, especially in regards to difficulty, I want the game to have a smooth difficulty curve. The level of the minions is dependent on the defense of the node, node type and currently owned regions.
So do let me know if you find the new minions too strong/weak.

Thanks!


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v0.08 - 10/03/2017

* Minion Upgrades! Level 2 are stronger, Level 3 are even stronger and have unique skills!

* Added a potential fix for neverending battle results window
* Polished remaining armor/helmet sprites
* Main health bar now flashes when low
* While in Tutorial Combo time now slows down to 2% instead of 10%
* Knight Intro no longer plays if Knight is dead
* Fixed bug when all CapturePoints were taken but Knight was still alive