Patch 00.091A Released! Floating combat text, Bow changes, and much more!
Happy New Years! It has been a crazy week! Not only do I work a full time job, but also have to balance Christmas on the 25th, my birthday on the 27th, my girlfriends birthday on the 29th, and New Years Eve on the 31st.
Full notes
Full Knights of the Drowned Table update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
17 fixes6 additions7 changes1 removal
Server
Fixes
Gameplay
Balance
UI and audio
changedHappy New Years!It has been a crazy week! Not only do I work a full time job, but also have to balance Christmas on the 25th, my birthday on the 27th, my girlfriends birthday on the 29th, and New Years Eve on the 31st. Today I managed to escape for a while and get a full 16 hours away from obligations to work on the latest patch. This final uninterrupted session was a god send! I was able to address many of the big ticket items we have received from our players. See the end of the post for the full change log. Combat Changes We have added floating combat text. When doing damage to an enemy, you will see your damage appear in yellow text. If a team mate damages an enemy, the text will be white. It was reported that Melee weapons were vastly overpowered. We found that melee weapons would hit multiple times in one directional swing, causing incredible damage. This has been fixed and each enemy is now much more difficult to kill. Combat felt quite lackluster in the previous patch and for good reason. We discovered that Players were unable to die which lead to a lack of threat. We have fixed this problem. When a player dies, their body explodes and they are left to spectate from where they were slain. Players can return to the lobby to join another game after death. We adjusted each enemies health. Most enemies have had their health grow substantially. Please let us know if it feels appropriate. Shields were not working as intended in the last patch. Properly blocking an enemy's attack with your shield will now negate the incoming damage. Changes to all Weapons Many of our customers have mentioned that the positioning of the items in the hands did not feel intuitive. We have visited each weapon in the game and adjusted the held position and rotation to allow for a more natural grip. Please let us know if you prefer it this way! Bow and Arrow changes When using a bow, the quiver is now available over your shoulder. Simply reach and grab behind your head with your open hand and you'll have an arrow ready to go! The new system allows the quiver to follow the player with Room Scale motion and should allow for more fluid and intuitive archery. Movement Fixes We discovered that the Player would not rotate and collide based on the bodies position, but instead based on the center of the VR space. This led to awkward rotations and difficulty climbing stairs if not centered in your play space. This has been corrected and should feel much more natural. All in all, we fixed a large number of bugs. I am still working on addressing more minor issues but felt these were very important to get into the community's hands. As always, we encourage your feedback! Please let us know if you have any suggestions, comments, concerns, etc. If you'd like to get more involved with the development of Knights of the Drowned Table, please join our Discord Server. We have stickied the address in Discussions tab. Much Love, Billy Full Change Log:
fixedHappy New Years!00.091A Bow Controller: Fixed an issue where the Quiver would fall through the earth.
fixedHappy New Years!00.091A Bow Controller: Fixed issue which would cause a players hand to vanish if they were holding an arrow while dropping the bow.
fixedHappy New Years!00.091A Bug Dog: Fixed an issue where the bug dog could push the player around.
addedHappy New Years!00.091A Combat: Added floating combat text. Yellow text is from the local player, white text is from network guests.
fixedHappy New Years!00.091A Combat: Fixed an issue where blood effects were not being shown on the player.
Knights of the Drowned Table changes
changedIt has been a crazy week! Not only do I work a full time job, but also have to balance Christmas on the 25th, my birthday on the 27th, my girlfriends birthday on the 29th, and New Years Eve on the 31st. Today I managed to escape for a while and get a full 16 hours away from obligations to work on the latest patch. This final uninterrupted session was a god send! I was able to address many of the big ticket items we have received from our players. See the end of the post for the full change log. Combat Changes We have added floating combat text. When doing damage to an enemy, you will see your damage appear in yellow text. If a team mate damages an enemy, the text will be white. It was reported that Melee weapons were vastly overpowered. We found that melee weapons would hit multiple times in one directional swing, causing incredible damage. This has been fixed and each enemy is now much more difficult to kill. Combat felt quite lackluster in the previous patch and for good reason. We discovered that Players were unable to die which lead to a lack of threat. We have fixed this problem. When a player dies, their body explodes and they are left to spectate from where they were slain. Players can return to the lobby to join another game after death. We adjusted each enemies health. Most enemies have had their health grow substantially. Please let us know if it feels appropriate. Shields were not working as intended in the last patch. Properly blocking an enemy's attack with your shield will now negate the incoming damage. Changes to all Weapons Many of our customers have mentioned that the positioning of the items in the hands did not feel intuitive. We have visited each weapon in the game and adjusted the held position and rotation to allow for a more natural grip. Please let us know if you prefer it this way! Bow and Arrow changes When using a bow, the quiver is now available over your shoulder. Simply reach and grab behind your head with your open hand and you'll have an arrow ready to go! The new system allows the quiver to follow the player with Room Scale motion and should allow for more fluid and intuitive archery. Movement Fixes We discovered that the Player would not rotate and collide based on the bodies position, but instead based on the center of the VR space. This led to awkward rotations and difficulty climbing stairs if not centered in your play space. This has been corrected and should feel much more natural. All in all, we fixed a large number of bugs. I am still working on addressing more minor issues but felt these were very important to get into the community's hands. As always, we encourage your feedback! Please let us know if you have any suggestions, comments, concerns, etc. If you'd like to get more involved with the development of Knights of the Drowned Table, please join our Discord Server. We have stickied the address in Discussions tab. Much Love, Billy Full Change Log:
fixed00.091A Bow Controller: Fixed an issue where the Quiver would fall through the earth.
fixed00.091A Bow Controller: Fixed issue which would cause a players hand to vanish if they were holding an arrow while dropping the bow.
fixed00.091A Bug Dog: Fixed an issue where the bug dog could push the player around.
added00.091A Combat: Added floating combat text. Yellow text is from the local player, white text is from network guests.
Happy New Years!
It has been a crazy week! Not only do I work a full time job, but also have to balance Christmas on the 25th, my birthday on the 27th, my girlfriends birthday on the 29th, and New Years Eve on the 31st. Today I managed to escape for a while and get a full 16 hours away from obligations to work on the latest patch. This final uninterrupted session was a god send! I was able to address many of the big ticket items we have received from our players. See the end of the post for the full change log. Combat Changes We have added floating combat text. When doing damage to an enemy, you will see your damage appear in yellow text. If a team mate damages an enemy, the text will be white. It was reported that Melee weapons were vastly overpowered. We found that melee weapons would hit multiple times in one directional swing, causing incredible damage. This has been fixed and each enemy is now much more difficult to kill. Combat felt quite lackluster in the previous patch and for good reason. We discovered that Players were unable to die which lead to a lack of threat. We have fixed this problem. When a player dies, their body explodes and they are left to spectate from where they were slain. Players can return to the lobby to join another game after death. We adjusted each enemies health. Most enemies have had their health grow substantially. Please let us know if it feels appropriate. Shields were not working as intended in the last patch. Properly blocking an enemy's attack with your shield will now negate the incoming damage. Changes to all Weapons Many of our customers have mentioned that the positioning of the items in the hands did not feel intuitive. We have visited each weapon in the game and adjusted the held position and rotation to allow for a more natural grip. Please let us know if you prefer it this way! Bow and Arrow changes When using a bow, the quiver is now available over your shoulder. Simply reach and grab behind your head with your open hand and you'll have an arrow ready to go! The new system allows the quiver to follow the player with Room Scale motion and should allow for more fluid and intuitive archery. Movement Fixes We discovered that the Player would not rotate and collide based on the bodies position, but instead based on the center of the VR space. This led to awkward rotations and difficulty climbing stairs if not centered in your play space. This has been corrected and should feel much more natural. All in all, we fixed a large number of bugs. I am still working on addressing more minor issues but felt these were very important to get into the community's hands. As always, we encourage your feedback! Please let us know if you have any suggestions, comments, concerns, etc. If you'd like to get more involved with the development of Knights of the Drowned Table, please join our Discord Server. We have stickied the address in Discussions tab. Much Love, Billy Full Change Log:
Fixed00.091A Bow ControllerFixed an issue where the Quiver would fall through the earth.
Fixed00.091A Bow ControllerFixed issue which would cause a players hand to vanish if they were holding an arrow while dropping the bow.
00.091A Bow Controller: Quiver now spawns behind the opposite shoulder of the arm holding the bow.
00.091A Bow Controller: The quiver now rotates with the players head, allowing for roomscale rotation without error.
Fixed00.091A Bug DogFixed an issue where the bug dog could push the player around.
Added00.091A CombatAdded floating combat text. Yellow text is from the local player, white text is from network guests.
Fixed00.091A CombatFixed an issue where blood effects were not being shown on the player.
Fixed00.091A CombatFixed an issue where one strike from melee weapon would hit hundreds of times in a row.
00.091A Combat: Health recovery now starts at 5 seconds out of combat and heals at 10% per second.
00.091A Drunken Dunes: Minibosses no longer can be locked in hit animation.
00.091A Enemies: Enemies can now only damage a player during their attack animations.
Fixed00.091A EnemiesFixed Blood Effect not showing when attacking / hit
Adjusted00.091A EnemiesAdjusted all enemy health.
Fixed00.091A GargoyleFixed issue where gargoyle would not do any damage.
Added00.091A Player ControllerAdded new sound effect when killed.
Added00.091A Player ControllerAdded two new equipment slots - UpperBackLeft and UpperBackRight. Used currently only for the quiver, but can be used later for other objects.
Adjusted00.091A Player ControllerChanged death effect from flashing red to gradually get more red as health decreases.
Fixed00.091A Player ControllerFixed a bug where players could not die.
Fixed00.091A Player ControllerFixed an issue where the player would pivot based off the center of their playspace instead of their character.
Fixed00.091A Player ControllerFixed an issue where the players may be unable to walk up stairs due to Character Controller not following room scale movement.
Adjusted00.091A Player ControllerIncreased volume of the collider for the finger when interacting with menus.
Fixed00.091A SandWurm MinibossFixed an issue where the SandWurm miniboss would not do any damage.
Fixed00.091A SandWurmFixed an issue where the sandwurm would not do any damage.
Removed00.091A SettingsChanged default Controller Turning setting based on headset (Vive: Disabled, Oculus: Enabled)
Adjusted00.091A SettingsChanged default Hold Button to Grab setting to false. Will default to toggle grip.
Fixed00.091A Shield ControllerFixed bug where players and enemies could take damage after blocking with a shield.
Fixed00.091A SlimeFixed issue where slimes spit would not do any damage.
00.091A Slime: Increase speed of slime spit.
Fixed00.091A Snow FortressFixed bug preventing waves from starting.
Added00.091A Snow FortressStopped any previous audio playing from last wave when a new wave starts.
Fixed00.091A TavernFixed an issue where players would spawn inside of a table.
Fixed00.091A Voice ChatFixed an issue where players who are playing alone would join a public voice channel.
Adjusted00.091A WeaponsAll weapons have had their gripped rotation and position adjusted to feel more natural.