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Crooked Waters

 
Crooked Waters 1.0.1 hotfixJul 18, 2019 - Community AnnouncementsHello! We have noticed that a few issues regarding hosting and joining lobbies have stuck around since last update. This hotfix will address these issues: Fixed an issue where players would not properly disconnect from a lobby after leaving. Fixed an issue where players could accidentally create ‘ghost’ lobbies that caused other players to crash when joined. Corrected lobby handling when joining a lobby with incorrect data. Fixed a bug where players would not disconnect immediately from a lobby when the host leaves. Crooked Waters 1.0.1 changelogJul 8, 2019 - Community AnnouncementsAvast! Since Crooked Waters: Conquest has been released we've been collecting a lot of feedback and comments of the community. We've noticed that there were issues for some players that weren't able to connect to other players' lobbies. We have addressed this issue as high priority and greatly improved the connectivity of Crooked Waters. Besides this we've made some minor improvements. We will continue to collect feedback and keep improving the game. Increased compass range in Conquest, so an objective will be shown on the compass on the start of a match. Added a more noticable "ready" button for clients in the lobby screen. Added relay servers as a backup if regular NAT punchtrough failes. Fixed issue where remaining players weren't able to finish a Conquest match after a player leaves the match. Fixed issue where players could fall through the scene on the starting island when rotating. Crooked Waters: Conquest Free WeekendJun 20, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/a8a321bdaa78020bd0e9a9ed245fd5ccef25753f.jpg Avast! The moment is finally here! After working on the Crooked Waters: Conquest update for a year we can finally show it to the public. Crooked Waters: Conquest is now live and will be free to play during this whole weekend for everyone. With this update we introduce a lot of new features, bug fixes and quality of life improvements. But the most important feature of this update is the new game mode called Conquest. With this new game mode to which this update is named after. Conquest will give Crooked Waters more variety regarding to the amount of players needed to play the game. The main goal of the this update is to make Crooked Waters more accessible for small parties or even single players. Additionally we want to improve Crooked Waters in general so besides the new gamemode a lot of new features and quality of life improvements will be introduced. The Conquest gamemode can be played either Co-op(1 team) or Versus(2 teams) In general the objectives will stay the same but Versus will introduce the extra threat of the other team. The Conquest gamemode consists of multiple stages: - Destroying the secondary objectives. - Destroying the primary objective. - Claim the treasure chest. There is plenty more that comes with this update. So if you are interested in finding out more visit our website or join one of our channels. Join our discord or visit one of our other channels: Find out more: Crookedwatersvr.com Discord Twitter.com Instagram.comCrooked Waters: Conquest release 21st of June!May 30, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/c8d78e282526e60f24ed93627bd34c97ea62c989.png Yaaarrr!!! The time has finally come. Crooked Waters: Conquest update will release the 21st of June! And to give everyone a chance of experiencing it, we'll be doing a Steam free weekend. With the update a lot of new content will be released that we've been working on for the past year. To get an impression of what the new gamemode will contain, check out this article. Alpha 0.9.11 changelogMar 23, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/a0248feaabe53f8fd372725b89ea262f66105c46.png In this week’s update we have implemented a new user interface. This user interface is created for the upcoming 1.0 update. It contains many new options for you to select, for example you can select what gamemode you want to play and the type of ship that you want to play on. As of right now many options are disabled until the release of the 1.0 update. Implemented a new water system. A new user interface has been added to the game in preparation of the 1.0 update. Added collision indicator to cannon trajectories, allowing players to see where the cannon is going to hit. Wind sounds playing when the sail is perfectly aligned in the wind have been adjusted and updated. Audio fade-out and -in on scene transitions. Lowered overall volume of ambient ship sounds. Fixed a bug where the user interface for the solo mode would not properly update after a restart. Alpha 0.9.10f3 changelogFeb 17, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/86149117273fe6ec916789bf2f177e0a497dcb15.png Added transition screen when the host has left the game Added player notification system The respawn dingy has been updated for a better match ending experience Solo ship has been revisited and updated with the latest mechanics Cannons disappearing when the owning player left the game Arm UI displaying correct ship speed Removing player body from the game when a player left the game Ghost hands not attaching on the exact grab position Objects not staying on the ship when dropped by a playerAlpha 0.9.10f2 changelogFeb 4, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/e31a421e70a3a2cc5d4206c02078f4349b5e27c2.png Avast! Today marks another step forward towards the release of Crooked Waters 1.0. We have merged our 1.0 project into the live project. What this means is that we don't have to work in two seperate versions of Crooked Waters anymore. All the updates and tweaks we have added to the live build are now also applied in the 1.0 project and vice versa all additions and tweaks are now added to the live project. This doesn't necessarily mean that everything will be available for you guys. But it is a step forward for us now the major hurdle of maintaining a live build while developing an update has been made a lot easier to maintain. As I said, with the merge a lot of improvements that we made in the 1.0 project have been merged as well into the live build. However, we are aware that there are a few new bugs introduced because of the merge. But in our opinion these are not significant enough to block the update. One major improvement that is worth mentioning is in the networking between the different players. We have drastically improved our network synchronization code which results in better and more accurate synchronization of objects between all players. Added ghost hands when interacting with fixed interactable items. Drastically improved network synchronization accuracy. Improved overall performance Improved hand pivoting when grabbing a winchhandle. Improved speed settings of solo challenge ship. Ropes are no longer realtime updated. Bug in solo challenge where no more target ships would spawn. Bug where the small ship's sail did not have collision with the mast.Alpha 0.9.10f1 changelogJan 7, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/00cecd1cc19fc5492270092db5d611c042f81636.png Yarr! With this update we introduce the new inventory system. Objects placed in your inventory will snap to a better fitting location on your body. This new system also allows you to place items on your back, and has more storage slots in general. Reworked player inventory system. Replaced lobby fireplace sounds. Tweaked lobby lighting settings. Alpha 0.9.10 changelogDec 8, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/02c054547483bea9929b02ca2aefb709ca08756e.png Avast, me hearties! Today marks another biweekly quality of life update. This weeks updates are aimed to improve the overall interaction with the game. We apologize for any inconvenience caused by the settings reset. When starting the game for the first time after the update please navigate to the settings option in the main menu, set up your prefered settings, and save them as a profile. Added visual feedback when inviting a friend through the ingame invite window. Personal preferences are now connected to the selected profile. Reduced haptic feedback when sailing over a sandbank. Improved steering mechanic, steering is now less springy. Corrected scale and positions of some objects in the tavern lobby. Player height calibration in the settings menu is now working as intended. Fixed issue where the game would not load properly if the steamVR overlay was already running. Water in the lobby invisible before hosting a game. Cutlass having an undesired effect on the ship while wielding.Alpha 0.9.9f9 changelogNov 24, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/4773fa27438608b25c19d27db5c09d288cdeb301.png Avast! Last week we have upgraded our project to a newer version of the Unity engine. This enables us to use the new features of Unity and comes with optimazations which results in noticeable better performance. Also we have added new features to this update which is again in preperation for our 1.0 release. Besides increasing the minimum firing range of a cannon, we've added the option to load multiple gunpowder pouches(with a maximum of 3) into your cannonbarrel. Each additional pouch loaded increases the firing range of the cannon. We will release a new devlog about the 1.0 release soon which will show the current state of the update and contains extra information about what the new gameplay will be. Cannons can now be loaded with up to three gunpowder pouches to increase their range. Replace the default SteamVR loading screen with a custom loading screen. Added parrot(s) that fly around on the map. Add random fish flocks that appear around the ship. Increased the minimum range of cannons. Added flame particles to candles in lobby/ in game Update cannon shooting sounds with the new sound effects. Add network behavior to sharks so they are synced between players. In lobby friend list UI doesn't disappear when leaving a lobby. Loud water sounds when transitioning to the match scene. Settings: turning angle dropdown is broken shows wrong values. Cargo raster in ship still shows water below deck when standing on the deck. Solo challenge ship crashes when interacting with the ladder.Alpha 0.9.9f8 changelogNov 10, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/cca3b939591f4c0b2526b0b043c3c3db8bc47f1e.pngGreetings! This week’s update brings in a few more overall quality of life fixes to the game. In the meanwhile we are still hard at work with the 1.0.0 update. You can also expect some new information regarding the 1.0.0 update in the coming weeks. Changed our skybox to a new and more dynamic one with moving clouds. Fixed an issue where players would fall endlessly in the tavern when clipping through the floor. Fixed a bug where wind calculations were completely off and would give ships incorrect speed. Water waves will now grow taller once a ship reaches more open sea, and be calmer when the ship is closer to islands. Minor bugfixes.Alpha 0.9.9f7 changelogOct 27, 2018 - Community AnnouncementsAvast! This week's update introduces our new water system. Visually it has improved a lot due to it's using realtime reflection now from the sky. Technically it has improved as well since it gives us more flexibility on how the water should behave i.e. the waves are more realistic and we have more control on the wave height etc. We still want to improve a lot but we think it has become much better already. Besides that we fixed more bugs and continue to do so. As mentioned in previous updates, we are still working hard on our 1.0.0 release and are getting closer to a product that is ready to show to you guys. Implemented new water visuals. Make anchor releasing sound less loud. Improve ship collision behaviour. Player spawns in the water when trying to spawn on player-island. Cannon barrel fuse can be lighted by any part of the botefeux instead of only the fuse part. Usernames are no longer visible when a player dies. Crowsnest and top mast pole no longer has player collision on climb.Alpha 0.9.9f6 changelogOct 3, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/7ead5a533fb7aeffdd69f3cfea4780bb643cb4c7.png Greetings! This week’s update introduces player damage to the game in preparation of update 1.0.0. It includes personal weapons and player death all available now, however the potential of this update will be fully met when the big update hits. This comes with a few new mechanics which will be explained here. As of this update we have introduced personal weapons. Each player starts with a pistol and a cutlass in their item-belt upon spawning. Pistols can be used to fire at players from a distance. To fire a pistol a player must load the pistol with a bullet, and pulling back the hammer. Bullets can be found in the bullet pouch attached to your item-belt. Swords can be used in close-range combat. Swinging your sword around causes a wind-effect to follow it. The wind-effect indicates whether the sword is able to hit. A player drops items from his hands on death, while items in their item-belt will remain when respawning. Added kickback when firing cannons. Added new Cutlass weapon. Added new Pistol weapon. Added player damage, allowing players to take damage from other players. Added player death and respawning. Added bullet pouch, containing bullets for pistols. Made preparations for island exploration. Alpha 0.9.9f5 changelogSep 15, 2018 - Community AnnouncementsAvast! Last week we've released the devlog which contains more detailed information about the upcoming 1.0 "Conquest" update. We hope you guys see as much potential as we do in our effort to reduce the amount of required players needed to play a match. To prevent us from hiding in our dark developer rooms working on the 1.0 update, we've introduced the bugfix Friday in our workflow. This forces us to drop all other features on Fridays and solely work on existing bugs or QoL improvements. During the rest of the week we're still working hard on the Conquest update and we hope we can release more information and/or images soon. If you have an idea, suggestion or want to report a bug please let us know on the official Crooked Waters Discord server: https://discord.gg/m8yweFx Added ship sail tearing when a ship's sail is hit by a cannonball (this has no effect...yet). When creating/joining a lobby, the player is now facing the lobby UI directly. You'll stay the same character now during the whole lobby session. Fixed blurry screen when opening SteamVR overlay. The waiting for host message on the starter island is now following the players view to always be visible. Improved visual effect when falling into the water. Improved lobby tavern collisions.A preview to 1.0 "Conquest" updateSep 4, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/b492d64c6d5734044d6ef3d8001106d795440025.png View Post Alpha 0.9.9f4 changelogSep 2, 2018 - Community AnnouncementsGreetings! Another two weeks, another update. We are still hard at work behind the scenes on the 1.0.0 update. More details on the update will come soon. In the meantime we will continue to release normal updates every two weeks. If you have an idea, suggestion or want to report a bug please let us know on the official Crooked Waters Discord server: https://discord.gg/m8yweFx Added missing colliders on the player starter island. Fixed expired Discord server invite links in the main menu. Fixed hand grabbing animation when grabbing an item from one hand with the other. Fixed an issue where where a player’s hand would open despite holding an object. You can now (finally) pick up all the candles in the lobby tavern. Corrected collider placement in the lobby tavern. Falling in water will cause a player’s vision to blur. Starting the game with no compatible VR-device connected will display a message stating that no compatible device was found. Added a map of the environment on the table in the captain’s quarters on the ship. Alpha 0.9.9f3 changelogAug 18, 2018 - Community AnnouncementsAvast! This update focusses a bit more on implementing small quality of life changes as we start ramping up for the release of 1.0.0 and the new gamemode coming with it in the coming weeks. This means that a lot of our resources are busy working on the big update, taking priority over our regular schedule. This week we will also release a devblog about the upcoming 1.0.0 update, the new gamemode and the changes that it will bring. Header text The position of a dingy when a ship is sinking will now no longer spawn in other objects such as islands. Header text Ship culling on own ships is temporary disabled as it was not culling properly. Header text Corrected the spelling in the tutorial texts. Header text Fixed an issue where the host would have the name ‘username’ during a session. Alpha 0.9.9f2 changelogAug 4, 2018 - Community AnnouncementsAvast! We are on our way to Crooked Waters 1.0. Along the road to 1.0 we are releasing intermediate updates which will support the build of 1.0. This update is mainly focused on catching up with some needed polish of the game. We've improved and added some additional sound effects, reworked the sandbank system and improved the look of the starter island. Right now the team is hard at work with the upcoming game mode, this requires us to shift focus from our regular schedule which might result in smaller regular updates. Winches have a networked soundeffect when interacting with it. Sandbanks are reworked and have a more pleasant and accurate behaviour. Starterisland is visually updated. Improved sails audio feedback. Updated overall audio effects. Added physical limits to the ship's rotation which prevents ships from rolling too much. Lobby Menu UI light flicker when moving away from the light.Roadmap to 1.0Jul 27, 2018 - Community AnnouncementsAVAST, Brethren of the Coast! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/4dbf1381c67720ca7180481ca1ee235a8fadde59.png It’s been 2 weeks since the steam release and we’re now ready move into a regular update schedule: Updates are scheduled to release every 2 weeks on friday, starting next week. Patches and bugfixes are scheduled every week. Multiplayer Now that the game is on Steam we working on the main issue we’re facing: high amount of players required per match. 2 Player gameplay Right now you need 8 people in order to play a match. We’re looking to reduce the number of players needed for a valid game to 2. How we plan to do this is described below in the gameplay section. Viveport, Oculus store We got a lot of questions about using other platforms than Steam and we started on getting the game to different retailers like Viveport, Oculus store, Green man gaming. This however, will take some time because we need to move from Steam lobbies to a more cross platform friendly solution. Gameplay As you may have noticed we have been polling a lot of feedback about the current gamemode lately. We used the feedback to get a better feel for what the community wants. We feel that in order to further advance the gamemode we should add a few new elements in order to make the gamemode more interesting in general and increase playability for smaller groups. Targets When starting a match, indications will appear for the crew on where different targets are located around the map. The goal is to sail towards one of these targets and take it down using your ship’s cannons, rewarding you with a crate upon completion. These targets can be for example: a small fortress tower, an anchored ship, or a skeleton infested island. Crates After destroying a target your ship will receive a crate containing a special set of items. A crate can contain a variety of different items like: Barshots to take down enemy masts, Grape shots that can be used as anti-personnel, Flammable or explosive projectiles to set aflame the enemy ship, barrels that you can drop in the water and shoot afterwards. Final target When all targets are destroyed, ships are notified to move to the center of the map. Here they will have to fight a final target in order to win the game. Co-op and PvP This gamemode can be played with 1 ship with a minimal crew of 2. The difficulty of the targets will scale with the amount of players in the game. When playing with 1 ship you are only playing against the computer controlled targets. When played with 2 ships ( > 4 people) the gamemode will still be the same, but with two different teams battling for control! Targets will have to be battled and fought over, whichever ship kills the target will receive the crates. These crates will give you an advantage over the enemy ship so it’s best to collect as many as possible. When all targets are destroyed, both ships move to the center to battle each other and the final target. It’s also ...Alpha 0.9.9f1 changelogJul 21, 2018 - Community AnnouncementsGreetings landlubbers! This update is the first update following the official early access release of Crooked Waters! This patch we have implemented a few much requested features from the community and a few changes to solo play. We have expanded the options for movement controls in the settings menu. You can now choose whether you want smooth turning or snap turning with a wide array of snap angles. Each multiplayer ship now has a capstan on the front deck which can be used to lower or raise an anchor. The anchor can be used to stop the ship or make sharp turns. Implemented smooth turning. Smooth turning can be enabled in the settings menu. Added optional click turning. Added extra snap angles for snap turning; you can now choose to turn with either 90, 45, 30, 20, 10 or 5 degrees. Roundshot damage is lowered, increasing the amount of hits needed to sink a ship in multiplayer. Oculus snap turning has been fixed and now works accordingly. Corrected an issue where cannon fuses would fire regardless if the cannon was loaded or not. Bumping target boats in solo play does not get you stuck anymore. Completing a solo game automatically restarts a game after a while, this can be stopped by quitting back to the lobby using the arm UI. The solo play mode time is drastically lowered to two minutes making the games quicker and actually challenging. The old highscores will be removed this week to make it fair.