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Knights of the Drowned Table

 
We're not dead, far from it!Mar 30, 2018 - Community AnnouncementsPrepare yourselves for Knights of the Drowned Table version V00.100A our largest update yet! Featuring a complete overhaul of the Drunken Dunes quest along with new enemies and improved level design. The update is planned to go live near the end of April. Here is a sneak peek at what to expect. Enjoy! Drake - 3D Artist https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/954dd329a4f7d9fbac757f9b60f31aaff97cfe79.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/efbe5ca6d72bc4f620a5dc2968a821f91e59e433.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/ef66508210abe9d3af5191570a34fb1d6e61baee.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/cc4717173baee95f2fd7ab29acece1f64dcd49e1.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/916e832d8f292e9865f8d2c57106c41ec62a94bb.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/20d97930e9b9b49e71ad94fc26bc0b59f7f9fc62.jpgWe're not dead, far from it!Mar 30, 2018 - Community AnnouncementsPrepare yourselves for Knights of the Drowned Table version V00.100A our largest update yet! Featuring a complete overhaul of the Drunken Dunes quest along with new enemies and improved level design. The update is planned to go live near the end of April. Here is a sneak peek at what to expect. Enjoy! Drake - 3D Artist https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/954dd329a4f7d9fbac757f9b60f31aaff97cfe79.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/efbe5ca6d72bc4f620a5dc2968a821f91e59e433.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/ef66508210abe9d3af5191570a34fb1d6e61baee.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/cc4717173baee95f2fd7ab29acece1f64dcd49e1.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/916e832d8f292e9865f8d2c57106c41ec62a94bb.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31032357/20d97930e9b9b49e71ad94fc26bc0b59f7f9fc62.jpgV00.095A Released!Jan 4, 2018 - Community AnnouncementsGood morning! I just finished a late night of programming to get the latest patch ready for Steam. Tonight I've mostly addressed some quality of life issues as well as a few bugs fixes. V00.095A Weapon Trails Weapons will now display a visual trail behind them when they have been swung hard enough to do damage. Not only does this look neat, but it helps cue the player in as to when they have found the sweet spot for swings. Please note that the harder you swing your weapon, the more damage it will do. Improved Healthbars Healthbars have had a visual overhaul. They will now display the enemies health via text and with a bar. It looks quite a bit nicer and provides some better information to the player. Bow Bugfix In the last patch, Bow's were accidentally notching arrows that were dropped. This caused a 5 second delay until you could shoot your next arrow. This has been corrected. Princess Coleslaw Princess Coleslaw has had her attack range increase, making her much more lethal! Her health has decreased from 4,000 to 1,500 as 4,000 was an absurd amount. Things are really starting to look great. I am working on a few more bug fixes and then will get the PvP maps ready! Cheers, Billy Full Change Log for V00.095A 00.095A Weapons: Added trail behind weapons if swung hard enough to do damage. 00.095A Enemies: Fixed a bug where some enemies would infinitely spin in a cirlce after reaching a patrol point. 00.095A Healthbar: Healthbar now shows enemies health with text value as well. 00.095A Healthbar: Healthbar now uses a World Space Canvas instead of a cube. 00.095A Bow: Bow will no longer notch to arrows that have been dropped. 00.095A Princess Coleslaw: Changed health to 1500 00.095A Princess Coleslaw: Increased collider size on punch attack 00.095A Dungeon: Fixed overlapping navigation meshs in Dungeon. 00.095A Enemies: Increased search angle error to 90 degrees to prevent rotation problems. 00.095A Dungeon: Fixed missing material in dungeon courtyard. V00.095A Released!Jan 4, 2018 - Community AnnouncementsGood morning! I just finished a late night of programming to get the latest patch ready for Steam. Tonight I've mostly addressed some quality of life issues as well as a few bugs fixes. V00.095A Weapon Trails Weapons will now display a visual trail behind them when they have been swung hard enough to do damage. Not only does this look neat, but it helps cue the player in as to when they have found the sweet spot for swings. Please note that the harder you swing your weapon, the more damage it will do. Improved Healthbars Healthbars have had a visual overhaul. They will now display the enemies health via text and with a bar. It looks quite a bit nicer and provides some better information to the player. Bow Bugfix In the last patch, Bow's were accidentally notching arrows that were dropped. This caused a 5 second delay until you could shoot your next arrow. This has been corrected. Princess Coleslaw Princess Coleslaw has had her attack range increase, making her much more lethal! Her health has decreased from 4,000 to 1,500 as 4,000 was an absurd amount. Things are really starting to look great. I am working on a few more bug fixes and then will get the PvP maps ready! Cheers, Billy Full Change Log for V00.095A 00.095A Weapons: Added trail behind weapons if swung hard enough to do damage. 00.095A Enemies: Fixed a bug where some enemies would infinitely spin in a cirlce after reaching a patrol point. 00.095A Healthbar: Healthbar now shows enemies health with text value as well. 00.095A Healthbar: Healthbar now uses a World Space Canvas instead of a cube. 00.095A Bow: Bow will no longer notch to arrows that have been dropped. 00.095A Princess Coleslaw: Changed health to 1500 00.095A Princess Coleslaw: Increased collider size on punch attack 00.095A Dungeon: Fixed overlapping navigation meshs in Dungeon. 00.095A Enemies: Increased search angle error to 90 degrees to prevent rotation problems. 00.095A Dungeon: Fixed missing material in dungeon courtyard. V00.094A Released! Bugfixes galore!Jan 3, 2018 - Community AnnouncementsHappy Hump Day! We've made it half way through the week! Unfortunately, V00.093A did as well. There was a major bug in V00.093A which was causing multiple mazes to load in the dungeon at the same time. This bug was not present in V00.092A, and was introduced while I was hastily fixing other problems. I have fixed this, and the dungeon is fully playable once again in V00.094A. I have increased the grab area of the arrows behind the shoulder to make them easier to get too. I believe this will ease archery while the head is rotated. I found some other quirks in the last patch - such as extra large gargoyles, slime bugs, and more. All the quirks I have found have been fixed! Fighting Gargoyles is now much more challenging. Slime spit much further and no longer are damaging themselves. You can also now deflect Slime spit with your shield. That's all for now. Until next time, Billy Full Patch Notes for V00.094A 00.094A All Levels: After completing a level, users first load a black screen to prevent the screen from locking. 00.094A Arrows: Arrows will no longer deal damage if when there motion stops. 00.094A Arrows: Fixed bug where arrows were not playing impact sounds. 00.094A Dungeon: Fixed game breaking bug in the dungeon where two mazes could load at once, preventing the player from progressing. 00.094A Dungeon: Fixed bug where all gargoyles were the size of the miniboss. 00.094A Gargoyle: Increased collider size of Gargoyle's attack. The gargoyle is much more likely to hit the play when attacking now. 00.094A Dungeon: Fixed bug where miniboss would wait to be killed. 00.094A Arrows: Arrows will now automatically be removed from the game after 5 seconds from stopping after being shot. 00.094A Arrows: Players can no longer grab arrows after they have been dropped. 00.094A Arrows: Fixed bug where arrows were not playing impact sounds. 00.094A Arrows: Fixed a bug where Bug Dogs were immune to arrows at cetain distances. 00.094A Slime: Increased attack distance on Slime. 00.094A Slime: Decreased max health to 30 00.094A Slime: Fixed bug where spit would damage the slime instead of the player. 00.094A Slime: Slime Spit can now be blocked with shields. V00.094A Released! Bugfixes galore!Jan 3, 2018 - Community AnnouncementsHappy Hump Day! We've made it half way through the week! Unfortunately, V00.093A did as well. There was a major bug in V00.093A which was causing multiple mazes to load in the dungeon at the same time. This bug was not present in V00.092A, and was introduced while I was hastily fixing other problems. I have fixed this, and the dungeon is fully playable once again in V00.094A. I have increased the grab area of the arrows behind the shoulder to make them easier to get too. I believe this will ease archery while the head is rotated. I found some other quirks in the last patch - such as extra large gargoyles, slime bugs, and more. All the quirks I have found have been fixed! Fighting Gargoyles is now much more challenging. Slime spit much further and no longer are damaging themselves. You can also now deflect Slime spit with your shield. That's all for now. Until next time, Billy Full Patch Notes for V00.094A 00.094A All Levels: After completing a level, users first load a black screen to prevent the screen from locking. 00.094A Arrows: Arrows will no longer deal damage if when there motion stops. 00.094A Arrows: Fixed bug where arrows were not playing impact sounds. 00.094A Dungeon: Fixed game breaking bug in the dungeon where two mazes could load at once, preventing the player from progressing. 00.094A Dungeon: Fixed bug where all gargoyles were the size of the miniboss. 00.094A Gargoyle: Increased collider size of Gargoyle's attack. The gargoyle is much more likely to hit the play when attacking now. 00.094A Dungeon: Fixed bug where miniboss would wait to be killed. 00.094A Arrows: Arrows will now automatically be removed from the game after 5 seconds from stopping after being shot. 00.094A Arrows: Players can no longer grab arrows after they have been dropped. 00.094A Arrows: Fixed bug where arrows were not playing impact sounds. 00.094A Arrows: Fixed a bug where Bug Dogs were immune to arrows at cetain distances. 00.094A Slime: Increased attack distance on Slime. 00.094A Slime: Decreased max health to 30 00.094A Slime: Fixed bug where spit would damage the slime instead of the player. 00.094A Slime: Slime Spit can now be blocked with shields. 50 Key Give-A-Way & V00.093A - Health Bars Released!Jan 1, 2018 - Community AnnouncementsHappy New Year! To celebrate, we are giving away 50 keys for Knights of the Drowned Table! 2017 is in the books. RillyBoss Studios is ready for the new year and have our eyes on the prize! We will be offering a live demo at PAX South in Austin, TX, We have many major content updates planned, and are working towards our version 1.0 release slated for mid-year. To celebrate, we are giving 50 keys away to lucky fans. To enter, visit our website! V00.93A Today, we have released V00.093A. The main addition in this patch is enemy health bars. After damaging an enemy, a health bar will be visible until the enemy is killed. Paired with the new floating combat text feature, we believe this help provide players better feedback as to their effectiveness in combat. We have also fixed a few bugs primarily with enemies and navigation. Full Patch Notes: 00.093A Drunken Dunes: Updated Navigation to prevent bug dogs from walking through walls. 00.093A Drunken Dunes: Changed Bug Dog Miniboss spawn placement. 00.093A Enemies: Added healthbars to all enemies. Healthbars activate when an enemy first takes damage. 00.093A Sand Wurms: Fixed an issue where Sandwurms could deflect Arrows. 00.093A Floating Combat Text: Floating combat text will no longer rotate on the Z axis. Whats to come We have many features planned for the coming month. Due to some bugs, we currently have PvP disabled. We are looking to enable the PvP modes in the next two weeks. We are also working on updating the enemy artwork. We recently added a new character artist to our team who has been revising many of the assets. By the end of the month, we hope all enemies will fit the same aesthetic. We are also working on a new level! We are early in the design phase but would like to have the new level released in the next two months. Our priority is to squash the current bugs before we focus our efforts on building the new content. We will let everyone know when it is released! As always, please feel free to reach out with any comments, questions, feedback, or concern. Much love, Billy50 Key Give-A-Way & V00.093A - Health Bars Released!Jan 1, 2018 - Community AnnouncementsHappy New Year! To celebrate, we are giving away 50 keys for Knights of the Drowned Table! 2017 is in the books. RillyBoss Studios is ready for the new year and have our eyes on the prize! We will be offering a live demo at PAX South in Austin, TX, We have many major content updates planned, and are working towards our version 1.0 release slated for mid-year. To celebrate, we are giving 50 keys away to lucky fans. To enter, visit our website! V00.93A Today, we have released V00.093A. The main addition in this patch is enemy health bars. After damaging an enemy, a health bar will be visible until the enemy is killed. Paired with the new floating combat text feature, we believe this help provide players better feedback as to their effectiveness in combat. We have also fixed a few bugs primarily with enemies and navigation. Full Patch Notes: 00.093A Drunken Dunes: Updated Navigation to prevent bug dogs from walking through walls. 00.093A Drunken Dunes: Changed Bug Dog Miniboss spawn placement. 00.093A Enemies: Added healthbars to all enemies. Healthbars activate when an enemy first takes damage. 00.093A Sand Wurms: Fixed an issue where Sandwurms could deflect Arrows. 00.093A Floating Combat Text: Floating combat text will no longer rotate on the Z axis. Whats to come We have many features planned for the coming month. Due to some bugs, we currently have PvP disabled. We are looking to enable the PvP modes in the next two weeks. We are also working on updating the enemy artwork. We recently added a new character artist to our team who has been revising many of the assets. By the end of the month, we hope all enemies will fit the same aesthetic. We are also working on a new level! We are early in the design phase but would like to have the new level released in the next two months. Our priority is to squash the current bugs before we focus our efforts on building the new content. We will let everyone know when it is released! As always, please feel free to reach out with any comments, questions, feedback, or concern. Much love, BillyPatch 00.092A Released!Dec 31, 2017 - Community AnnouncementsHey guys! One last day until 2018! What are your goals for the new year? We are going to start 2018 off right by demoing Knights of the Drowned Tabe at PAX South! Come see us there! We noticed a few oddities here and there in the last patch. Patch 00.092A contains a couple of quick fix before the New Years: 00.092A 00.092A Right Hand: Fixed grab radius on the right hand. 00.092A Dungeon: Fixed Skeleton MiniBoss stuck on spawn. 00.092A Dungeon: Fixed Grip Rotation on Axe in Dungeon Courtard. 00.092A Dungeon: Lowered volume of music during boss fight. 00.092A Dungeon: Stopped Boss music after killed. 00.092A Dungeon: Increased Boss Health to 4000. 00.092A Snow Fortress: Added hard check for all enemies dying to start next wave. Patch 00.092A Released!Dec 31, 2017 - Community AnnouncementsHey guys! One last day until 2018! What are your goals for the new year? We are going to start 2018 off right by demoing Knights of the Drowned Tabe at PAX South! Come see us there! We noticed a few oddities here and there in the last patch. Patch 00.092A contains a couple of quick fix before the New Years: 00.092A 00.092A Right Hand: Fixed grab radius on the right hand. 00.092A Dungeon: Fixed Skeleton MiniBoss stuck on spawn. 00.092A Dungeon: Fixed Grip Rotation on Axe in Dungeon Courtard. 00.092A Dungeon: Lowered volume of music during boss fight. 00.092A Dungeon: Stopped Boss music after killed. 00.092A Dungeon: Increased Boss Health to 4000. 00.092A Snow Fortress: Added hard check for all enemies dying to start next wave. Patch 00.091A Released! Floating combat text, Bow changes, and much more!Dec 31, 2017 - Community AnnouncementsHappy 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: 00.091A Bow Controller: Fixed an iss...Patch 00.091A Released! Floating combat text, Bow changes, and much more!Dec 31, 2017 - Community AnnouncementsHappy 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: 00.091A Bow Controller: Fixed an iss...Patch 00.09A Released!Dec 27, 2017 - Community AnnouncementsGood Morning! Today I will be celebrating my 27th birthday! Not only am I celebrating my golden birthday, but also the fact that our second update is now available for download! In version 00.009A we have addressed quite a few bugs and added some quality of life improvements. I played with a few fans tonight. It is such an amazing experience to see other people enjoying the product my team has poured so many hours into. We cannot wait to share our next major update with you guys! Without further ado, full patch notes below: 00.09A Drunken Dunes: Added Effect to Gem Pickup. 00.09A Drunken Dunes: Fixed Firelord FOV disable. 00.09A Drunken Dunes: Fixed Firelord Miniboss FOV disable. 00.09A Drunken Dunes: Increased Boss Health to 2000 00.09A Drunken Dunes: Lowered volume of music during miniboss and boss encounters. 00.09A Drunken Dunes: Fixed issue where music would not stop after defeating the big SandWurm. 00.09A Drunken Dunes: Removed Gap on Maze Door 00.09A Drunken Dunes: Replaced bugged weapons by ship. 00.09A Drunken Dunes: Fixed bugged Mace in desert. 00.09A Dungeon: Increased Boss Health to 2000 00.09A Enemies: Fixed issue where enemies would lose positional sync when a new player connects. 00.09A Enemies: Fixed bug where only host could trigger hit animations. 00.09A Enemies: Tripled Health on all basic enemies. 00.09A Grabbable Items: Fixed an issue where Grabbable Items were not synced when a new player joins. 00.09A Grabbable Items: Fixed physics delays over network. 00.09A LoadLevel: Added Black Loading level to ease with Oculus Headset level transition. 00.09A OculusTouchInput: Fixed bug where snap turning was inconsistent with Oculus Touch Input 00.09A OculusTouchInput: Fixed bug where the Left Hand could not pick up items when Hold To Grab was disabled. 00.09A Player: Changed Network Lerp to decrease jitteryness. 00.09A Snow Fortress: Decreased Boomer Flood spawns on death to 3. Patch 00.09A Released!Dec 27, 2017 - Community AnnouncementsGood Morning! Today I will be celebrating my 27th birthday! Not only am I celebrating my golden birthday, but also the fact that our second update is now available for download! In version 00.009A we have addressed quite a few bugs and added some quality of life improvements. I played with a few fans tonight. It is such an amazing experience to see other people enjoying the product my team has poured so many hours into. We cannot wait to share our next major update with you guys! Without further ado, full patch notes below: 00.09A Drunken Dunes: Added Effect to Gem Pickup. 00.09A Drunken Dunes: Fixed Firelord FOV disable. 00.09A Drunken Dunes: Fixed Firelord Miniboss FOV disable. 00.09A Drunken Dunes: Increased Boss Health to 2000 00.09A Drunken Dunes: Lowered volume of music during miniboss and boss encounters. 00.09A Drunken Dunes: Fixed issue where music would not stop after defeating the big SandWurm. 00.09A Drunken Dunes: Removed Gap on Maze Door 00.09A Drunken Dunes: Replaced bugged weapons by ship. 00.09A Drunken Dunes: Fixed bugged Mace in desert. 00.09A Dungeon: Increased Boss Health to 2000 00.09A Enemies: Fixed issue where enemies would lose positional sync when a new player connects. 00.09A Enemies: Fixed bug where only host could trigger hit animations. 00.09A Enemies: Tripled Health on all basic enemies. 00.09A Grabbable Items: Fixed an issue where Grabbable Items were not synced when a new player joins. 00.09A Grabbable Items: Fixed physics delays over network. 00.09A LoadLevel: Added Black Loading level to ease with Oculus Headset level transition. 00.09A OculusTouchInput: Fixed bug where snap turning was inconsistent with Oculus Touch Input 00.09A OculusTouchInput: Fixed bug where the Left Hand could not pick up items when Hold To Grab was disabled. 00.09A Player: Changed Network Lerp to decrease jitteryness. 00.09A Snow Fortress: Decreased Boomer Flood spawns on death to 3. 00.08A Patch NotesDec 25, 2017 - Community AnnouncementsMerry Christmas and Happy Holidays Everyone We are so excited to be available on Steam and hope to make a splash with Knights of the Drowned Table! We can't wait to grow with our fans and build a game that we love! Last night, the RillyBoss team worked tirelessly (literally - we all were up well past 4AM) to get Knights of the Drowned Table ready for Steam. Although we were happy with the build, there is always room for improvement! We have uploaded update 00.08A to address customer feedback. We have added a settings menu to change control and comfort settings. We have also fixed quite a few bugs. 00.008A Overview: Added the option to enable snap turning. Added the option to enable motion blur to assist with full locomotion comfort with some users. Added the option to disable controller rotation. When enabled, players will only rotate by moving their bodies. Decreased the amount of time between placing a stein and starting a level to 1.5 seconds. This will still allow players to remove their steins if they change their mind. Please keep in mind that during multiplayer matches, all players must place at least one stein to start a level. Added an option for Hold To Grab / Click To Grab. This was a much requested feature. Please let us know if this feels better for you. We have found a bug with the arrow physics, and the arrows should fly much more naturally. Our team is currently discussing design options on how to improve quiver placement. Increased the maximum player movement speed to 1.5X. Full Changelog below: 00.08A Tavern Menu: Changed wait time to start level to 1.5 seconds. 00.08A Tavern Multiplayer: Changed wait time to start level to 1.5 seconds. 00.08A Tavern: Added additional signs to the tavern. 00.08A Player: Increased Maximum Movespeed by 50% 00.08A Player: Added ability to disable controller rotation for roomscale. 00.08A Player: Added functionality for Snap Turn 00.08A Player: Added functionality for Motion Blur 00.08A Added Settings Manager to change Click to Grab, Snap Turn, Disable Controller Rotation, Motion Blur. Audio Settings to come! 00.08A Added Settings Panel in Tavern to change Settings 00.08A HandController: Added support for Toggle and Hold Grip Styles 00.08A OculusTouchInput: Added support for Toggle and Hold Grip 00.08A SteamVRInput: Added support for Toggle and Hold Grip 00.08A GameManager: Fixed bug with Player Count for the level select handler in Offline Mode. 00.08A Basic Arrow: Smoothed Normals 00.08A Arrow Controller: Fixed weird rotation based on Hand Release. We hope everyone has great time! I hope to see you online! Happy Holidays! Much Love, Billy00.08A Patch NotesDec 25, 2017 - Community AnnouncementsMerry Christmas and Happy Holidays Everyone We are so excited to be available on Steam and hope to make a splash with Knights of the Drowned Table! We can't wait to grow with our fans and build a game that we love! Last night, the RillyBoss team worked tirelessly (literally - we all were up well past 4AM) to get Knights of the Drowned Table ready for Steam. Although we were happy with the build, there is always room for improvement! We have uploaded update 00.08A to address customer feedback. We have added a settings menu to change control and comfort settings. We have also fixed quite a few bugs. 00.008A Overview: Added the option to enable snap turning. Added the option to enable motion blur to assist with full locomotion comfort with some users. Added the option to disable controller rotation. When enabled, players will only rotate by moving their bodies. Decreased the amount of time between placing a stein and starting a level to 1.5 seconds. This will still allow players to remove their steins if they change their mind. Please keep in mind that during multiplayer matches, all players must place at least one stein to start a level. Added an option for Hold To Grab / Click To Grab. This was a much requested feature. Please let us know if this feels better for you. We have found a bug with the arrow physics, and the arrows should fly much more naturally. Our team is currently discussing design options on how to improve quiver placement. Increased the maximum player movement speed to 1.5X. Full Changelog below: 00.08A Tavern Menu: Changed wait time to start level to 1.5 seconds. 00.08A Tavern Multiplayer: Changed wait time to start level to 1.5 seconds. 00.08A Tavern: Added additional signs to the tavern. 00.08A Player: Increased Maximum Movespeed by 50% 00.08A Player: Added ability to disable controller rotation for roomscale. 00.08A Player: Added functionality for Snap Turn 00.08A Player: Added functionality for Motion Blur 00.08A Added Settings Manager to change Click to Grab, Snap Turn, Disable Controller Rotation, Motion Blur. Audio Settings to come! 00.08A Added Settings Panel in Tavern to change Settings 00.08A HandController: Added support for Toggle and Hold Grip Styles 00.08A OculusTouchInput: Added support for Toggle and Hold Grip 00.08A SteamVRInput: Added support for Toggle and Hold Grip 00.08A GameManager: Fixed bug with Player Count for the level select handler in Offline Mode. 00.08A Basic Arrow: Smoothed Normals 00.08A Arrow Controller: Fixed weird rotation based on Hand Release. We hope everyone has great time! I hope to see you online! Happy Holidays! Much Love, Billy