Skip to content

Version 1.1.0

Compare
Choose a tag to compare
@Evtema3 Evtema3 released this 17 Feb 17:00
· 68 commits to main since this release

After over a year of work, we are proud to present Crafty Cannoneers 1.1.0! Read onwards to learn about all the exciting new content in this update.

New Game Modifiers!

We've added 6 new Game Modifiers to spice up your gameplay:

  1. No Tracers: Removes Tracer Cannonballs from player loadouts, forcing players to learn how to aim without them. Recommended for experienced pirates.
  2. Wildlife: Adds feisty Sharks and pesky Crabs to the map. Sharks lurk the waters in search of prey, while Crabs roam the island and try to steal your items!
  3. Sea Storms: Let it rain! In the heavy downpour and winds, your Cannonballs will become wildly inaccurate. Beware of lightning on the central island! Recommended for experienced pirates.
  4. Lost Cargo: Barrels of loot emerge from the waters around your ship! If you can't make it to the central island, you'll still be able to obtain materials somehow. Watch out for explosive Cargo Traps which spawn along with the other barrels!
  5. Grave Robbery: When you die, a Grave chest spawns at your death location which contains up to 5 of your previous items. Better loot it quick before somebody else does!
  6. Boat Cannons: The boats at the central island now have their own Cannons! Load up to 5 Gunpowder and shoot a Cannonball in the direction your boat is pointing.

Access these by clicking the new Modifiers icon on the Settings Map.

New Items!

We’ve added some new items to the game! Some are only available when specific Game Modifiers are active while others can be found at any time. Read onwards to learn about each one!

Blast Barrel

The bigger and more destructive brother of the Blast Bomb. Place down the Blast Barrel, fill it up with up to 10 Gunpowder to increase its explosive power, and punch or shoot the Barrel to ignite it. Sends nearby players flying! Blast Barrels also deal damage to ships and chain-react with other explosions (including Blast Bombs!), so try to board the enemy ship and blow it up with some Blast Barrels!

  • Blast Barrels have two accessible Gunpowder slots on their front/back faces. You still only fill up the one Barrel, but there’s two places to do it.
  • You can remove Gunpowder from a Blast Barrel by punching its Gunpowder slots. Punching the Barrel anywhere else will ignite it.
  • Blast Barrels have 3 tiers of damage, indicated by the amount of Gunpowder inside the skulls on its other two sides. The higher the tier, the bigger the blast!
  • In addition to players, Blast Barrels blow nearby boats, items, and projectiles backwards.
  • Punching an empty Blast Barrel will break/drop it without any explosion.
  • Blast Barrels do not count towards MVP statistics for ship damage. You are still encouraged to use Cannons instead!
  • When a Treasure Chest rises beneath a Blast Barrel, it breaks the Barrel and drops however much Gunpowder was inside.

Shark Tooth

Wildlife Modifier exclusive item. Sharks may lose their teeth when taking a bite out of players. Once obtained, a Shark Tooth can be used as a rather strong (but low durability) melee weapon. Obtaining this weapon is risky, though, as you must survive a Shark attack first.

Crab Trap

Wildlife Modifier exclusive item. Crab Traps can be found in Uncommon and Rare Treasure Chests and placed on most surfaces. When a Crab walks into this trap, you can carry it and release it wherever you want. Once you release a Crab, it becomes your ally and only attacks and steals from the other team – that is, unless they capture it themselves!

  • Crab Traps have limited durability and break automatically after releasing 3 Crabs.
  • Punching an empty Crab Trap will break/drop it without reducing its durability.
  • If you place a Crab Trap too close to a Crab, you’ll scare it away! The name of the game is to lure them into the trap.
  • If a full Crab Trap is lost for whatever reason, a new Crab will spawn at the central island. This way, there is a constant number of Crabs in the arena.
  • Explosions and rising Treasure Chests break nearby Crab Traps.

Copper Cannonball

Sea Storms Modifier exclusive item. Copper Cannonballs can be found in Uncommon and Rare Treasure Chests in an oxidized state. On impact, this Cannonball explodes once but doesn’t disappear; instead, lightning repeatedly strikes it until the copper has fully deoxidized, after which it explodes a second time.

  • This Cannonball is now required to complete the “Craftiest Cannoneer” Bonus Goal. If you had already completed this before, you need to shoot a Copper Cannonball in order to complete it again.

Translation!

We've done the internal work to support full language translation for Crafty Cannoneers! This feature will be gradually rolling out, with plenty more languages to come in the future. For now, we have official translations for the following:

  • Simplified Chinese (translation by ZeroIceBear)
  • Russian (translation by syktyvkar)
  • Italian (translation by Pingoda)
  • Japanese (translation by tai_zazanek)
  • German (translation by RedstoneYay)
  • French (translation by CapitaineMinus)
  • Dutch (translation by YZEROgame)
  • Pirate Speak (translation by Stuffy)
  • Upside Down English (translation by Evtema3)

If you want to contribute translations for Crafty Cannoneers or any of our future projects, join our Discord server and ask about the Translator Program: https://discord.gg/X9bZgw7

Also, if you notice any translation errors, please report these through our Discord server in the #bug-reports channel. This helps ensure translation and gameplay quality for all players.

Note: If you have selected an unsupported language, the game will be playable in English by default.

Cannonball Accuracy Tweaks

Players were often frustrated by how Tracer Cannonballs didn’t accurately indicate where a Cannonball would hit, among other aspects of firing Cannonballs. So, we’ve made the following changes:

  • Tracer Cannonballs will always mark where an actual Cannonball will land when shot from the same Cannon. Inaccuracy values are randomized per Cannon shot, not per Cannonball anymore.
  • Made the particle cloud from Tracer Cannonballs more compact and added a dark green particle at the exact center of impact. This should make it easier to see the precise point a Cannonball will hit.
  • Tracer Cannonballs are no longer consumed and then returned to players after using them. Instead, they turn red (unusable) in the player’s inventory when shot and green (usable) again after landing. This should help make them more intuitive to use.
  • Chain Cannonballs now have the same drag and gravity values as all other Cannonball types, making them easier to aim. (Note: their trajectories are still slightly off compared to other Cannonballs because they are more inaccurate by nature.)
  • Cluster Cannonballs now have the same drag values as other Cannonball types as well as increased gravity, making them more effective against players when shot at the central island.

Other Gameplay Tweaks

Hot Cannonballs

  • Fire from Hot Cannonballs now extinguishes 10 seconds quicker, making it do less overall damage.
  • Reduced the amount of bonus ship damage caused by fire from multiple Hot Cannonballs at once.
    • This is now calculated by dividing the total number of fire blocks present on the ship after 15 seconds by the number of Hot Cannonballs that have hit the ship in the same window.
  • Increased trading cost from 23 to 25 Gold.

Bouncy Cannonballs

  • Bouncy Cannonballs now bounce towards players on ships within a 20-block range. Otherwise, they will bounce in random directions as before.
  • Bouncy Cannonballs now launch nearby boats, items, and projectiles backwards with each bounce.
  • Decreased trading cost from 25 to 23 Gold.
  • Increased horizontal bouncing speed.

Treasure Chests

  • When playing with imbalanced teams, the team with less players may now find 1-2 more Gold/Gunpowder per slot on average from Treasure Chests. This should give the lesser team a better chance at winning when they’re most likely shut out from the central island.
  • We’ve introduced a new system called Loot Loader to combat players who use the Item Scroller mod to loot Treasure Chests quicker. When you open a Treasure Chest, it now gradually fills with loot slot-by-slot instead of all items being there from the start.
    • As a result of this change, we recreated and rebalanced all Treasure Chest loot tables. There should now be a more favorable distribution between resources (Gold/Gunpowder) and other items.

Cannons

  • Cannons now shoot quicker when they have less Gunpowder. If you want to shoot at the central island, your Cannon will fire much faster than if you were shooting at the enemy ship.
  • You can no longer add/remove Gunpowder after loading a Cannonball into a Cannon, only before. The Gunpowder slots now look like they’re burning to reflect when Gunpowder can no longer be adjusted.
  • Removing Gunpowder from a Cannon is now done by left-clicking the slot, as opposed to right-clicking without Gunpowder in your hand. This may feel unfamiliar to existing players, but we are confident that it is a better, more intuitive control scheme going forward.
    • This also applies to the Gunpowder slots on Boat Cannons and Blast Barrels.

Regeneration

  • You now lose any regeneration gained for getting a kill at the central island the next time a player hits you.
  • Golden Apples now give 2 extra hearts when consumed.

Boats

  • Boats are now breakable! If a boat is caught in an explosion or otherwise damaged, it will break and dismount its occupant. This should make them a little more precarious and less overpowered.
    • Lightning strikes and Shark bites can also break your Boat!
    • Arrows and Harpoons cannot break Boats. Players can’t punch boats to break them, either.
    • Rowing your Boat into a Cargo Trap (from the Lost Cargo modifier) explodes it. Be careful out there!
    • If a Boat with a Cannon is broken, it drops however much Gunpowder was inside the Cannon (assuming the Cannon was not in the middle of firing).
  • Arrows no longer ricochet off Boats, so you can now more reliably shoot the player inside.

Blast Bombs

  • Slightly tweaked Blast Bomb throw trajectories and halved fuse length.
  • Blast Bombs now explode when they hit walls and players/other entities, rather than only when they land on the ground.
  • Blast Bombs now blast nearby boats, items, and arrows backwards.
  • Blast Bombs now show kill hitmarkers for when you kill enemies with them.
  • Blast Bombs can be used to explode Blast Barrels and Cargo Traps!

Gas Explosions/Golden Cannonballs

  • Reduced damage dealt to players on their own ships (they no longer instakill).

Hooks

  • Increased damage per hit by 0.5 HP.

Adaptive Hats

Instead of only showing in the Lobby once the game ends, your Pirate Hat now changes throughout the game based on your performance! If you have the most deaths, kills, and/or ship damage, your hat actively reflects your MVP status.

Note: Parkour record holder status is not displayed ingame.

Visual/Sound Updates

We have redesigned many visuals/sounds to improve the overall look and performance of the game:

  • Implemented custom container GUIs for all chests.
  • Added new effects for when the game starts and ends.
  • Remodeled the Blast Bomb and made it bigger when thrown for better visibility.
  • Added new Blast Bomb explosion particle effects/animations.
  • Thrown Blast Bombs now animate more responsively and no longer freeze in front of the player’s field of view.
  • Blast Bombs and Cannonballs hitting the water no longer instantly despawn. Instead, they now play an extinguishing sound and slowly sink for 1.5 seconds before despawning. Hopefully this makes it easier for players to realize they don’t work in water.
  • Cannonball models are now more properly spherical and borderless when viewed in first/third person.
  • Hot Cannonballs are now emissive, and they glow with modded shaders and/or dynamic lights on!
    • Some spots on the Tracer Cannonball texture are also emissive, although they do not emit light in the same contexts.
  • Tracer Cannonball particle trails now start closer to Cannons with smaller dust particles.
  • Added some variety to the Bouncy Cannonball’s bouncing sounds.
  • Arrows that travel outside of the Combat Area on the Training Island now play particles/sounds when they break.
  • Redesigned boat sails! They now have a fancy skull banner texture, a larger form factor, smoother rotation, and correct positioning between boat mounting/dismounting.
  • Redesigned all Pirate Hats and added team-colored variations of MVP Pirate Hats to support the Adaptive Hats feature.
  • Recolored team armor to match the new Pirate Hats.
  • Improved Pirate Trader/Teacher visuals and made Pirate Traders wear team colors.
  • Added hitmarker animations.
  • Added new smooth display entity animations for several game components.
  • Cannons on fire now have sounds for igniting and extinguishing.
  • Improved Cannon model UV mapping.
  • Gave the seagulls a major facelift! They are now way less terrifying and more vanilla-styled – plus, their wings actually flap!
  • Restyled some icons for the Settings Map and Parkour controls.
  • Added a special sound for restoring default settings.
  • Optimized the number of faces/cubes in several models for performance.
  • 3D handheld items are now rendered as 2D textures in GUIs (previously, they were still 3D models viewed from a flat perspective). This looks no different in most cases but should improve rendering performance.
  • Made most 3D items a bit smaller when dropped on the ground.

Miscellaneous Changes

  • If no one joins a team for 10 seconds after confirming settings, then a new Cancel Match button appears on the Settings Map which allows you to painlessly edit settings.
    • You cannot cancel a match if players have joined teams or once the game has started. However, if players join and then leave teams before the game starts, this option becomes available again after another 10 seconds.
  • You can now configure the sky appearance through a new Time of Day setting on the Settings Map!
    • Available options: Morning (default), Sunset, and Night.
  • The Game Time setting has been renamed to Game Duration.
  • There is now a tiny bench in front of the Settings Map so that you short folks can reach things a little easier.
  • Widened the hitboxes for Settings Map icons.
  • Added Golden and Copper Cannonball decorative displays in the Lobby.
  • Removed damage cooldown for Rocks. Spam click to your heart’s content!
  • Added a new Pirate Trader next to the top right Cannon on each ship.
  • Renamed Trooper Ale to Trooper Tonic for Minecraft Realms compliance.
  • Players can now see how many Weakpoints are remaining whenever they open their Spotting Spyglass and aren’t looking at an unexposed Weakpoint.
  • “Weakpoint destroyed” announcements now show for Spectators.
  • Cannonballs now travel outside arena bounds rather than seemingly exploding in midair. They don’t travel far, however, and Player Cannonballs still dismount players when they go out of bounds.
  • Cannonballs can no longer double hit at the central island.
  • “Parkour Time reset” message now only plays the first time you step on the plate after starting a continuous Parkour run. This should make it less spammy for players who repeatedly reset their time.
  • Replaced all invisible villagers with interaction entities for performance.
  • Replaced most armor stands with item displays for performance.
  • Added a new system to detect and warn players using an outdated resource pack for any version of Crafty Cannoneers.

Fixed Bugs

  • Cannonballs could do visual block damage on the ship without rewarding any damage points.
  • Cannonballs could damage ships by hitting barriers beside them.
  • After unlocking the enemy ship’s Team Chest, you could slide its hitbox around the floor of the ship.
  • Players could bring items back to the Lobby by attempting to trade with a Pirate Trader while in Spectator Mode after the game ended.
  • Players could be launched in Player Cannonballs after dying.
  • Player Cannonballs did not handle players logging out correctly.
  • Player Cannonball nametags were not visible to other players.
  • Several subtitles were inaccurate.
  • The server logged “Tried to overfill container” warns sometimes for opening Treasure Chests.
  • “Forgot about advancement …” and “Told to remove advancement … but I don’t know what that is” warns spammed client logs whenever the player’s inventory changed.
  • When a loaded Cannon was set on fire, it forgot which player loaded it and shot out a nameless Cannonball.
  • Explosions could kill players without rewarding kill credit for MVP statistics.
  • Shooting the losing ship after the game ended would announce that your Cannonball sunk the ship and award you the Battleship achievement erroneously.
  • Cannonball explosion particles were not visible to Lobby players in the Cannon Dock.
  • Other particles from the arena were unintentionally visible to Lobby players.
  • Tracer Cannonball particle clouds displayed a little too far upwards.
  • Cannonball trail particles did not precisely follow behind the actual Cannonballs.
  • Cannonballs frozen outside of render distance still emitted visible trail particles.
  • Some larger models could cull off screen when looking slightly away from them (e.g. Cannons, Team Chests).
  • The game did not recognize players who crashed out of the game as having left the game.
  • The game did not account for ties (in which both teams reach 0 HP simultaneously), instead giving the win to Orange team.
  • Black potion effect particles could be briefly visible when claiming a Cannon.
  • Blocks beneath Cannons were destructible, causing Cannons to float.
  • “Cannon,” “Cannonball,” “Weakpoint,” and “Chest” were not capitalized consistently across game messages.
  • Clicking on the Zeronia head in the Credits area listed our Discord server twice.
  • Clicking one block above the Zeronia head in the Credits area counted as interacting with credits.
  • Entities used to detect interactions were able to despawn in some instances.
  • Some subtitles and death messages did not display properly for regional English variant languages.
  • Some item lore was outdated/grammatically incorrect.
  • Some ingame tips had grammar/spelling errors.
  • Game Time and Ship Health values were misaligned in chat under the “Current Game Settings” message.
  • MVP messages for when multiple players were the MVP’s in any category were grammatically incorrect.
  • MVP message for when multiple players were the MVP’s for Ship Damage assumed all MVPs fired the same number of Cannonballs.
    • The game now designates whomever dealt the most damage with the fewest Cannonballs as the Ship Damage MVP.
  • If you dropped your Cutlass, Spotting Spyglass, or Crossbow and your inventory became full right afterwards, you could see the dropped item hovering around you for a couple seconds before despawning.
    • To clarify: as soon as your inventory has room again, you will receive the item back. This is how it worked already.
  • Players could duplicate arrows on their ships by putting some of the arrows they spawned with (but not all of them) into their Team Chest, dying to get new arrows, and taking the old arrows out of their Team Chest.
  • Players could sometimes delete arrows by dropping them and immediately filling their inventory with other items.
  • Players could pick up arrows without any text formatting in certain situations.
  • Lobby players with full inventories who threw items would cause those items to hover around them forever.
  • Lobby players who threw items at the same time as jumping could cause those items to hover around them for a while.
  • Lobby players could keep a Tracer Cannonball by using one at the Cannon Dock and quickly leaving that area.
  • Game countdown sound effects became noticeably out of rhythm towards the end of the countdown.
  • Boarding Axes and Harpoons did not gain/lose effects when they were not being held. These effects now carry over to every applicable weapon in the player’s inventory.
  • Harpoons did not lose Riptide once players started climbing ladders out of water.
    • They couldn’t be used to dash in this case anyway, but it looked like they could be judging by the green name color.
  • Harpoons did not gain Riptide if the player selected them while standing on ground underwater.
  • Training Dummy health did not update once its raw health was below 1 heart. (The displayed health is now rounded up, not down; this way, it does not need to display 0 hearts until it is truly dead.)
  • Players could not take off their MVP Pirate Hats to leave while queued up to play, contrary to chat instructions.
  • The Parkour Record holder did not receive their Parkour Pirate Hat while queued up to play.
  • Simply being nearby the enemy ship (e.g. flying overhead in a Player Cannonball) incorrectly counted as boarding it.
  • Players standing on the lowest solid portion of ships were not considered to be on board.
  • Players could take fall damage by repeatedly riding and dismounting boats.
  • Players could obtain oak planks/sticks by crashing/glitching into a wall while steering a boat.
  • Dismounting a boat inside a team’s ship made it hover in the air.
  • Riding a boat inside a team’s ship had a chance of clipping into the floor.
  • Boats pushed players away due to unnecessary entity collision.
  • Fully submerged boats did not sink when there was a player nearby.
  • Fully submerged boats could become sailless.
  • Boat sails interpolated strangely between mounting and dismounting the boat.
  • Boat sails jittered while turning the boat.
  • Boats could be duplicated if a player relogged inside one.
  • Boats played sinking sounds and water particles when abandoned on land.
  • Players could spam click Skeleton Keys against locked chests, causing sound spam.
  • Players could unlock Skeleton Chests with Skeleton Keys before they had fully risen, making them only openable even while unlocked by holding a Skeleton Key.
  • Clicking one block above a Skeleton Chest in the Treasure Pit would warn the player that they needed a Skeleton Key to open it.
  • Treasure Chests in the Treasure Pit did not automatically close once emptied, unlike Treasure Chests in regular gameplay.
  • Weakpoints could not be hit reliably on the Training Ship.
  • The Training Ship did not remove byproducts from Gas and Hot Cannonballs upon resetting.
  • Cannonballs that went past the Training Ship could freeze and accumulate in unloaded chunks.
  • Critical hitmarkers did not play for hitting sails on the Training Ship with Chain Cannonballs.
  • Hitmarkers played for hitting the invisible wall behind the Training Ship with Cannonballs.
  • Players could interact with Cannons that were on fire after having used another Cannon that was not on fire.
  • Gunpowder display text did not always show when loading Gunpowder immediately after firing a Cannon.
  • Cannonballs would briefly overlap the middle of the Cannon when first shot.
  • Cannonballs that hit the edges of the arena could explode and spawn byproducts (e.g. Gas Clouds).
  • Cutlass damage/attack speed was not visible in item lore.
  • Players previously damaged by another player’s Cannonball/Blast Bomb/similar cause rewarded kill credit to that other player for later, unrelated deaths.
  • Players could get stuck at the bottom part of the ship without receiving any jump boost to help them get back up.
  • Players could take fall damage from receiving jump boost while stuck and then jumping in place.
  • Players could obtain diamond hoes with Cannonball models by interacting with a Cannonball in motion (because armor stand slots were not disabled).
    • Similarly, players could obtain player heads by interacting with a Player Cannonball in motion.
  • Pirate Traders could fall through the ground, apparently.
  • Pirate Traders and Teachers did not reset their rotations when no players were nearby.
  • Ship Bell ringing sounds became dissonant at greater distances.
  • Players could interact with cave vines, flower pots, anvils, and crafting tables in the Lobby.
  • Treasure Chest and Cannon models floated slightly above the ground.
  • Player on ship detection did not extend to the bottom-most part of the ship.
  • "I LOVE ROCKS!!1!1" achievement could become impossible to obtain if you threw rocks too quickly.
  • Rocks in the Lobby did not damage players consistently.
  • Thrown Sabers, Boarding Axes, Battle Axes, and Maces floated too high above the ground.
  • Thrown Harpoon items looked too small compared to other thrown weapons.
  • Players could get stuck inside running water beneath low ceilings at the bottom of the ship.
  • Spectators could fly out of bounds vertically.
  • The latch of opened Skeleton Chest models didn’t match other chest types.
  • Team Chest latches had Z-fighting issues.
  • Players would be instantly teleported back to land when they touched water at the Training Island.
  • Lobby players would see messages informing them to confirm settings and such whenever they were teleported back from water.
  • Some core shaders were incompatible with the Sodium mod.
  • Seagulls were ugly.


If you made it to the end, thanks for reading and we hope you enjoy the update as much as we’ve enjoyed making it. Have fun, mateys! - Zeronia