Mods / Archering

Tags:
Weapons Immersive Immersion Difficulty Combat Overhaul Ranged Gameplay
Author:
crittan
Side:
Both
Created:
May 13th at 8:13 PM
Last modified:
Jun 4th at 9:09 AM
Downloads:
4388
Recommended download (for Vintage Story 1.22.3):
archering_1.0.7.zip  1-click install

Archering is an overhaul based on my desire for more interesting tactile archery mechanics. 

Feature overview


  • Pinpoint accuracy: bows no longer fire arrows in random directions. The arrows fly exactly to where your crosshair points.
  • Weighty draw: your crosshair will now curve off from your initial target smoothly when drawing the bow, based on its weight.
  • Tracking the target: the aim now sways continuously after fully drawing the bow. Even a stationary target may require manual aim adjustment. 
  • Breath-holding: the player can hold their breath to stabilize the sway and more easily control it. Until your breath bar runs out, requiring lengthy recovery. (Sneak and sprint - default Ctrl and Shift - both hold breath)

 

 

  • Stability: moving, jumping, or sprinting has severe aim penalties; you still fire to where your crosshair points, but good luck controlling where that is. 
  • Unique handling: varying draw times and draw weights make the bows feel and behave differently from eachother. 
  • Trajectory: heavier bows send arrows flying much faster, greatly reducing arrow drop. No more mental calculus mid-hunt to hit a boar from 25 blocks away - if you use the right bow. 
  • Draw flash: a small circular reticle will flash up the instant your bow is drawn and ready to loose the arrow - helpful for the longbow which now takes 3.38x longer to draw.

 

 

  • Stat balance: base damage of bows has been adjusted, and an arrow damage modifier makes the previously static additive arrow damage bonus now scale with the bows. 
  • Denocking: arrows can now be denocked when the bow is fully drawn by left-clicking, allowing a convenient reset if the target disappears behind a tree mid-aim. 
  • Arrow breakage: all arrows have had their break-chances significantly decreased. Crude: 25%, copper: 7.5%, steel: 2%.
  • Square begone: The vanilla square reticle is removed for a cleaner view.

Design and description


In general, bows are intended as the primary weapon of choice, but have only a slight increase in DPS for the end-game tier, but a major increase in drawtime and proportionally higher base damage. Longbows are intended as a sidegrade, with lower DPS but a damage per shot high enough to exactly cross low-integer (2-4) breakpoints of "hits to kill" on tough enemies when using the best metal arrows. Recurve bows meanwhile require steel arrows to take down some mid-tier enemies (deep drifter) in a single shot, but are still significantly faster than the longbow and will output more damage per second. Simple bow serves as the introductory tier main staple. Crude bow just straight up sucks.

 

Arrows are considerably buffed, and now have damage values that scale with the bow instead of additively contributing static damage, which would disproportionately advantage faster bows. Break chances are adjusted to support the bow main weapon playstyle, and to save the player from RSI while smithing arrows. 

 

The modconfig contains a fair amount of values to tweak for the interested experimentalist. All balance is subject to change; any feedback is welcome and encouraged. I have erred on the side of caution adjusting speed and amplitude of sway. It's easier to tell when it's too easy rather than too hard, I think. Spending hours on end adjusting magic numbers and hoping for a good balanced result across the board is exhausting.

 

The game's AABB collision detection may theoretically not play well with the adjusted arrow speeds, and the longbow in particular, causing tunnelling if the arrow/hitbox intersection occurs at low depth angles (corners and edges). It's difficult to tell due to the hitbox sizes compared to animal models. If possible, use ".debug wireframe entity" command to confirm you are striking the hitbox before reporting tunnelling. If you confirm issues with this, you can adjust EnableSpeedIncreaseWithDrawWeight to false in the modconfig to use a gravity-adjustment solution that exactly mimics the speed-based arrow dropoff decrease based on distance - but of course target leading will still need to be manually adjusted (increased) to account for the slower arrow travel speeds. 


 

Config

 

Config description
{
  "BowSettings": { // Change base damage, drawtime, and draw weight values individually per bow
    "bow-crude": {
      "Damage": 2.0,
      "DrawTime": 0.65,
      "DrawWeight": 0.7 },
    "bow-generic": { //Generic bow properties applied to undefined bow item codes. Set to 0 to inherit base bow damage
      "Damage": 0.0,
      "DrawTime": 1.2,
      "DrawWeight": 1.5 },
    "bowsbykanahaku:hornybow-nomad*": { //Example modded asset code to define modded bow properties.
      "Damage": 15.9,
      "DrawTime": 2.2,
      "DrawWeight": 2.5 }
},
  "ArrowBreakChances": { // Arrow break chances individually
    "arrow-crude": 0.25,
    "arrow-flint": 0.2,
    "arrow-obsidian": 0.15,
    "arrow-bone": 0.15,
    "arrow-gold": 0.08,
    "arrow-silver": 0.08,
    "arrow-copper": 0.075,
    "arrow-tinbronze": 0.05,
    "arrow-bismuthbronze": 0.05,
    "arrow-blackbronze": 0.05,
    "arrow-iron": 0.03,
    "arrow-meteoriciron": 0.03,
    "arrow-steel": 0.02
},
  "DamageMult": 1.0, //Multiplies base damage of all bows above
  "ChargeAmplitude": 1.0, //The initial draw curve displacement amplitude
  "SwayAmplitude": 1.0, //The fully drawn bow sway displacement amplitude
  "SwaySpeed": 1.0, //Speed of the sway
  "BreathDuration": 2.0, //How long breath can be held, in seconds
  "BreathRecoveryDuration": 5.0, //How long it takes to recover when held breath is exhausted, in seconds
  "DrawWeightDropPower": 0.65, //How draw weight influences arrow dropoff (speed) expressed as a power factor (0.5 is sq. root, 1.0 is linear)
  "DrawWeightChargePower": 0.85, //How draw weight influences charge amplitude expressed as a power factor (0.5 is sq. root, 1.0 is linear)
  "EnableSwaying": true, //Should the aim sway after the bow is fully drawn
  "EnableBowDamageTweaks": true, //Should base damage numbers in BowSettings be applied
  "EnableDrawTimeTweaks": true, //Should draw times in BowSettings be applied
  "EnableDrawTimeArrowDamageTweaks": true, //Should arrow damage scale with draw time
  "EnableHoldBreath": true, //Can breath be held
  "EnableDenockingWithLeftClick": true, //Can arrows be denocked
  "EnableArcheringChargedReticle": true, //Should the reticle flash when bow is fully drawn
  "EnableSpeedIncreasesWithDrawWeight": true, //Speed increases with draw weight. Set to false to retain speed but artificially reduce arrow gravity to mitigate projectile drop equivalent to as if it did have higher speed
  "EnableArrowBreakTweaks": true, //Should arrow break changes be applied
  "DisableVanillaReticle": true, //Should the vanilla reticle be disabled
}

 

 

 

Kisses and thanks to my dear kitty for helping and putting up with me

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.7 archering 1913 Jun 4th at 9:09 AM archering_1.0.7.zip 1-click install

Fixed network packets defaulting due to protobuf serialization behavior

1.0.6 archering 321 Jun 1st at 11:25 AM archering_1.0.6.zip 1-click install

Fixed disposal of persisting renderer

1.0.5 archering 36 Jun 1st at 8:45 AM archering_1.0.5.zip 1-click install

Added server-client configuration sync for server owners to control settings for all clients

Fixed some renderer and state logic that loaded too early to read server-syncd config

1.0.4 archering 626 May 28th at 12:05 PM archering_1.0.4.zip 1-click install

Added class registry mod conflict check and logger message.

Added missing config version value updating.

Added "bow-generic" config properties (damage set to 0 inheriting the bow's existing damage by default) that applies to all undefined bows.

Added initial compatibility example for "Bows By Kanahaku" config values.

1.0.2 archering 279 May 27th at 5:22 AM archering_1.0.2.zip 1-click install

Added config values for sway multipliers (running penalty, holding breath bonus, breath recovery penalty)

Added default config loading and error message for faulty modconfig exception

1.0.1 archering 444 May 24th at 9:42 AM archering_1.0.1.zip 1-click install

Fixed: Right click interactions (with elk, mainly) that caused the custom sway renderer to persist

1.0.0 archering 768 May 14th at 4:23 PM archering.zip 1-click install

initial release


49 Comments (oldest first | newest first) (threaded | flat)

halyo, 5 hours ago

arrows from the longbow occasionally pass through enemies without hitting them likely due to moving too fast
i've only noticed this issue with smaller enemies like drifters when firing at them from like 5 blocks away

also, i had entity wireframes on to make sure i was aiming in the right spot

LezlyMackerel, Jun 24th at 10:29 AM (modified Jun 24th at 10:49 AM)

Cool mod but none of these mechanics seem apply when you are on an elk. Shooting from an elk is perfectly stable, doesn't have the draw flash and and can be held drawn as long as you want with no loss of stability or anything like that. Also every now and then, even when not on the elk the same thing willl happen, no draw flash, no stability or swaying from moving around or even jumping, although ive only had that happen a couple of times. It never works on the elk though. 

Edit: reading through the comments i can see other people reporting similar issues. I saw no mentions of elk but the mechanics just randomly not working, ive seen multiple comments of with replies saying it's mod conflicts. In my case I can assure you it's not. There is something wrong with your mod.

PrincessCrystal, Jun 21st at 1:30 AM (modified Jun 21st at 1:33 AM)

Okay, so here are some testing notes in pvp, commoner vs commoner no class mods, no races

I think the bows could use a bit more punch, have the arrows do more damage and the bows more punch, compound bow should be doing longbow damage imo. 

The movement of the bow is both too smooth and yet also wide, in a weird figure eight while the player is moving. It's a bit too wide and too slow. 

The hold breath is too short, maybe make it a second or longer?

 

Overall, the mod is still pretty fun!

MadSeraph, Jun 15th at 12:37 AM

On my server we're having an issue with close range shots. I don't know if this might be a vanilla issue, or if you can do anything about it. Basically any shot with a range of only 1-3 blocks will never hit. Any thoughts?

PrincessCrystal, Jun 10th at 11:49 PM

how much damage in comparison to vanilla bows do arrows and bows do in this mod?

Swedneck, Jun 10th at 9:48 PM (modified Jun 11th at 12:03 PM)

Hey the modinfo.json has the wrong version string for the game dependency, it's set to 1.21.0

JeanPierre, Jun 10th at 9:11 PM

Hi! I just wanted to say that I've been loving this mod so much, the arrow pull animation is such a nice immersive touch its exactly something that i've been looking for. Great job on this, thanks for your work :>

Doc_Holiday, Jun 7th at 1:30 AM

All I hear is someone whining just to hear themselves whine.

Doc_Holiday, Jun 18th at 11:54 PM
@ChrispPotatoe: You didn't need to say that.

Now I know why they call you "Ma".

 

Cause you're always naggin' in ma ear.

Zephlos, Jun 3rd at 1:45 PM (modified Jun 3rd at 1:49 PM)

I was really hoping for a replacement for Bullseye. This is not it. 

Drunk aiming, cant be turned off in the settings.

Sway speed changes from 1.0 to 0, to 0.1, none of those numbers change anything about the drunkeness of the aiming. 


Cool cool lets try the toggles. 
Enable swaying, false. 

Nope, still getting motion sickness every time I aim the bow.

Drawtime? Lets go down the settings methodically. 

Almost ended up vomiting in my trash can due to motion sickness. 

Turn. Every. Single. Setting. Off. 

No changes. Still drunk aiming.

I give up.  

TL;DR
You might want to seriously consider adding a warning/disclaimer about motion sickness caused by your sway mechanics. Especially since they can not be disabled. 

crittan , Jun 4th at 9:24 AM
@Zephlos: I was really hoping for a replacement for Bullseye. This is not it. Drunk aiming, cant be turned off in the settings.Sway speed changes from 1.0 to 0, to 0.1, none of those numbers change anything about the drunkeness of the aiming. Cool cool lets try the

Hi! Thank you for the feedback and alerting me to the broken config. It apparently broke during the previous client-server networking synchronization update.

I have uploaded a fixed version. Sorry about that!

RayCore, Jun 1st at 9:58 AM

Hi! wanted to report a bug that happens when you put down the longbow against the wall. itll make your camera behave like when youre about to shoot an arrow

MadSeraph, May 31st at 4:15 AM

The server is not sending or enforcing configuration for clients. This means I cannot ensure a default unified experience for players. Please add the ability for the server to send and enforce the settings.

Another suggesting a player had was for the sway to be progressive. After draw start slow and ramp up to the full sway over several seconds.

crittan , Jun 1st at 8:52 AM
@MadSeraph: The server is not sending or enforcing configuration for clients. This means I cannot ensure a default unified experience for players. Please add the ability for the server to send and enforce the settings.Another suggesting a player had was for the sway

Hi! I have uploaded a new version that I believe (from my limited simulated testing) should sync configuration in-memory upon player server join.

Regarding the progressive sway: all of my initial designs actually had this "sniper window" where the charge stopped and the sway had yet to ramp up, and I personally found it made aiming trivial because of the predictable timing, or alternatively had the window so short that it made the preceding and succeeding curve/sway too jerky. I'll have a look at reimplementing it - might fit in better now since I've reworked the sway half a dozen times since then. 

WarmTrash, May 31st at 1:14 AM (modified May 31st at 1:15 AM)

Awesome mod Crittan! Had a quick question though. Do the bow stats get impacted by debuffs / buffs like from plate armor or accuracy increases / decreases? From my limited and crappy testing, I couldnt find much of a difference. Xskills for example can give increased accuracy and I was curious if that had any bearing on the stats, maybe on bow sway since they are already perfectly accurate? Everything else from Xskills seems to fully work with this mod. 

crittan , Jun 1st at 9:20 AM
@WarmTrash: Awesome mod Crittan! Had a quick question though. Do the bow stats get impacted by debuffs / buffs like from plate armor or accuracy increases / decreases? From my limited and crappy testing, I couldnt find much of a difference. Xskills for example can gi

Hi! Armor penalties have stayed on my todo list, since I have been indecisive about how to implement it.

I would love to get your thoughts on it. Should it impact drawtime, the draw curve, the swaying? Alternatively it might affect the draw weight such that a heavily armored player not be able to draw the bow as forcefully, and thus get slower arrow speeds and more dropoff requiring more effort (skill?) to hit long distance shots?

WarmTrash, Jun 1st at 3:21 PM
@crittan: Hi! Armor penalties have stayed on my todo list, since I have been indecisive about how to implement it. I would love to get your thoughts on it. Should it impact drawtime, the draw curve, the swaying? Alternatively it might affect the draw weight such th

Sure! So it seems like theres 2 vanilla stat modifiers from armor to consider: Ranged Weapon Accuracy and Ranged Weapon Charge Time.

Charge Time seems simple as that would probably just be a final percentage increase on the Draw Time of the bows. It may be wise / neccesary to have an option to decouple arrow damage from Draw Time or make it its own bow stat if so to prevent unintended damage increases. Configurable static arrow damage, either base or bow percentage, would definitely be nice. 

As for Accuracy, there a few things it could potentially do. The way I see it should generally make the bows feel more unweildy but still shoot similarly, so probably a precentage increase on sway amplitude, speed, and maybe run penalty mult. That way any accuracy increases make aiming feel more refined while decreases do the opposite. Could also have it impact charge amplitude but idk if that makes sense from a draw strength perspective.

I will preface that I am neither an archer nor an armor expert so these are just my opinions from a design standpoint but they seem to make sense and incorporate any buffs / debuffs either from mods or vanilla. Also in the vanilla stats page there are also the mention of bow drawing strength and ranged weapon damage, I have no idea how / if those are ever used / impacted.

ItsRayv2270, May 27th at 11:58 AM

As a hunter main enjoying the thrill of sniping from a distance, I really love this mod. I like how it is even more complex than previous mods with aiming changes. Though, if possible, I would like to humbly request compatibility with a recently released Mod that adds more bows, Bows By Kanahaku. It's a standalone mod from their bigger weapon expansion Mod. Thanks a lot!

IWillSoonReturn, May 25th at 2:38 AM

is this CO compatible?

Javidac, May 25th at 2:41 PM
@IWillSoonReturn: is this CO compatible?

It does not seem to be, sadly. Dev plz fix <3

LaurelAU, May 25th at 10:14 PM
@IWillSoonReturn: is this CO compatible?

CO is already a fork, so I'd imagine making compatbility with a fork would be decently difficult. Also CO already has a metric ton of archery changes to the point it has a spin off mod with just those. 

Aventail, May 23rd at 9:29 AM (modified May 23rd at 10:17 PM)

Hey a couple of hours ago i got an issue where the mod suddenly just stopped working while i was in combat. ive tested the issue to see if it was just that bow or what but its everything. the mechanics of the mod stoped and the stats of all items reverted to their normal conterparts. i tried restarting the server and the problem presisted. ive tried to make a single player and creative worlds to see if its a by world issue but no the problem persists in all of them. it happened suddenly, working just fine one moment and then the next arrow i tried shooting the mod just was no longer working, no aim sway, denocking, or any of the other mechanics, just the default square and fast arrow shooting.i have also attmepted to uninstall and reinstall the mod for new worlds and the problem persists for some reason.

crittan , May 24th at 10:49 AM (modified May 24th at 11:30 AM)
@Aventail: Hey a couple of hours ago i got an issue where the mod suddenly just stopped working while i was in combat. ive tested the issue to see if it was just that bow or what but its everything. the mechanics of the mod stoped and the stats of all items reverted

Hi! Can you try deleting archering.json modconfig at \VintagestoryData\ModConfig\ and letting it regenerate to default by restarting the game? I will include a modconfig loading sidestep for the next version that should at least let the mod load the default settings if the config gets corrupted. 

Aventail, May 24th at 9:00 PM (modified May 24th at 9:02 PM)
@crittan: Hi! Can you try deleting archering.json modconfig at \VintagestoryData\ModConfig\ and letting it regenerate to default by restarting the game? I will include a modconfig loading sidestep for the next version that should at least let the mod load the defau

ive just tried and it didnt work, how ever i will say that a singular change is still work now and thats the arrow break chance

ItsPoppy, May 16th at 8:05 PM

Has anyone else had this issue where this just doesn't work? Does it have any dependancies that is required as I've tried this in a solo world and nothing happens and in a server where the mod is installed on the server and both clients (A friend and I) and it doesn't work on either of them. 

crittan , May 24th at 10:32 AM
@ItsPoppy: Has anyone else had this issue where this just doesn't work? Does it have any dependancies that is required as I've tried this in a solo world and nothing happens and in a server where the mod is installed on the server and both clients (A friend and I) a

Hi! Sounds like a mod conflict. Do you have any combat-related or archery-adjacent (tool maintenance/repair, quivers) mods installed that could be the culprit?

ItsPoppy, May 24th at 6:52 PM
@crittan: Hi! Sounds like a mod conflict. Do you have any combat-related or archery-adjacent (tool maintenance/repair, quivers) mods installed that could be the culprit?

Hey, thank you for getting back to me. We don't have any other mods installed. I had checked but couldn't see any dependancies for the mod so I don't know if there is something I've missed or require. 

sodier247, May 16th at 3:30 PM

Trying to aim properly while moving is stupidly hard. Are there settings to change this like everything else?

crittan , May 24th at 10:13 AM
@sodier247: Trying to aim properly while moving is stupidly hard. Are there settings to change this like everything else?

Thank you for the feedback! I will be adding config options for all the multipliers in the next version, ETA tomorrow. Kinda stupid not to include those initially now that you mention it - sorry!

PapitoPapz, May 15th at 8:46 PM

I think the animation needs work

crittan , May 24th at 10:10 AM
@PapitoPapz: I think the animation needs work

Hi! By 'animation', are you referring to: the initial draw curve (sweeping down and then up), the fully drawn bow swaying, or the actual (vanilla) bow animation?

DragonMaus, May 15th at 2:55 PM (modified May 15th at 2:57 PM)

Echoing KittyofPathos, will the handedness be configurable? I love the idea behind the mod, but I'm also really particular about proper portrayal of archery, haha.

OgiTehYeti, May 16th at 2:58 PM
@DragonMaus: Echoing KittyofPathos, will the handedness be configurable? I love the idea behind the mod, but I'm also really particular about proper portrayal of archery, haha.

I'm running this and corrected bow animation, which flips the animation so the bow is held in the left hand, haven't noticed any issues with that. 

crittan , May 24th at 10:07 AM
@DragonMaus: Echoing KittyofPathos, will the handedness be configurable? I love the idea behind the mod, but I'm also really particular about proper portrayal of archery, haha.

Hi! The left-handed bow animations are vanilla. The mod doesn't change any of the bow animations outside of slowing them down to adjust for the longer drawtimes. There are no plans to adjust the handedness of the existing animations.

ArsenikMilk, May 14th at 11:23 PM

Excited to try this! Bows always felt too same-y, as well as a bit underwhelming in terms of mechanics.

Have you considered implementing Vigor support, to replace the breath mechanic with its stamina bar? Or perhaps Jaunt support, to increase sway based on the speed of gait? 

Nereid, May 14th at 9:15 PM

This is nice ! I know this is early and you probably didn't have time to test it, but would you consider adding a list of compatible mods please ?

igiwar, May 14th at 7:19 PM

This is great! Kinda reminds me of kcd bow shooting system

PapitoPapz, May 15th at 10:00 AM
@igiwar: This is great! Kinda reminds me of kcd bow shooting system

Yo this convinced me to get this lol

KittyofPathos, May 14th at 6:02 PM

Why is the example images left handed?

crittan , May 24th at 10:14 AM
@KittyofPathos: Why is the example images left handed?

I suspect the game developer is secretly a left-handed supremacist 💀

JALAMITY, May 14th at 5:34 PM

This sounds really, really good! Thank you so much, I can't wait to try it.