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TeacupAngel

Vintarian
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Posts posted by TeacupAngel

  1. On 7/18/2023 at 3:52 PM, Maltiez said:

    Hi!
    It is a great mode! You somehow managed to grasp the feeling of shooting real bow. I was practicing shooting historical bows in the past. Movement of cross-hair and emerging from it shooting style pretty closely resembles feeling of shooting real bows. I haven't practice archery for some time and playing with your mod was really satisfying and encouraged me to may be brush off the dust from my bow and start practicing archery again.

    But, I noticed some inconsistency with real world in mod description in this topic:

    Usually, from my experience, straight bows are much harder to keep drawn and aim then recurve ones of same power. As damage should depend on draw force (or integral of it by draw distance...) it is not intrinsic to bow type, and can have any value on any type. But shape of force curve is intrinsic, and it defines how hard to keep bow drawn and aim.
    So, it seems to me, that it is better to swap recurve and longbow here.

    Hi there! Thank you, I'm glad it feels so close to the actual thing. That's very high praise! It's been a very long time since I got to shoot any bows myself, I'm happy the inspiration has made it through :)

    Oops, that is out of date info actually! The bows have been swapped for a while now, with longbow having the highest damage, but recurve being much quicker to draw, a bit easier to aim, and the best bow overall for mounted shooting (if you have a mod like Feverstone horses). I figured the longbow might stand for a very high poundage line infantry bow, while the recurve might be a somewhat lower poundage horse archery/skirmishing bow. I need to fix that misleading text

    • Like 1
  2. On 4/6/2023 at 11:38 PM, Judge said:

    I'm hitting this as well, running the 1.18.2 client.  Able to knap flint just fine, but granite and peridotite (so far) will only aim

    Hi there! This issue will be fixed in the version. Until then, you can still knap these stones by pressing Ctrl+Shift+RMB instead of just Shift+RMB :)

    • Like 1
  3. 3 hours ago, Viclmain Crowwell said:

    Hello, I'm not sure if I'm missing something but whenever I try to load this mod the game tells me its unable resolve mod dependencies. I don't know if this is a bug or there is another mod I need to download.

    Hi there! This error usually means that the mod requires a newer version of the game than what you have installed. Make sure that you have VS 1.17.11 if you have Bullseye 2.4.2, and that you aren't trying the newest Bullseye test release for 1.18 :)

  4. Oh goodness, I haven't had as much time lately and really let this thread get away from me. Sorry about that, folks!
     

    On 12/27/2022 at 3:04 AM, Iphour said:

    One of the players on my multiplayer server kept crashing when they tried to use their bow. I was unable to replicate this problem but we found out that it happens when they try to use it when there's no arrows on them. Here's their crash log:

    -log snipped-

    Thank you for the report! Unfortunately the fix didn't make it into 2.4.2, but I'm working on it right now and it will be in the next release :)

     

    On 1/10/2023 at 10:12 PM, PastaNipples said:

    Question for anyone who can help clarify; what exactly do the colors of the reticles mean? I'm fairly certain the initial 'red' means 'not optimal firing', and white is 'optimal firing', but the yellow reticle is what I'm interested in mostly. Mainly because when targeting is yellow, I can loose an arrow faster than before, but is there a damage penalty for loosing quicker? Is there a bonus to reward hitting the 'sweet spot', like in some archery games?

    Anyhow, love the mod! Thank you for all the hard work!

    There's no difference in damage. Yellow means that accuracy is still low, so the reticle might twitch out of the way at the last moment. But if you are willing to take that risk, you can take a snap shot and still deal full damage. No sweet spot with more damage, you can take a good amount of time to take aim if wanted.

    Eventually all this will be in an in-game guide, but there's a lot of other important things I need to get done as well. And if I'm going to make a guide, I want to do it properly ^^

     

    On 2/3/2023 at 7:33 PM, Khornet said:

    Dang I kind of got my hopes up that this mod introduces a functional hitbox system to the game, so headshots would deal more damage. 
    I realize how much actual effort and fundamental overhauling of the base game engine that would take, but a vain hope was still a hope.

    I'd love to do that one day, I've already even made some early plans on how I'd go about a system like that! But sadly it's like you say, it'd be a lot of effort to add when the game has no support for anything like this yet. And it's a question if it would even be fun to play with at this point - as it is, the exact position of creatures can be out of sync between the client and the server (that applies even to singleplayer since your computer runs both the server and the client.) I imagine it would get frustrating very quickly if the server judged your perfectly aimed shot to be a hit to the foot or something like that, haha.

    From what the devs say, 1.19 is supposed to be a Dejank 2.0 update. Maybe it will be more viable for me to introduce a hitbox system then, we'll see!

    • Like 1
  5. 1 hour ago, Martin Bartasek said:

    I have packed whole Logs folder, hopefully you will able to find something that will help you with the spear bug. I noticed the bug few minutes before I closed the game (at about 14:55).

    Logs.zip 141.89 kB · 0 downloads

    Thank you very much, that's genuinely quite helpful! I released a new version of the mod just a few hours ago that might hopefully be the one to fix the issue for good. I'd definitely recommend updating if you can :)

  6. 1 hour ago, Ajajane said:

    Just wanted to chime in that this issue still exists!  I play multiplayer with my SO and I join their game through LAN, so far I've been the only one with the above issues, but they can still see my floating spears. 

    Not sure if it helps, but one other odd thing happened after we logged out and back in, my SO could see the floating spears just fine, but when I logged back in the spears poofed out of existence.  Let me know if you need any other info and thanks for looking into this.  :) 

    (Side note, I found out about the issue during an "AHHHH!" moment where a drifter crawled out of the grass and at my face, so there were about 5 spears floating near each other.)

    Thank you for letting me know! I'm still looking for log files from someone who has this issue - if you could send me client-main.txt and client-debug.txt from the Logs directory after the bug happens (an easy way to find it is to click the Open Mods Folder button in mod manager, and then going one directory up), that would be incredibly helpful and allow me to fix the bug much faster :) Without that I can only try and guess how to actually fix the issue, since it never actually happens to me no matter what I try

    By the way, you might be able to get your spears back if you place a block over where they are. That should make the game think they hit the ground, and let you pick them up :)

  7. On 8/11/2022 at 6:53 AM, Nudge said:

    Any way to remove the changes to aiming and readying of next shot mechanics, but keeping everything else?

    There's no config to just turn off these mechanics, as they are pretty integral to the mod, but you might be able to edit the files to make it . If you unpack the mod as a directory in your Mods folder and go to then go to assets/bullseye/patches, you should see three important files, itemtypes-tool-bow.json, itemtypes-tool-spear.json, and itemtypes-tool-sling.json. At the top of each of these is the parameters for each respective weapon type. In each, you should overwrite these three values, or add them if they are missing:

    cooldownTime: 0,
    horizontalLimit: 0,
    verticalLimit: 0,
    verticalOffset: 0,

    That should make all weapons behave like spears usually do in Bullseye, with the mouse being locked to the centre of the screen but the reticle still swaying around a bit. If you want to get as close to vanilla as you possibly can with its random spread, you can also add this:

    aimDrift: 0,
    aimTwitch: 0,
    projectileSpread: 5,

    That will completely lock the reticle to the centre, and give the projectiles 5 degree random spread. All these changes will also completely throw balance out of whack, of course, so it will be up to you to change it to your tastes.

     

    15 hours ago, EreticKB said:

    Anyone test it with BHT? It adds some more spears too, but i have low priority for tests right now.

    I'm afraid you'll have to help me out here, what is BHT?

    Edit: Ah, someone tipped me off that you likely mean Better Than Heresy. Yes, there's probably a conflict there, since from a glance it does the exact same thing Bullseye does, adding high-tier spears and a spear casting mold. I'll see about adding compatibility to the next release :)

  8. 10 hours ago, Thranos said:

    All ranged-weapon using players are occasionally affected by this on the server I'm playing and sort-of-running, but we've discovered the following:

    A- It doesn't affect everyone at once
    B- If someone gets this bug, they can fix it by restarting their client, which works 100% of the time
    C- No errors appear in the server console
    D- Everyone can see the frozen projectile hanging in the air, even if the bug is not affecting them at the time
    E- The Bullseye reticule disappears when whatever goes wrong goes wrong, 100% of the time

    Hopefully some of this helps.

    That actually does help more than you might realise, thank you! So if I get it right, whenever the bug happens, the player loses the reticle but can still keep shooting, and each shot they make after leaves a projectile stuck in the air for everyone. If that's the case, I can actually start piecing this together now and the issue is in some of the code I was suspecting the least. Dang haha

    Sorry I put this on you, I know you want to have fun playing the game and not be my personal testers for these issues. Thank you so much again :)

  9. Well, this is frustrating. I spent almost 15 hours in the last week trying every combination of mods, in-game situations, and single-/multiplayer I could think of, but I still can't get any of the issues to happen on my end. The spears all fly as they should and there's no crashes either.

    I appreciate your help everyone, thank you. Sadly it does feel like without a dedicated QA tester to help me reproduce the issue I might just never get it to happen at all. Frankly I need a break after all this anyway.

    I'll add a lot more error checking to the next version of the mod, so hopefully most of the issues should be resolved even if I never figure out what the issue itself is. It's a lot of tedious work though, so it will only be coming for 1.17. Sorry for the inconvenience.

  10. On 6/18/2022 at 6:34 AM, micko0o said:

    I am getting a bug where if I try throw a spear it gets stuck in the air and I cannot retrieve it. I don't have any other weapon mods installed and have also tried the compatibility patch with no luck. 

     

    Edit: Ok after deleting it, restarting the game and reinstalling a fresh download it seems to be working again... 

    On 6/20/2022 at 12:44 AM, Thranos said:

    Getting same bug as above, reinstalling Bullseye didn't fix it but restarting the game did. 

    EDIT: Fixed by removing https://mods.vintagestory.at/compatibilityfix from my mod list.

    Edit x2: Issue persists but is less common after removal of compat fix.

    Thank you for telling me about this issue! This is a real headscratcher, I have never seen that happen once before, and now within a day or two there's quite a few people talking about seeing it too. If I can ask, what version of the game are you running, what other mods do you play with (if any), and how did you get the bug to happen?

    (By the way, CompatibilityFix really shouldn't have anything to do with this. All it does is basically tap VS on the shoulder and say "Hey, don't forget to load the compatibility files!" It stops doing anything before Bullseye is even loaded, so the chances of it affecting this bug seem astronomically tiny)

  11. 7 hours ago, pennedgalaxy said:

    Can't post the entire log as it unfortunately gets erased if the server restarts but I can give you a full list of the mods. The server is 1.16.5 and here's the list of mods: 

    • Advanced Smithing
    • Alchemy
    • Ancient Tools
    • AnMiTech
    • Backpack Pack
    • Better Drifters
    • Bricklayers
    • Bullseye
    • Carry Capacity
    • Cat Taming
    • Cave Content
    • CivBooks
    • Creatures and Critters
    • Fancy Doors
    • Fields of Gold
    • From Golden Combs
    • Hammer's Ringing Fall
    • Lands of Chaos
    • Lichen
    • Medieval Expansion
    • Meteoric Expansion
    • More Animals
    • More Classes
    • Neccesaries
    • Outlaw Mod
    • Oxygen Not Included
    • Pack Animals
    • PetAI
    • Player Corpse
    • Primitive Survival
    • Compass Mod (though it has been tweaked by a friend to fix it breaking on being added to 1.16+ versions)
    • Spear And Arrow Head Recycling
    • Spyglass
    • Stone Quarry
    • Th3Essentials
    • Trade-o-Mat
    • Useful Stuff
    • Wild Craft
    • Wild Farming
    • Wolf Taming
    • Workbench Expansion
    • xRowboat

    We also recently added your Compatibility Fix mod to see if that'll help prevent the crashes. Luckily I've avoided them thus far since I now know dying whilst aiming seems to be the cause though why that is the cause I have no idea.

    Thank you for the list! I tried a few likely suspects but no dice so far, everything played together perfectly nice. I ran out of time to test for today unfortunately, Tomorrow I should have more time to try it all and see if I can finally get the crash to happen :)

  12. On 5/19/2022 at 8:18 PM, pennedgalaxy said:

    Found a bug that kept overloading on the server I'm a part of, if I died whilst still aiming my bow there's a high chance this would get thrown at the server and I'd be unable to join plus the server would simply repeat this until a shut down resolved it

    unknown.png

    Hi there! Sorry about the crashes, I'm afraid I need more information though. I tried lots of way of getting killed when aiming a bow on my test server, but never had this crash happen. Can you please post the entire log, or if not, then at least the entire list of mods used, the version of the mod and the version of the game itself? I'm afraid there isn't much I can do about this without knowing more.

  13. On 5/14/2022 at 6:35 PM, Peter Sanderson said:

    Just installed 2.3.2 to my test server. Steel longbow (none of the reinforced longbows) from Gamma Weapon Pack will not fire, or allow arrow selection

    Sorry about the issues! I now have a mod out (https://mods.vintagestory.at/compatibilityfix) to fix the bug that causes it.

    I'd recommend anyone who plays with AnMiTech, Weapons Pack Gamma, Primitive Tools, Lichen, and Ore Crystals to get the mod, as it will make mod compatibility work better. It's even useful for other mods like Bricklayers and its compatibility with CarryCapacity!

    • Like 1
  14. On 5/15/2022 at 9:13 PM, Garjouan said:

    Ah, cool. Though my problem was that I wanted to produce a larger amount of flint heads. Durability is good, but if you run out of arrows, that doesn't help much.

    It'd definitely make things easier for me balance-wise as well. I still want to look at it again in the future, and maybe cheat a little if I need to, haha - add an extra row of voxels to fit three more arrowheads in, maybe.

    On 5/15/2022 at 9:13 PM, Garjouan said:

    I also found a bug. when crafting with clay, I get a new mold, but the name is shown as bullseye:...
    (not gonna write what it is exactly, in case that's a secret/surprise so far).

    Whoops, that recipe was meant to be turned off, haha! Thank you for letting me know. It's not really a secret, just very much unfinished and untested so I haven't really talked about it yet. I'll remove the recipe in the next patch until it's done, but it should be safe to keep it around so I don't think you need to get rid of it if you've already made one or more :)

    • Like 1
  15. 16 hours ago, Peter Sanderson said:

    Just installed 2.3.2 to my test server. Steel longbow (none of the reinforced longbows) from Gamma Weapon Pack will not fire, or allow arrow selection

    I tested it on a different server and managed to get this issue to happen now. Unfortunately it's a bug in the game itself I'm not sure what to do about yet... You might need to downgrade back to 2.3.1 for the moment if you want the bows from Gamma Pack to work like they used to, I'm afraid :(

     

    3 hours ago, pennedgalaxy said:

    Oh my god XD Thank you, the issue is fixed now, can't believe the issue was so simple XD

    Glad that made it work! ^^

  16. 7 hours ago, Garjouan said:

    Something that would be really cool to add:
    a change/new recipe to make more than six arrows at once (as there are enough voxels to do so).
    I know there are other mods that have this feature, but I don't want to install a whole mod for just a single feature...

    And it'd fit well in the theme I think.

    Metal arrowheads can be smithed in batches of 9 at once! I looked into making 9 knapped stone arrowheads before, but they are much bigger than metal ones so I gave up at the time, but I want to try again. If it doesn't work out, I might increase stone arrow durability instead :)

     

    6 hours ago, Peter Sanderson said:

    Just installed 2.3.2 to my test server. Steel longbow (none of the reinforced longbows) from Gamma Weapon Pack will not fire, or allow arrow selection

    Oh dang, that's a big issue! I tested the steel longbow in particular a whole lot, and haven't seen that problem. My best guess is a bad interaction with another mod, I'm afraid all I can do is ask you for the game logs, so I can try to figure out the issue from there.

     

    1 hour ago, pennedgalaxy said:

    I crash when I try and enter a server with any version of this mod after 2.2.4

    crash.txt 2.49 kB · 0 downloads

    Bullseye is not in the mod list in the log - the game didn't load it at all. It could be because you are on game version 1.16.4, while Bullseye asks for 1.16.5 . Try updating the game and see if it helps! :)

    • Like 1
  17. Version 2.3.2 is out now!

    As requested, this branch brings compatibility with WeaponPack Gamma, AnMiTech, and Primitive Tools. More bows and arrows for everyone! Be aware that Bullseye tries to respect balance changes in these mods however, so especially in the case of WeaponPack Gamma, you end up with bows vastly more powerful than vanilla or pretty much any mod out there expects.

    This is where the second change may come in handy: new server commands to change the damage of arrows, spears, and slings, either separately or all together! Type /bullseye set arrowDamage 0.5 to cut arrow damage to half, as an example. For the rest of the commands, see the full changelog below!

    Changelog:

    • New server commands:
      • `/bullseye set arrowDamage 0-1000` - set a multiplier to arrow damage
      • `/bullseye set spearDamage 0-1000` - set a multiplier to spear damage
      • `/bullseye set slingDamage 0-1000` - set a multiplier to sling damage
      • `/bullseye set allDamage 0-1000` - set the arrowDamage, spearDamage, and slingDamage multipliers in one command
    • Added mod compatibility for Primitive Tools, AnMiTech, and WeaponPack Gamma
    • Fixed vanilla break chance appearing 100 times too low in arrow description
    • Weapon ammo type now exposed in json instead of being hardcoded
    • Added mod icon
    • Minor code improvements
    • Like 1
  18. Just released 2.3.1 as a fix! I still can't replicate the crash on my own test server, but I'm reasonably sure I traced the issue, and my server's ping is likely just too low to be affected, haha. Please do let me know if it resolves the crash though as I can't actually confirm it myself unfortunately :)

  19. 15 hours ago, Cyraxan said:

    The client disconnects from the server when trying to shoot a bow 

    -snip-

    Hi, sorry about the issues and thank you very much for the report! I haven't managed to trigger the crash in multiplayer yet, but I have a decent idea of what might be causing it now and will release a patch for it shortly :)

  20. 4 hours ago, ThePionier said:

    Hello!

    Is this mod compatible with any mod that adds bows or arrows? Or are there problems?

    I use a few mods that add new bows and arrows like Weapon Gammapack, or Primitv Survival.

    Hi there!

    Compatibility very much depends on what mod you have in mind. Weaponpack Gamma will need a compatibility patch to work with Bullseye. As for Primitive Survival, I wasn't aware it adds new ranged weapon! I'll take a look at that. Some other mods like Useful Stuff or Lichen should work well as they are :)

  21. Bullseye230.png.c628880b218ddb1e35566dba5ea303c1.png

    Version 2.3.0 released!

    This version is a big one with plenty of new changes! Most importantly, the sling has got the Bullseye treatment! It behaves in a very different way from the bows you are used to, and you'll have to deal with its upwards swinging motion to use it. Like other Bullseye weapons, it is also slower but deals greater damage than in vanilla.

    Next is movement mechanics and a rebalance for the longbow and recurve bow. It's no longer possible to spring when aiming a bow, and even just walking is much slower. The mod now also recognises when you are mounted on an entity (such as a horse, Vies' airship, a rowboat, and so on) and adjusts your accuracy appropriately. The longbow and recurve bow now also switched places, balance wise - the new longbow is an infantry sniper bow, slow but with a massive +60% damage bonus - strong enough that Hunters with good enough arrows can one-shot surface drifters! The recurve bow is its opposite, dealing less damage but shooting faster and emphasising mobility over damage and range, with much lower movement penalties than any other ranged weapon. It also makes an excellent cavalry bow, much like it did in history - get yourself a horse mod and emulate your favourite horse archers of the past!

    Speaking of bows, new smooth first-person animations for bows have been added! These currently work only in first person. In addition, the arrow you are shooting is now physically represented in the bow model too. This may come in handy, because:

    You can now press F to pick the ammunition to shoot. This works with all bows and the sling, and displays a small window listing all the kinds of ammunition you currently carry, and even helpfully writes out how much total damage each projectile deals after weapon and class bonuses.

    Other smaller changes and bug fixes can be found in the changelog below. Download at https://mods.vintagestory.at/bullseye, enjoy!

     

    Full changelog:

     

    Spoiler
    • New Features
    • Basic sling implementation with smoother animation
    • Fully animated bows in first person view
    • Bows show the arrow you are shooting
    • Ability to choose ammo type for bows and slings (press F to select)
    • Support for shooting while mounted on an entity (horse, Vies airship, etc.)
       
    • Rebalance
    • Spears have slightly higher running aim penalty
    • Spears have less vertical aim sway, to make judging throw distance easier
    • Spears no longer have any random spread
    • Slightly reduced aim sway for simple and crude bows
    • Increased longbow damage bonus to +60%
    • Increased longbow movement accuracy penalty to 130%
    • Reduced recurve bow damage bonus to +35%, but made it charge slightly faster (still has the best sustained damage of all bows)
    • Reduced recurve bow movement accuracy penalty to 50%
    • Reduced aim sway of recurve bow
    • Can no longer sprint when aiming a bow
    • Walking when aiming is now slower (slowest with longbow, fastest with recurve bow)
       
    • Other
    • Better compatibility with Lichen
    • Now also compatible with Ore Crystals, Useful Stuff, Feverstone Horses, and ViesCraft Machines
    • "globalAccuracy" setting renamed to "aimDifficulty" ("globalAccuracy" is still recognised, too)
    • Major code refactor
    • Fix: less intrusive patching of arrow and spear damage
    • Fix: now respects armour ranged penalties properly
    • Fix: texture leak related to crosshairs
    • Fix: removed old world migration from version 2.1.0 popping up even in worlds that never used the mod
    • Fix: no longer try to pointlessly patch items, blocks and entities on the client

     

    • Like 2
  22. Whoops, sorry, I definitely did! That changelog isn't done being edited either :D It's meant to say that spears are more accurate throwing from standstill, and less when running. It's only a small change, but previously it was hard to tell there was a difference at all, haha

    But yep, it's a big update!

  23. On 4/7/2022 at 3:08 AM, Ashery said:

    Which would also mean the gap between ranged weapons and longblades is even larger in vanilla. So, while further tweaks wouldn't be a bad thing, Bullseye would still be in a better position that vanilla without additional changes.

    I should also add that I wasn't speaking directly from the perspective of copper spears being too powerful, but rather, simply noting that copper spears represent a significant jump in effective combat strength and taking stock of the how easy it is to acquire them. That said, wolves are ultimately more of an early game threat, so the relative ease of reaching the two hit breakpoint may not be a bad thing.

    It's definitely something I need to give a lot more thought, and having another opinion will definitely help a lot, thank you! One less hit to kill is very significant since to many, the amount of inventory slots spears take up seems to be their greatest disadvantage, and this reduces it a lot. Still, I'm not yet sure if it's actually something to change. Ideally I'd get the double-hit bug of projectiles fixed, and maybe hunters being able to get rid of wolves better early on is a good thing too... hmm. Lots of things to consider, haha!

     

    On 4/7/2022 at 3:08 AM, Ashery said:

    Would love to!

    Alrighty! Sorry it took a while, I did some quick testing just to see if nothing major broke. That seemed okay, so fingers crossed it's otherwise stable too. I hope you have fun trying it out!

    Sadly I lost the descriptions and screenshots I had ready for the release, so all I can give you there is the changelog:

     

    Spoiler

    New Features

    •  Basic sling implementation
    •  Smoother first person sling animation
    •  Fully animated bows in first person view
    •  Bows show the arrow you are shooting
    •  Ability to choose ammo type for bows and slings (press F to select)
    •  Support for shooting while mounted

    Rebalance

    •  Spears have greater accuracy difference between
    •  Spears have less vertical aim sway, to make distance judging when throwing easier
    •  Spears no longer have any random spread
    •  Slightly reduced aim sway for simple and crude bows
    •  Increased longbow damage bonus to +60%
    •  Increased longbow movement accuracy penalty to 130%
    •  Reduced recurve bow damage bonus to +35%, but made it draw slightly faster (still has the best sustained damage of all bows)
    •  Reduced recurve bow movement accuracy penalty to 50%
    •  Reduced aim sway of recurve bow
    •  Can no longer sprint when shooting a bow
    •  Shooting bows slows you down (depending on the bow used)

    Other

    •  Compatibility with Lichen improved
    •  Now also compatible with Ore Crystals, Useful Stuff, Feverstone Horses, and ViesCraft Machines
    •  "globalAccuracy" setting renamed to "aimDifficulty" (can still use "globalAccuracy" to set this)
    •  Large code refactor
    •  Fix: less intrusive patching of arrow and spear damage
    •  Fix: now respects armour ranged penalties properly
    •  Fix: texture leak related to crosshairs
    •  Fix: removed old world migration from version 2.1.0 popping up for everyone

    EDIT: Download deleted because of a major bug

     

    • Like 1
  24. On 4/5/2022 at 6:36 PM, Ashery said:

    Two things, one small observation and a pretty substantive bug that at least has a simple work around:

    First, a point on balance:

    Both copper spears and copper arrows with a recurve bow reach the two hit kill breakpoint for wolves, though both require a double hit to kill males when not playing as a hunter as they barely reach it. Whether this is the right balance point, I'm unsure, but it's substantially lower than vanilla, which requires tin bronze spears; vanilla bows never reach it. That said, ranged combat with Bullseye is also a lot slower than vanilla, particularly when it comes to rearming spears, but I feel like the two hit threshold for wolves is an important balance consideration to keep in mind as the danger of wolf encounters really defines the early and even mid-game experience. Copper spears can also be acquired through panning. As can copper arrowheads, but those at least require the investment of feathers and a recurve bow.

    Now, the bug:

    The intensity of the aiming reticle's drift seems to become more intense as you close worlds and reload new ones without closing the game completely. It is not a matter of how long the game's been open, as I just finished testing this over the course of fifteen minutes or so.

    I first noticed this several nights ago when I decided to mess around in one of my testing games to practice a bit with bows, as I finally acquired a recurve bow in my actual game. With the first animal I encountered, I noticed the reticle behavior was a lot more erratic than I expected it to be. I decided to just practice against a tree, and despite being a hunter with no armor penalties, I was still missing a good third of my shots, often with the reticle wildly swinging off target in the fraction of a second it'd take to release the mouse button. And for those that I did land, I was spending a significant amount of time trying to get the reticle on target. Even with a basic bow, it was difficult. So, I disabled Bullseye to try out vanilla mechanics and those troubles vanished: Perfect accuracy without spending several seconds trying to aim each arrow. I was a bit frustrated considering the investment of a recurve bow early on, but it was late at night, so I went to bed with plans to get some hard data to provide feedback.

    ...Except the next morning, aiming at the tree was trivial.

    Last night, I had another incident where the intense drift was glaringly obvious, and this time it was in my real game during a wolf encounter. There was no way in hell I was going to land a hit, let alone two, but I was lucky in that I was able to get enough distance and close the world. I then quit the game entirely and reload. Sure enough, aiming was back to normal once that was done.

    Decided to test out my hypothesis explicitly this morning, and it's definitely a result of saving and loading new worlds without closing the game entirely.

     

    Thank you for the detailed feedback! I really wish I got more like this :)

    Balance is definitely something I constantly work on to improve. Shooting in Bullseye is slower than in vanilla, so I upped the damage to compensate somewhat. On a damage per second basis, spears and bows are actually weaker in Bullseye than in vanilla, so I'm glad they do still feel powerful! I did balance them before longblades were nerfed and made slower, though, so maybe they are still too powerful now. Either way, I have version 2.3.0 coming soon with some balance changes already, so I might wait for that to release first before tuning it up some more.

    Thank you so much for letting me of the bug! I thought that's a bug I already squashed long ago, but apparently it's back now 😧 Version 2.3.0 has some significant code changes and I couldn't reproduce the bug in it, so maybe I fixed that on accident while I was at that. But I'll definitely look into it more later on, just to be sure!

    I'm not quite ready to do a big public release of 2.3.0 yet - need to take pictures, write descriptions, and so on. But I'm not planning any further changes to the mod itself, so I could put it here for you a bit early if you'd like to try :)

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