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Archery Overhaul
   
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Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
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1.642 MB
22 Jul, 2023 @ 4:28pm
24 Jul @ 2:38pm
7 Change Notes ( view )

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Archery Overhaul

Description
Archery Overhaul is now out for 1.4.5!

Huge thanks To MAR for the port, fixes, and config!

Archery Overhaul doesn't just add in more bows and arrows; it creates a better archery experience. Here are some of the unique features Archery Overhaul has to offer.:

. Critical hits on arrows create a splash-damaging shockwave
. Blur effect on arrows when reaching high speeds
. Arrow impacts have custom sounds and particle effects
. Quivers visually equip onto the player
. New Crossbows have a right-click functionality
. Arrow Pouches drop from enemies, which scale with game progression
. All ranged weapons have autoswing by default
. Full bar conversion
. Alternate recipes for vanilla items (e.g., Hermes boots, Anklet of the Wind)
. And so much more!

This mod currently adds in the following 150+ items:

. 50+ New Bows
. 25 New Arrows
. 6 New Crossbow Variants
. 30 New Accessories
. 8 Equippable Quivers with visual effects
. 4 New armor sets
. 15 New Materials
. 5 New Arrow Grenades
. 8 New Loot Bags
. 1 New NPC
. 1 New Potion
. 1 New Enemy
. 10+ New Recipes for vanilla items

Over the years, Archery Overhaul has garnered a whopping 1 million downloads! Hopefully people will enjoy the 1.4.5 version as much as the old one!

If you didn't know, I'm actually a game developer, and I make tons of art, music and more! If you want to share your work and have fun,
or want to find the wiki, join my discord below! We try to update the mod every other week. If you want to help make sprites or code for the mod, join my Discord and send me a message!

Discord: https://discord.gg/crwjFm7ka6

If you want to support both my terraria mods and my games, subscribe to the discord for early access and other special rewards!

= Overhaul Team =:

Riptide
MAR
Mutater
PootisTweet
Canbash
Nebora

CHANGELOG:

1.5.4.6
- fixed the Zombie Archer's movement animation, coin drop amount and gave it a Bestiary entry
- the Steel Bow now correctly converts Wooden Arrows into Steel Arrows
- if a bow shoots a special projectile, it is now correctly stated under Item.Shoot...instead of the WoodenArrowFriendly that almost all bows had (so some "add more projectiles" mods out there can shoot the correct projectile)
- added the Census spawn indicator for the Archer
- added config options for archery pouches dropchance and elemental stones dropchance
- added Hide to the Archer's shop
- changed the recipes for the Crimson Death, Demonic Destruction, True Crimson Death, True Demonic Destruction and Elemental Wrath to resemble the vanilla progression from Night's Edge over True Night's Edge to Terra Blade
- Elemental Wrath and Poseidon's Wrath now use the Mythril Anvil instead of the Ancient Manipulator, which was too late in game progression for the bows to still be useful

1.5.4.5 - 06.03.25, 08:33am (third update of 1.4.4 Archery Overhaul)
- created hints to be shown in the recipe browser about where to get items that don't drop from enemies
- made the meteor projectiles actually appear (they were invisible before)!
- created RecipeGroups for all ores (analog to the vanilla "Any Iron" recipe group) and simplified all possible recipes
- deleted useless duplicates of the SturdyQuiver and HunterShield
- added back the alternative recipes for vanilla items and ore bars exchange and made them configurable
- fixed the weird projectil trail graphics when using the CoolerItemVisualEffect mod
- concised the code for dropping the item of an arrow on tile collision / creating gore otherwise. Creating gore for all arrow types is a WIP (i.e. still not all arrows have a gore).
- revised every creation of projectiles, so they work fine in Multiplayer
- fixed all armor pieces giving their stats only on a full set. Now its correctly separated into equip item bonus and set bonus.
- moved the set bonus messages of armor to the Localization so it's translateable
- made sure all accessories and armor actually do what their tooltip states...
- completely rewrote the "xx% to save arrows" effect, now they stack with all existing vanilla ammo reserves. Ordered the quivers into two variants of arrow reserve: 10% for the beginner quivers and 20% for the advanced ones
- gave life to the already existing Freezeflame Quiver sprite! (a combination of the Flaming Quiver and Frozen Quiver) and overhauled the creation of Flaming / Frostburn arrows from the 3 quivers and of the Freezeflame Bow). Also gave the 3 quivers some more immersive ingredients.
- put the SteelTarget as ingredient of ArcherEmblem, instead of only Target (the SteelTarget accessory wasn't used for any combination until now and was basically a dead end)
- completely rewrote the Homing Sensor effect: doesn't slow down arrows anymore, ignores Target Dummies if there are enemies nearby and prevents projectiles from circling around enemies (there is a configuration option to enable the latter again, for players who want to maximize their possibilities to hit an enemy)
- added Configuration for:
- create gore of arrows on tile collision
- create items of arrows on tile collision
- additional recipes for vanilla accessories
- recipes for changing vanilla ore bars of the same tier into each other
- Homing Sensor arrows only targeting enemies that are in front of the projectile (to stop / enable arrow circling around enemies)

All in all (updates 1.5.4.3 and 1.5.4.5) revised every single feature, code line and spelling of the mod, making it smooth, concise and free of bugs. In other words: took all the existing awesome ideas of Archery Overhaul and made them work as intended.
The mod should now be Multiplayer compatible and not act weirdly.
Besides the Freezeflame Quiver and the configuration no new content was added.


1.5.4.4 - 20.02.25, 04:25am (second update of 1.4.4 Archery Overhaul):
- just some updates to description and build


1.5.4.3 - 15.02.25, 00:06am (first update of 1.4.4 Archery Overhaul)
- reworked crossbows, especially their alternate firing modes
- fixed the abundant dropchance of some arrow bags / arrows and improved arrow bags looting mechanism
- fixed long lasting projectiles (f.ex. yoyos, flails, arrows) loosing damage over time until being completely damageless
- set all stackable items to max stack size (9999)
- put all boots to the "boots" category so they can be put into the "Boot Slot" (from the Shoe Slot mod)
- fixed the spawn algorithm for the Archer NPC and fixed some of his texts
- added all item drops to monsters, so they show in the RecipeBrowser
- the negative effect when having no Target equipped now only affects weapons that shoot arrows
- fixed almost all special traits to work as intended (Mystic Quiver, Strange Quiver, Target, elemental Stones, the set bonus of the Steel Armor, etc.) and how the mod takes track of what accessory is equipped. They shouldn't act weird anymore in Multiplayer.
- fixed the ranged steel amor set bonus for the Metal Burst. It also doesn't overwrite weapon prefixes anymore.
- fixed some projectiles to do ranged damage instead of magic / melee
- added correct Journey Mode research count to all items (same values as respective vanilla items)
- made the RainBow have only one active rainbow at a time (like the Rainbow Gun does)
- added Configuration for:
- Vortex Arrows don't target Target Dummies anymore,
- Shrapnel creating effect of the Flint,
- the display of the visual hit effect of arrows
- handing the starting bag to newly created players
- the "fumble mechanic" of the Target (so the random spray when the Target is not equipped),
- enabling auto reuse for all ranged weapons
- enabling the mods prefixes
- the +-5% randomness in damage and size of player spawned arrows
Originally posted by tModLoader ArcheryOverhaul:
Developed By Riptide
26 Comments
Barzen 23 Jul @ 12:45pm 
Now referring to the bows:
I've never watched these in such detail. You're right, the Elemental Wrath should use the True versions of the Demonic Destruction and the Crimson Death or else they're a dead end!
I changed the recipes for all these bows to resemble the vanilla progression from Night's Edge over True Night's Edge (the normal version + 20x Souls of each mech boss) to Terra Blade (using the Broken Hero Bow as limiting component - the Ectoplasm is no longer part of recipe).
Keeping that change in mind, I also accepted your recommendation to make the Elemental Wrath and Poseidon's Wrath craftable on the Mythril Anvil - a logical step.
As I've prepared some other changes already, I'll tell Riptide to deliver an update and prepare a changelog for it.
Thanks again!
Barzen 23 Jul @ 12:44pm 
@Lius: first of all, thanks a lot for paying attention to these details and reporting them!
What you're telling about the Hide dropchance seems strange to me. It has a 10% drop chance from a bunch of enemies and should drop quite a lot 🤔 Seems like you were a victim of Terrarias "RNG's a bitch" feature 😅
But I like the idea of the archer selling it, so I now he sells it after Skeletron is defeated.
Lius 23 Jul @ 8:17am 
Also, i believe i've found an unintentional mistake

I noticed that the crafting of the Elemental Wrath is different for crimsom and corruption worlds, since each have a bow version of the Night's Edge (Crimsom Death and Demonic Destrucion), but the crafting of the corruption version doesn't use the Demonic Destrucion, but the Cursed Bow (the bow that shoots cursed flames arrows), while the crimsom version still uses the Crimsom Death.

The fix should be simple, but i would sugest to change the crafting component for the "True" version of the bows, because if you upgrade either of them with the Broken Archer Bow, you will need to de-craft them or create another to make the Elemental Wrath.
Lius 23 Jul @ 8:13am 
Fantastic mod, but i do have some sugestions.
- Hide drop chances are really low, i had to stop and farm them before the cultist battle because in my entire playthrough i didn't have enough for 1 Hunter Quiver, also couldn't make the new armor since it also uses a lot of Hide. The Archer NPC could sell Hides if the change in drop rates seems too much, but some chance is necessary since a lot of items use Hide
- Another change i suggest is to use the hardmode anvil to make the Elemental Wrath and Poseidon's Wrath, i didn't even need to use Poseidon's because when i made it, i could already create Heavenly Volley. Almost the same thing for the Elemental Wrath, created for the pillars and moon lord, and then never used again. As the Terra Blade bow counterpart, it should be available earlier.
mantodeawings 7 Jul @ 6:14pm 
@Barzen: Oh, no i haven't experienced that possible issue you mentioned while i played with this mod on (the Multiple bag tiers dropping at the same time from a single enemy kill one), so apologies if my wording made it sound something like that happened.
And i also wasn't aware of the pouches being tied to progression, which i find quite neat.

Although, thanks for reading and being willing to still continue with the mod even with a strict time.
i will appreciate the possible configs! ^ ^
Barzen 7 Jul @ 11:14am 
@mantodeawings:
This mod is still maintained but right now I'm constantly out time to work on it.
The Tier 1 Archery Pouch has the same drop chance as the other 4 tiers (does their amount also seem abundant to you?). Restraining them from dropping from critters is a good idea, I'll put it on the TODO list.
Same goes for config option for lowering the drop chance for the pouches, thanks.
Just to be clear I understood correctly: did you ever experience various tiers of Archery Pouches drop at the same time? (they are tied to boss progression, so only one tier should drop at any given moment)
mantodeawings 3 Jul @ 4:11pm 
(assuming this is still being worked on)
I have been experiencing some things that i find odd, usually related to bags dropping even from friendly creatures getting killed, and just general abundance of the tier 1 ranged bag (mostly from killing any living thing)
i would like an option/way of disabling them from dropping off kills in general btw
Barzen 24 May @ 4:18pm 
@sæl: Do you experience the same lag, having only the vanilla Magic Quiver equipped?
https://terraria.wiki.gg/wiki/Magic_Quiver
sæl 24 May @ 11:56am 
the mechanical quiver seems to be causing quite a bit of lag
Barzen 27 Apr @ 12:30pm 
@Bunrako man: the other one is from a lost account. This one here is the most recent one 👍