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I see that Funcom has totally changed and redesigned the Journey system in the 3rd chapter of the Age of Sorcery, that is mid March of this year, considering the changes it seems quite normal that something is broken.
Anyway AFAIK the new Journey system no more progresses automatically because it progresses just the active journey, that is something that has to made active by the player. When you complete a Journey you can claim a reward.
I never loved the old Journey system, but this one I don't really like it. IMHO in a survival RPG you should to craft or to loot your own equipment and weapons, not receiving it as a claimed reward by completing a bucket list. IMHO survival RPG adventures aren't bucket lists to complete...
About damage, more than increasing the base damage, this mod adds bleeding arrows that could stack bleeding effect over time, increasing the overall damage, but over time (that is you have to put yourself or your archers in a safe spot).
the bow and arrow in this game kinda weak tho
i mean it bow and arrow
Again if someone find any issue let me know ASAP.
It is compiled with 3.0.1b Devkit version and as far as I have tested it in 3.0.x release of CE it's working round&smooth.
Please report any bug you will find reporting both the arrow and the bow that doesn't work.
Anyway, @Dr. Disaster, it could help me a lot to know what is the bow that you are unable to equip with the flinthead bleed arrows...
I have rebalanced arrows production, right now regular arrows production is much more optimized, more arrows with the same metal bars and feathers, more for regular arrows is possible to use Plant Fibers instead of feathers to make them, but you have to learn the bleeding arrow feat for the same tier.
Specialized arrows production, that is bleeding and blunted, is right now RNG driven, every time you try to produce some specialized arrows the resulting quantity is decided on a weighed table, naturally there is a bare minimum of produced arrows and the max is the whole number of sticks.
1 Stick <-> 1 arrow for every kind of arrow.
Penetration remains the main critical element in the kinda damage done, especially in damage perpetrated on Torso/Belly/Hips zones, which are effected along a relatively short amount of time which becomes a variable depending on the opponent's armour resistancy.
Poison on the other hand becomes critical over time, especially if the body zones hit are arms and lower body parts between stomach and limbs and depending on the kind of poison used.
A whole independent factor remains the headshot... there's no way an opponent can survive a 1st or 2nd shot, unless the opponent is a boss or even more a large creature rather than a monster, in which case 2 shots should be able, if not to kill, to at least incapacitate the opponent making him/her ready for a critical hit or execution, especially if we have been wise and skilled enough to focus on the legs before/after the headshots or between the 2 or 3 shots.
1. Headshot > Major Stun+Bleeding damage on 1st shot and Instant Death on 2nd shot or 1st shot if the enemy wears no helmet.
2. Chest/Shoulders/Arms > Stun damage and minor Bleeding damage.
3. Belly/Stomach > Minor Stun+Crippling damage and major Bleeding damage.
4. Hips/Legs > Major Crippling damage and minor Bleeding damage.
[...]
Atm this mod is very likely to change for the good and you are right, in my testing playthroughs I have noted the same, base arrows need some love and something to make the player wanting to go for it. Next update I will try to rebalance the crafting costs of the arrows making the base ones the cheapeast to make.
I noticed one thing though, If the tables in screenshots are still valid.
Base arrows - mid damage, mid penetration
Bleed arrows - high damage, low penetration, bleed
Poison arrows - low damage, high penetration, poison
Is there something base arrows have that player might want to go for, like lower crafting cost or something? Because other arrow types each have a bonus like bleed while base arrows seem to have nothing else to offer.
Meanwhile I have found a bug, you can read the report in the discussions. I am working on it and probably it will be fixed in next version that it will be 0.0.4 (version number mod 3 tells the development stage, version numbers 0.0.1,0.0.4,0.0.7,0.0.10,etc... ...all have mod 3 = 1 that is, they are unstable versions).
Anyway I have intention to update this mod in the Steam workshop with the new unstable version tonight at 23:00 (UTC), 2020-12-11T2300. It shoudn't take long and considering the small file size, it shouldn't be too much disruptive.