Don't Starve Together

Don't Starve Together

Archery Mod [DST Version]
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Update: Aug 29, 2015 @ 9:20am

*Put back the tooltips since Klei fixed the issue

*Improved quiver equipslot icon (made by MyshtPhysx)

*A lot of code changes to prepare for the upload of my new "Sentries Mod" which will be an "add-on" of "Archery Mod"

*Fixed a crash occuring when force attacking with the magic bow while still holding nightmare fuel (Big thanks to Jaden Vanadium)

*Added the possibility to change the material used for the shafts of preojectile (logs, twigs or cut reeds)

Update: Aug 21, 2015 @ 1:02am

Removed the tooltip from the mod config parameters because the DST update from the 20th of august broke the mod config screen. I will put it back when Klei solve this issue.

Update: Aug 20, 2015 @ 2:59pm

Release of the 1.0 version

Additions:
*Full controller support
-> Attacking with a crossbow which is not armed will arm it. No need to go on the hand equipslot and press the left arrow each time

Changes:
*The chance to hit a bird which is flying away was reduced to 0.5% (can bedesactivated)
*The chance to hit a butterfly or a bee was reduced to 1% (can be desactivated)
*Shooting at birds or rabbits will now scare them and most of the time make them run/fly away if you miss or do not kill them.

Update: Aug 18, 2015 @ 6:36am

Fixes:
*Fixed a crash sometimes occuring when shooting at large ennemies like tentapillar.

Improvement:
*Animations are smoother at the end (it was before used as a way to prevent auto shooting too fast).
*There is now a cooldown of 1.2 seconds between each shot for the bow and 1.4 for the crossbow.
*Better arrows/bolt recovery system : When you shoot and hit an ennemy, if you should retrieve the arrow, you won't get it immediatly on the ground. Instead you will retrieve all of them at once when the target dies.
*Force attack now works better. For the host, it will now autoselect a target in a range of 25 meters, giving more priority to hostile targets. For the clients, you will no longer see the "no potential target on sight" while you should have been able to shoot at something.

Changes:
*You can now configure the recovery chance mod on the golden arrow (the default was 0.6)

Update: Aug 15, 2015 @ 5:53am

Fixed the explosive bolt which I broke with the previous update...

Update: Aug 15, 2015 @ 5:40am

Fixes:
*Shooting at gobblers going to hide in berry bushes should not crash the game anymore (hopefully for good this time!)
*Damages are now properly scaled according to the character (wendy and wes hit for less damages, wolfgang for more with full belly, etc...)

Additions:
*You can improve your accuracy and projectiles recovery chances by using the Vitamin R from Apothecary Medicamento by MystPhysX!
*Thunder Arrows : cast lightning strike at your target. Be careful when you use it while it's raining!
-> Stun your target and prevent it to move (but not to attack if you are too close)
-> Can be recharged at a charged lightning rod (number of use of the lightning rod is configurable)
*Poison Bolts : Slow down your target for a while and make it hit less hard
-> Cannot be retrieved

Update: Aug 10, 2015 @ 6:02pm

Changes:
*The shadow arrows are now inneffective againt shadow creatures (deals only 20% of the damages).
*Using shadow arrows against shadow creatures will make you loose 10 sanity (-2 sanity against any other creature).

New Stuffs:
*New Ingredient = Fireflies Ball, crafted from fireflies and honey
-> Used as fuel for the magic bow. It will make it shoot Light Arrows.
-> Light Arrows deals much more damages to Shadow Creatures and make you gain 5 sanity per shot.
-> Light Arrows deals much less damages against peaceful creatures and make you loose 10 sanity per shot.
*New Ingredient = Blue Goop, crafted from Spider Gland and Blue Cap
-> Used as fuel for the magic bow. It will make it shoot Healing Arrows.
-> Healing Arrows deals no damages
-> Healing Arrows heals the target for 25 Health but make it loose 5 Sanity (palyers can be targeted even if PvP is off)
-> The shooter will loose 5 sanity if healing a player and 15 if healing a hostilecreature.

Update: Aug 9, 2015 @ 5:56pm

Fixes:
*An other issue which may arise from shooting at target which goes into limbo is fixed. Hopefully it was the last one related to this case.

Changes:
*When you deplete your quiver, if you have arrows/bolts of the same type than the one you were using, they will be put directly into the quiver.
*You now have to arm the crossbow before beeing able to shoot. You will have to rearm between each shot. It makes the shooting much faster but reloading takes some time. You can see the state of your crossbow by looking at the string.

Additions:
*New Weapon -> Magical Bow
-> Can be crafted with a shadow manipulator (configurale) from living logs and purple gem (optionnaly a glommer flower).
-> Do not require arrow, instead it is "fueled" currently with Nightmare Fuel.
-> 1 Nightmare Fuel gives 5 uses. You can stack up to 10 uses.
-> It glows in the night when held and fueled (!)
-> I will add more possibilities of "fuel" for the Magic Bow which will change the properties accordingly.

Update: Aug 7, 2015 @ 3:14am

Fixes:
*Fixed a issue that may occur while firing the last shot before the bow/crossbow breaks.

Changes:
*Arrows/Bolts will now be put directly in the quiver when picked up or crafted (if the quiver is empty, or if the projectile already in the quiver correspond to the picked up/crafted one)
*You can now configure the tech level of each items individually

New Bolt:
*Explosive Bolt
-> The name talks by itself.
-> Be careful with that : it can hurt the attacker if too close, destroy buildings, put trees on fire,...
-> You can configure the explosion radius as well as the explosive damage (and of course the crafting recipe)

Update: Aug 5, 2015 @ 2:02pm