Kan3 Posted November 21, 2023 (edited) It took me over 8 months in total to completely finish this bow and after 5 hours I've been able to extract this monstrosity from my mod to release it as a standalone mod! I recorded a full video showcasing what it does, unfortunately I cannot really show you the witchery behind it (if you download the thing and take a look at the codes you'll understand why), but I'm 100% satisfied with what this has become! Huge thanks go to @Gothic though, the actual bow-maker from which I'm ste-borrowing the sprites and inspired the creation of all of this. You can find a thoroughly description of the bow in the video description. I hope you'll enjoy some of this bow and arrows stuff in your Doom world :D Download it here: Medieval Bow Video: Feel free to report any bug, glitch or suggestion here! Unfortunately I haven't been able to test this thoroughly, so I might have missed something D: Bugs: Sometimes, fire sound won't stop when the bow extinguish when crouching in water OLD TOPIC Edited December 17, 2023 by Kan3 DOT Fix 11 Quote Share this post Link to post
Cosmos10040 Posted November 23, 2023 Very nice weapons and features! Is this compatible with other weapon mods (beautiful doom) and monster packs? 0 Quote Share this post Link to post
Kan3 Posted November 23, 2023 3 hours ago, Cosmos10040 said: Very nice weapons and features! Is this compatible with other weapon mods (beautiful doom) and monster packs? Thank you! It should be compatible with anything, since it just adds new actors. Although, you might encounter issues if some of the actors of this mod have the same name or uses the same sprites names of something else, or if some other mod have defined the same Species property name as I did. But I believe that it should be 100% compatible with beautiful Doom as well as with monster packs. Remember this though, since Beautiful Doom already replaces standard doom weapons: Class Bow : Weapon Replaces Shotgun //Remove the 'Replaces Shotgun' part if you don't want the bow to replace anything, but remember to give it a proper Doomed number in MAPINFO { ... Class PierceArrowAmmo : Ammo Replaces Shell //Normal arrow ammo (Remove the 'Replaces Shell' part if you don't want arrows to replace anything, but remember to give it a proper Doomed number in MAPINFO) { ... Class PierceArrowHefty : PierceArrowAmmo Replaces ShellBox //Normal arrow 'big ammo' (Remove the 'Replaces ShellBox' part if you don't want quivers to replace anything, but remember to give it a proper Doomed number in MAPINFO) { ... 0 Quote Share this post Link to post
Scileboi Posted November 25, 2023 Very, cool, but it´s pretty weak. A fully charged Arrow should at least reliably oneshot an Imp. 1 Quote Share this post Link to post
Kan3 Posted November 25, 2023 4 hours ago, Scileboi said: Very, cool, but it´s pretty weak. A fully charged Arrow should at least reliably oneshot an Imp. Thank you! I agree, but it was meant not really meant to deal with vanilla monsters and mechanics. Although, I will tweak the damage for a standard use, because otherwise it doesn't make much sens of having the bow as a standalone release 0 Quote Share this post Link to post
Kan3 Posted November 26, 2023 Link has been updated to re-balance the damage output! Increased normal arrows damage (1 fully drawn bow shot will always kill an imp) Tweaked direct arrow damage for both poisoned and flaming arrows (weak, standard and strong) Increased direct damage output for strong poisoned and flaming arrows and balanced the rest consequently Tweaked DOT for both poisoned and flaming arrows (weak, standard and strong) Increased DOT for both strong arrows and increased DOT for standard flaming arrows, reduced DOT for both weak arrows I left more details about the damage outputs in the CREDITS txt: Spoiler ================================================================================ =============================BOW DAMAGE OUTPUT================================== ================================================================================ ====================================DPS========================================= Normal arrows Poisoned arrows Flaming arrows Weak: 24-48 dmg/s 14-34 dmg/s 13-29 dmg/s Standard: 36-48 dmg/s 28-43 dmg/s 24-36 dmg/s Strong: 26-31 dmg/s 24-29 dmg/s 27-32 dmg/s ===============================MAX DMG/ARROW===================================== Normal arrows Poisoned arrows* Flaming arrows* Weak: 12-24 dmg 25-35 dmg 44-52 dmg Standard: 36-48 dmg 60-75 dmg 82-94 dmg Strong: 60-72 dmg 99-109 dmg 139-151 dmg *DOT damage has been added ====================================DOT========================================= Normal arrows Poisoned arrows Flaming arrows Weak: 0 dmg/s ~4 dmg/s 5 dmg/s Standard: 0 dmg/s ~8 dmg/s ~8 dmg/s Strong: 0 dmg/s ~11 dmg/s ~13 dmg/s Poisoned arrows dps might seem a bit low, but remember that they slow down monsters, so you can use them for "crowd control". On the other hand, the maximum damage output for poisoned and especially flaming arrows seem quite high, but you have to consider that the poison will take 5 seconds to deal all of his DOT, while the fire 8 seconds. 0 Quote Share this post Link to post
Kan3 Posted December 17, 2023 I had to update the bow, because I apparently completely misunderstood how the PoisonDamage property values work D: (even if I would say the description of the duration value is kind of misleading) Anyhow, now the DOT damages for poison and fire will correctly work (updated the damages sheet too) and I decided to increase the size of both flames and smoke. 0 Quote Share this post Link to post
WASFDDDDD Posted December 27, 2023 (edited) I can't seem to get it to work? I'm enabling the mod file, but it doesn't do anything. I can't spawn the bow, I can't put it in my inventory, I can't do anything. I've tried everything I can think of, including unzipping it. EDIT: Nvm I realized I needed the pk3 not the zip :/ Edited December 27, 2023 by WASFDDDDD I was too stupid 1 Quote Share this post Link to post
Cosmos10040 Posted May 17, 2024 On 12/17/2023 at 6:59 AM, Kan3 said: I had to update the bow, because I apparently completely misunderstood how the PoisonDamage property values work D: (even if I would say the description of the duration value is kind of misleading) Anyhow, now the DOT damages for poison and fire will correctly work (updated the damages sheet too) and I decided to increase the size of both flames and smoke. Came back to report that whenever I charge the bow for an attack, after the attack doomguy cannot return to normal speed no matter if I use different weapons. I tried this with different mods, currently using it with Flakes Doom. 0 Quote Share this post Link to post
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