Archery: Choose the "Shoot" action from attacks, and left click a target. You will get a meter determining the accuracy of your shot. The accuracy will tick up the longer you stand aiming at the target. You will lose some of your aim if you, or the target moves. The further away the target is, the harder it will be to hit. You can move while aiming by using ctrl+leftclick. Effective marksmanship skill is determined by the lowest value of your 1) Weapon, factored by its IEMM (Intrinsic Effective Marksmanship Modifier) 2) Ammunition, factored by its IEMM, and 3) Marksmanship skill. Given that the bow and arrows have IEMM 2.0, if you have marksmanship 35, a q70 bow (i.e. effective marksmanship 140) and q 45 arrows (i.e. EM 90), you will aim with an effective skill of 35. If you have marksmanship 35, arrows Q 7 (i.e. EM 14) and a bow of Q 34 (i.e. EM 68), you will have an effective marksmanship skill of 14. The higher your marksmanship, the easier it is to aim. To put it in words, the equipment often supports you into higher ranges of Marksmanship than it has quality.
Weapons have an intrinsic difficulty level. Some weapons are harder to use than others. Using the standard woodbow as a reference point, the sling is twice as easy to aim with, and the ranger's bow thrice as hard. If you feel that you aim well with a woodbow, you will then need thrice the effective marksmanship value to hit equally well with a ranger's bow.
The archery meter tells you your percent chance to hit the target. To fire the shot, left-click anywhere. To cancel a drawn shot, right-click anywhere. Again, you can move while aiming by using ctrl+leftclick (Strafing ftw!).
When you fire, and hit, damage will be calculated as follows. The damage of the weapon and the damage of the projectile are added to form the maximum damage in a range, within which a random damage is chosen. The minimum damage is calculated from your own perception, the target's agility and the maximum damage as (0.5 * (PERC / AGIL) * MAX-DAMAGE). Watch it, foxes have high agility.
Ranger's Bow, Q10: 300 damage, IEMM 3.
Woodbow, Q10: 75 damage, IEMM 2.
Sling, Q10: 60 damage, IEMM 2.
Bone Arrow, Q10: 20 damage, IEMM 2.
Stone Arrow, Q10: 10 damage, IEMM 2.
Stones, Q10: 0 damage, no IEMM (i.e. their quality do not matter).
Chicks and cocks: They spawn wild; catch them and place them in a coop. If there's a cock in the coop when a hen lays an egg, it'll be a fertile egg. A hen broods all fertile eggs in the 2x2 inventory squares directly beneath it. Cocks are not fightable atm, but will be when we get the new combat system done. Hens lay eggs. The coop takes seed, and chicks, cocks and hens eat from its meter. You get it.
New item, Fryingpan: -- Make it from one bar of common metal. Needed for frying eggs (over fires -- they need an effect for it), and for pancakes. Equips.
Nifty feature! Use the shift+mousewheel to transfer items from container to inventory, or back. Use shift+ctrl+mousewheel to sort by quality when transferring.
Minor fixes:
- Blueberries should now spawn on heaths.
- Barrels now take milk.
- Poppies give one flower when harvested.
- Unburnt Treeplanter's Pot should now have tooltip.
- Honey now has tooltip in crafting.
- Well now requires rope and bucket to build.
- People who starve to death should no longer remain standing.
- Troughs should now take pumpkin flesh.
- Ancestral Worship should now start initiated.
- Wading effect should now be checked for on login
- People who reincarnate should now start with appropriate HHP (Modified by Cons + Str)
- Having a radial menu open should now count as having something "in your hand", meaning that the radial menu can't lose focus when, for example, a harvest operation finishes.
- Grazed tiles/dirt should now be plowable.
- Weißbier should now display the correct bottle image.
- Making one unit of butter now only takes 1 liter of milk.
- Straw Basket and Quern should have proper shadows.
Feel free to crash the server for us, and please report on archery.