April update | 07/04/2020
Greetings Medievalists!
We want to talk a bit about archery in our game. It is super essential for us that we make archers fun factor of our game, but avoid feeling over overpowering them. So this is what we did.
[h3]Attack switch[/h3]

Archers now attack with fists when an enemy is near them (2m). This will make them less OP, but also - it would be pretty silly to attack a person up close with shooting arrows.
[h3]The environment can block arrows in their path[/h3]

Arrows now have a chance to hit certain objects when the trajectory is through them (trees, bushes, constructions, merlons). A broken arrow icon pops up when an arrow hits something along the way. NOTE: if something is 2m in front of the archer, it will not be taken into the equation for obstacle hit chance. This is to prevent your archers on walls from hitting merlons all the time.
[h3]High ground matters[/h3]

Workers with ranged weapons can now target and shoot targets from other levels (from a cliff, wall, platform). "It's over Anakin," some might say.
[h3]"Arrow to the knee" is super effective[/h3]

Enemies and workers will slow down (for a minor time) when damaged. This is implemented so the enemies will run away a bit harder if hit by an arrow. When an arrow misses a target, it will check a radius of a few grid spaces and run the calculation again for targets in that radius. This is to simulate potential friendly fire and bad archers getting a hit when firing on a group of enemies that are next to each other.
So yeah, show some love for your archers, and we’ll see you soon!
Foxy Voxel Team
Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg
We want to talk a bit about archery in our game. It is super essential for us that we make archers fun factor of our game, but avoid feeling over overpowering them. So this is what we did.
[h3]Attack switch[/h3]

Archers now attack with fists when an enemy is near them (2m). This will make them less OP, but also - it would be pretty silly to attack a person up close with shooting arrows.
[h3]The environment can block arrows in their path[/h3]

Arrows now have a chance to hit certain objects when the trajectory is through them (trees, bushes, constructions, merlons). A broken arrow icon pops up when an arrow hits something along the way. NOTE: if something is 2m in front of the archer, it will not be taken into the equation for obstacle hit chance. This is to prevent your archers on walls from hitting merlons all the time.
[h3]High ground matters[/h3]

Workers with ranged weapons can now target and shoot targets from other levels (from a cliff, wall, platform). "It's over Anakin," some might say.
[h3]"Arrow to the knee" is super effective[/h3]

Enemies and workers will slow down (for a minor time) when damaged. This is implemented so the enemies will run away a bit harder if hit by an arrow. When an arrow misses a target, it will check a radius of a few grid spaces and run the calculation again for targets in that radius. This is to simulate potential friendly fire and bad archers getting a hit when firing on a group of enemies that are next to each other.
So yeah, show some love for your archers, and we’ll see you soon!
Foxy Voxel Team
Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg