Chambers
New member
Do note for those making use of the sneak peek of the Additional Bows mod, the bows are currently pulled straight out of the Overhaul mod as is, with no attempt yet made to rebalance them for the vanilla game. The only major issue I see is the Reverse is T2 and the Lever is T3 in the overhaul, so those two aren't exactly paired as they should be. Not exactly game breaking, but there you are.
Which brings up a larger point. If you have any interest in how the Overhaul effects use of archery, it's early days yet, but here are the first results.
T0: Primitive tools are craft only. Archery is Composite Bow (AA) and Shortbow (AA). Available guns are a six-shooter, the double-barrel, and the hunting rifle. And that is all.
-Archery sees much more use than guns.
T1/2: Wood Bow (vanilla) and Wood Crossbow (vanilla). Available guns are lever action rifles (including *cough* a .45 70), a revolver, and the 686.
-Archery use drops a little, but way less than before.
T1: Takedown Bow (mod) and Compound Crossbow (vanilla). This is where automatics are first introduced. And T1 is where the first major change occurs, because the Compound Crossbow is seen by playtesters as way more competitive at this stage than it is at T2.
T2: Compound Bow (vanilla) and Reverse Crossbow (AA). Archery use starts to drop here, as you might expect. But usually by this point it is nonexistent to anyone not specifically going archery.
T3: Magbow (mod) and Lever Bow (AA). Archery perks right back up with the magbow. I purchased and did up my own version of the magbow, and it only does 6 shots, but that seems to be plenty to keep people interested, particularly since I made it quieter.
Which brings up a larger point. If you have any interest in how the Overhaul effects use of archery, it's early days yet, but here are the first results.
T0: Primitive tools are craft only. Archery is Composite Bow (AA) and Shortbow (AA). Available guns are a six-shooter, the double-barrel, and the hunting rifle. And that is all.
-Archery sees much more use than guns.
T1/2: Wood Bow (vanilla) and Wood Crossbow (vanilla). Available guns are lever action rifles (including *cough* a .45 70), a revolver, and the 686.
-Archery use drops a little, but way less than before.
T1: Takedown Bow (mod) and Compound Crossbow (vanilla). This is where automatics are first introduced. And T1 is where the first major change occurs, because the Compound Crossbow is seen by playtesters as way more competitive at this stage than it is at T2.
T2: Compound Bow (vanilla) and Reverse Crossbow (AA). Archery use starts to drop here, as you might expect. But usually by this point it is nonexistent to anyone not specifically going archery.
T3: Magbow (mod) and Lever Bow (AA). Archery perks right back up with the magbow. I purchased and did up my own version of the magbow, and it only does 6 shots, but that seems to be plenty to keep people interested, particularly since I made it quieter.