[quote=“Kevin Granade, post:36, topic:837”]> as the 52 item slots will remain AFAIK
Erm… 52 item limit is enlarged to 70-something as of 0.4, specifically it’s now this list of characters:
“abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ!”#&()*+./:;=?@[]^_{|}"
I have a plan to maybe enlarge this some more, by allowing the player to input a list of all valid keys on their keyboard, and having the various menus draw from that. (some keys have been trimmed from the list because several types of keyboards don’t have that key).[/quote]
That is so awesome to hear.
Re: slings/atlatl, Alpha16 has added prototype-ish versions of a sling, and is working on an atlatl. The direction is a bit different, with the goal of being able to use slings to throw any object that will fit in the sling, and being able to use an atlatl to throw any "spear-like" object instead of having specific ammo for each of them.
I’d be more than glad to leave the categories of slings and atlatls, seeing as someone with more coding experience and goals than I are working on them.
Isn’t the damage value only linked to the bow’s melee damage and not the projectile one?
Giving the bows better reload speed and accuracy is the only thing I know that will make them better than cruder bows. As a culmination of bow skill and physical conditioning that might be entailed by the archery skill. That’s obviously not a very good choice though, as there are already in-game advantages to improved archery skill.
Another way I can give the more powerful bows is possibly assigning them only the heavier ammunition. A bow with a 50kg draw can throw a much heavier arrow than a small game hunting bow ever can. The main issue is making it so that the 50kg bow can also throw everything below the heavy arrow that only that bow can throw, of which I do not know how to do.