Game system In development Combat

Archery, crossbows and throwing

Bows, crossbows and thrown weapons all fire real projectiles that fly through the world in height as well as distance — no ammunition to count, quivers to configure.

Projectiles

Arrows, bolts and thrown weapons are real projectiles. They fly under gravity in height as well as across the ground, so a shot must match a target in both. Shots lose energy over distance. Depending on the surface and angle they embed, stop, deflect, break or splash. They can pass through bodies, losing energy as they go; armour can stop them. There is no homing and no aiming guide.

Bows

  • Tap left mouse: a quick snap shot with some spread.
  • Hold left mouse: draw, and release to fire. Holding past full draw is never better.
  • Hold right mouse: aim — no snap spread, but slower movement.

Crossbows

  • Left mouse fires on the press. Reloading starts automatically after each shot.
  • Sprinting, dodging or a real stagger restarts the reload.
  • Right mouse is precision aim; it never fires.

Throwing

Hold right mouse for the throwing stance; left mouse throws. Accuracy settles over a moment. Sprinting leaves the stance.

Quivers

Quivers are configurations, not ammunition — no counts, no restocking. Swap them freely, even in combat: Standard, Bodkin, Broadhead, Flight and War.

Shields against projectiles

A shield intercepts a projectile but does not simply negate it: the stamina cost depends on the energy arriving, and enough penetration gets through to wound.

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