

Temporal Convergence
Expands the creatures emerging from temporal rifts with new eldritch entities, afflicted automatons,

Description
<h1 dir="ltr">Temporal Convergence</h1> <p dir="ltr"><span style="color: #e03e2d;"><strong>Early Alpha Release — Still In Testing. <span class="_wordAnimating_yu34g_11" data-wf="">Expect </span><span class="_wordAnimating_yu34g_11" data-wf="">Bugs.</span></strong></span></p> <p dir="ltr">Temporal Convergence expands the hostile creatures associated with temporal rifts and the growing spread of temporal corruption. The goal of the mod is to introduce new lore-friendly enemies that feel at home in the world of Vintage Story — eldritch entities, afflicted automatons, corrupted creatures, and other dangers from <span class="_wordAnimating_yu34g_11" data-wf="">beyond </span><span class="_wordAnimating_yu34g_11" data-wf="">the </span><span class="_wordAnimating_yu34g_11" data-wf="">rifts.</span></p> <p dir="ltr">This early alpha release is the foundation for future content. At present it introduces two variants of the Eidolon, built on the original unused full Eidolon model sitting in the game files, along with a combat overhaul and a set of server controls for deciding when and <span class="_wordAnimating_yu34g_11" data-wf="">how </span><span class="_wordAnimating_yu34g_11" data-wf="">often </span><span class="_wordAnimating_yu34g_11" data-wf="">they </span><span class="_wordAnimating_yu34g_11" data-wf="">appear.</span></p> <p dir="ltr">Future updates are planned to include additional temporal creatures, corrupted variants of existing enemies, new afflicted automatons, and other horrors as the rust <span class="_wordAnimating_yu34g_11" data-wf="">continues </span><span class="_wordAnimating_yu34g_11" data-wf="">to </span><span class="_wordAnimating_yu34g_11" data-wf="">spread.</span></p> <hr class="_wordAnimating_yu34g_11"> <h2 dir="ltr">Please read <span class="_wordAnimating_yu34g_11" data-wf="">this </span><span class="_wordAnimating_yu34g_11" data-wf="">part </span><span class="_wordAnimating_yu34g_11" data-wf="">— </span><span class="_wordAnimating_yu34g_11" data-wf="">it </span><span class="_wordAnimating_yu34g_11" data-wf="">matters</span></h2> <p dir="ltr">This is an <strong>alpha</strong>. It is playable and it is being played, but it is not finished, and it does things that reach <span class="_wordAnimating_yu34g_11" data-wf="">further </span><span class="_wordAnimating_yu34g_11" data-wf="">into </span><span class="_wordAnimating_yu34g_11" data-wf="">the </span><span class="_wordAnimating_yu34g_11" data-wf="">game </span><span class="_wordAnimating_yu34g_11" data-wf="">than </span><span class="_wordAnimating_yu34g_11" data-wf="">a </span><span class="_wordAnimating_yu34g_11" data-wf="">"new </span><span class="_wordAnimating_yu34g_11" data-wf="">mob" </span><span class="_wordAnimating_yu34g_11" data-wf="">mod </span><span class="_wordAnimating_yu34g_11" data-wf="">normally </span><span class="_wordAnimating_yu34g_11" data-wf="">does.</span></p> <p dir="ltr"><strong>There will be bugs, and there will be mod conflicts.</strong> There are hundreds of Vintage Story mods and no realistic way to test against more than a handful of them. Anything that touches combat, damage, AI tasks, creature spawning or block breaking is a candidate for interacting with this mod in <span class="_wordAnimating_yu34g_11" data-wf="">ways </span><span class="_wordAnimating_yu34g_11" data-wf="">nobody </span><span class="_wordAnimating_yu34g_11" data-wf="">has </span><span class="_wordAnimating_yu34g_11" data-wf="">seen </span><span class="_wordAnimating_yu34g_11" data-wf="">yet.</span></p> <p dir="ltr"><strong>Your reports are genuinely the most useful thing you can give me.</strong> If something breaks, behaves strangely, or stops working when you add another mod, <span class="_wordAnimating_yu34g_11" data-wf="">please </span><span class="_wordAnimating_yu34g_11" data-wf="">say </span><span class="_wordAnimating_yu34g_11" data-wf="">so </span><span class="_wordAnimating_yu34g_11" data-wf="">— </span><span class="_wordAnimating_yu34g_11" data-wf="">and </span><span class="_wordAnimating_yu34g_11" data-wf="">please </span><span class="_wordAnimating_yu34g_11" data-wf="">include:</span></p> <p> </p> <ul dir="ltr"> <li>What you expected versus what happened</li> <li>Your <code data-epitaxy-inline-code="">server-main.log</code>, or the crash log if it crashed</li> <li>Whether it still happens with Temporal Convergence as the only mod loaded, if you can spare the time to check</li> <li> </li> </ul> <p dir="ltr">Suggestions and balance feedback are just as welcome. A lot of the tuning in this mod came directly from <span class="_wordAnimating_yu34g_11" data-wf="">players </span><span class="_wordAnimating_yu34g_11" data-wf="">saying </span><span class="_wordAnimating_yu34g_11" data-wf="">"this </span><span class="_wordAnimating_yu34g_11" data-wf="">feels </span><span class="_wordAnimating_yu34g_11" data-wf="">wrong."</span></p> <hr class="_wordAnimating_yu34g_11"> <h2 dir="ltr"><span class="_wordAnimating_yu34g_11" data-wf="">What's </span><span class="_wordAnimating_yu34g_11" data-wf="">in </span><span class="_wordAnimating_yu34g_11" data-wf="">it</span></h2> <p dir="ltr"><strong>Two Eidolon variants.</strong> A surface Eidolon that stalks the world at night, and a deep Eidolon that hunts underground. Both are rare, slow to appear, and meant <span class="_wordAnimating_yu34g_11" data-wf="">to </span><span class="_wordAnimating_yu34g_11" data-wf="">be </span><span class="_wordAnimating_yu34g_11" data-wf="">a </span><span class="_wordAnimating_yu34g_11" data-wf="">serious </span><span class="_wordAnimating_yu34g_11" data-wf="">problem </span><span class="_wordAnimating_yu34g_11" data-wf="">when </span
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