

Temporal Relics
Adds randomized affixes to found equipment, introducing mundane, corrupted, and temporally enhanced

Description
<h1 style="text-align: left;"><strong><span style="color: #e67e23; background-color: #000000;">Temporal Relics</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">Early Alpha Release</span></strong></h1> <p>Still In Testing - Expect Bugs</p> <h4><br /><strong><span style="background-color: #000000; color: #e67e23;">═══════════════════════════════════════════════</span></strong><br /><strong><span style="background-color: #000000; color: #e67e23;">IMPORTANT — UPDATING AN EXISTING INSTALL</span></strong><br /><strong><span style="background-color: #000000; color: #e67e23;">═══════════════════════════════════════════════</span></strong></h4> <p>Updating to 0.2.0 from any 0.1.x</p> <p>0.2.0 restructures how items gain their properties, and the configuration file changes with it.<br />The old Instability* settings are gone and a new Forge* block replaces them.</p> <p>You do not need to do anything. The configuration file rewrites itself on first load: dead keys<br />are dropped, new keys are added at their defaults.</p> <p>If you had tuned the old instability values, be aware they do not carry across, because they no<br />longer mean the same thing. They used to scale item rolls by where you were standing when you<br />LOOTED something. They now scale rolls by where you were standing when you SMITHED it.</p> <p>Updating from a much older version (pre-0.1.08)</p> <p>This changes how Rustbound damage is balanced. The configuration file can be deleted and it will<br />be regenerated using the new default settings. Alternatively it can be updated manually to keep<br />your custom settings.</p> <p>The configuration file is located at:</p> <p> Data/ModConfig/temporalrelics-config.json</p> <p>Specifically, CurseLockDamagePerTick should be set to 0.375. If this is not updated, the server<br />may continue using the old, much higher damage value.</p> <h4><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">FRESH WORLDS VS EXISTING WORLDS</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong></h4> <p>Recommended to install to a fresh world. When a server first installs the mod to an existing<br />world, everyone's stored gear (in containers) lottery-rolls on first touch. An install-day<br />lottery some players might enjoy. Others not so much. A mitigation layer has been implemented<br />that will prevent rolling for everything already on a player — held, packed, or worn — which is<br />grandfathered in as plain at join.</p> <p>Gear that was already crafted before the update keeps its plain marking permanently and will not<br />retroactively gain a forged property. The forging system applies to what you make from here on.</p> <h4><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">OVERVIEW</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong></h4> <p>Temporal Relics expands Vintage Story's equipment system by introducing randomized item affixes<br />to weapons, tools, armor, clothing, jewelry, bags, and select blocks.</p> <p>Vintage Story is a game about building, so as of 0.2.0 the mod's best and worst equipment is<br />BUILT, not stumbled upon. Temporal power is worked into metal at the anvil, by smithing in the<br />wrong place at the wrong time. Equipment found out in the world is somebody else's leftovers, and<br />carries whatever properties it was made with elsewhere.</p> <p>Each item can appear in one of four states:</p> <p> Mundane (Negative) Worn, damaged, or poorly crafted equipment with reduced effectiveness.<br /> Arrives already part-worn.<br /> Mundane (Positive) Well-made, tempered, or masterwork items with beneficial improvements.<br /> Rustbound Corrupted relics afflicted by decay and instability. These items are<br /> dangerous or difficult to manage and cannot be unequipped easily.<br /> Temporal Rare artifacts altered by temporal energy or prima materia, exhibiting<br /> unusual and often powerful properties.</p> <h4><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">FORGING — THE HEART OF THE MOD (new in 0.2.0)</span></strong><br /><strong><span style="color: #e67e23; background-color: #000000;">═══════════════════════════════════════════════</span></strong></h4> <p>Where and when you smith decides what comes off the anvil.</p> <p>Every finished piece measures three things:</p> <p> Drain How hard the place pulls at a person. A temporal storm counts automatically,<br /> because a storm drags local stability down everywhere.<br /> Depth A forge at the surface is capped no matter how violent the storm overhead. Full<br /> strength needs a smithy cut deep below sea level.<br /> Endurance How far your own stability meter has already been drawn down. Arriving, forging and<br /> leaving is worth less than actually working in a bad place.</p> <p>W
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