

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

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