LOSDC-PotentialDraught icon

PotentialDraught

A server-synchronized potion that temporarily improves Forge of Potential success odds while preserving break risk.

By LOSDC

CHANGELOG

Changelog

1.3.8

  • Made item-slot tier backgrounds fully opaque and static.
  • Kept the layered rectangular border pulsating above the solid background.

1.3.7

  • Added a translucent tier-colored background behind qualifying item icons.
  • Background color gently pulses with the existing layered slot-frame glow.
  • Preserves item artwork, durability bars, equipped markers, and selected-slot indicators.

1.3.6

  • Replaced prefab-dependent UI outlines with a custom four-sided rectangular glow frame.
  • Added a smooth pulsating brightness cycle to every qualifying inventory, container, and hotbar slot.
  • Uses layered inner, middle, and outer borders for a soft box-shaped glow without tinting item artwork.

1.3.5

  • Moved UI quality glows from the item artwork silhouette to the complete inventory, container, and hotbar slot frame.
  • Item artwork is no longer outlined by the quality glow.

1.3.4

  • Changed the level-30 world and item-icon glow to bright arcane magenta.

1.3.3

  • Changed the level-30 world and item-icon glow to platinum-white with a faint lavender-blue tint.

1.3.2

  • Changed the level-30 world and item-icon glow from near-black to dark purple.

1.3.1

  • Replaced the animated level-30 rainbow tier with a static near-black charcoal-violet glow.
  • Applied the new level-30 color consistently to world effects and item-icon outlines.

1.3.0

  • Added quality-tier glow outlines to item artwork in inventory, container, and hotbar slots.
  • Icon glows follow the blue, green, purple, gold, red, and animated level-30 rainbow tiers.
  • The glow follows the icon's transparent silhouette instead of coloring the square slot background.

1.2.2

  • Fixed level-30 rainbow weapon glows appearing frozen at one color to other players.
  • Synchronizes full equipped hand and back-slot quality values so every observing client starts the animated tier.

1.2.1

  • Added a smoothly animated rainbow glow tier for item quality 30 and higher.
  • Kept quality 25-29 red and preserved each eligible weapon's native particle configuration.
  • Shields and fist equipment remain free of Potential Draught particle effects.

1.2.0

  • Added the server-authorized maximumitemquality <quality> command.
  • Made the normal Forge of Potential quality cap persistent and server-configurable.
  • Synchronizes live cap changes to connected clients for automatic creature-scaling updates.

1.1.67

  • Moved admin-potion permission requests and replies to Jotunn's registered client/server RPC channel.
  • Registers the permission channel during plugin startup instead of waiting for vanilla prefabs.
  • Added routed-server diagnostics for permission requests.

1.1.66

  • Fixed allowadminpotion and disableadminpotion acknowledgements getting stuck on crossplay connections.
  • Server responses and permission updates are now broadcast to the intended character ID instead of relying on transport peer routing.
  • Added player-ID fallback resolution for crossplay administrator and permission checks.

1.1.65

  • Fixed permission requests on PlayFab/crossplay servers by broadcasting requests for server-only handling instead of assuming a ZNet peer ID is the routed server ID.
  • Resolves and validates the requester's underlying Steam/console platform identity when PlayFab is the transport.
  • Uses the routed RPC system's actual server peer ID when validating server responses.
  • Permission commands now print an immediate request acknowledgement before the server response.

1.1.64

  • Fixed multiplayer autocomplete by reading Valheim's authoritative network player list, matching the list shown in the in-game Players panel.
  • Fixed remote permission grants by resolving the selected player's server peer through its network character ID.
  • Permissions now persist by stable Steam/PlayFab network identity instead of scene-local character objects.
  • Relaxed the permission-sync request's unreliable peer/player-ID equality check while keeping the server as the sole permission authority.

1.1.63

  • Added connected-player autocomplete to allowadminpotion and disableadminpotion.
  • Fixed manual player-name lookup by resolving live Player objects instead of unreliable peer-name metadata.
  • Permission changes now use the resolved persistent player ID and include a clear error if the player's network peer is not ready.

1.1.62

  • Admin potions can now be consumed only by the host, configured server administrators, or explicitly permitted players.
  • Added allowadminpotion <player name> and disableadminpotion <player name> server-authorized commands.
  • Player permissions are stored persistently by character ID and synchronized on spawn, grant, and revocation.

1.1.61

  • Fixed purgeadminpotions being incorrectly blocked by Valheim's local admin check.
  • Authorization remains enforced by the server for hosts and configured administrators.

1.1.60

  • Removed Potential Draught particle effects from shields and fist equipment.
  • Weapons with their own native particles continue to use those effects.

1.1.59

  • Added the admin-only purgeadminpotions command, which removes every admin potion from all other currently connected players while preserving the command user's inventory.
  • Purge requests are validated by the server before connected clients modify their local inventories.

1.1.58

  • Compensates for the shield attachment visual's inherited non-uniform scale so compact fallback particles retain their original world-space proportions instead of stretching into a long beam.

1.1.57

  • Removed ShieldGold and staff particles as shield donors because their item attachments contain large directional emitters.
  • Shields now use the compact Forge fist particle group, centered and uniformly scaled on the shield.

1.1.56

  • Removed StaffShield as a shield particle donor because its attachment includes a large forward casting beam.
  • Shields now prefer ShieldGold's shield-shaped particles, followed by the stationary orb particles from StaffFrostOrbs or StaffFireball.

1.1.55

  • Replaced the Frostner-only fallback strategy with specialized vanilla donors.
  • Shields prefer the compact radial particles from StaffShield, then StaffFrostOrbs or StaffFireball if needed.
  • Fist equipment prefers the hand-shaped particles from FistGold_FrostFire, FistGold_BloodLightning, or FistGold.
  • Frostner remains only the final fallback when no specialized donor is available.

1.1.54

  • Removed the transformed-bounds face offsets that could place shield fallback particles far away from the item.
  • Uses 80% of Frostner's native quality intensity instead of an absolute 0.8 intensity, preserving vanilla behavior with a modest reduction.

1.1.53

  • Places shield fallback particles just outside both shield faces so the shield mesh cannot occlude the centered Frostner effect.
  • Fist equipment continues to use one centered fallback particle group.

1.1.52

  • Fixed the Frostner fallback appearing far beside shields by including each particle Shape module's internal position when calculating the emission-group center.

1.1.51

  • Recenters Frostner's complete vanilla fallback particle group on shields and fist equipment instead of retaining the mace-head offset.
  • Uniformly compacts the fallback group to 75% so shields do not display a long mace-shaped trace; internal particle settings remain vanilla.

1.1.50

  • Detects shields and fist equipment by item type and forces the Frostner particle fallback even when their visuals contain unrelated decorative particle components.

1.1.49

  • Bows, swords, and other items with native particle systems now retain and use their own complete vanilla effects.
  • Frostner's vanilla particle configuration is now used only as a fallback for items without native particles, including shields and fist equipment.
  • Wearable armor remains effect-free.

1.1.48

  • Restored Frostner's complete vanilla particle configuration without custom size, shape, movement, lifetime, density, or donor filtering.
  • Uses a fixed 0.8 intensity at every eligible quality, slightly below the vanilla baseline; quality controls only the tier color.

1.1.47

  • Selects Frostner's fog donor using particle, material, and shader names, prioritizing smoke, fog, mist, and cloud layers.
  • Explicitly rejects sparkle, glow, light, mote, flare, and star layers that caused scattered glowing dots.

1.1.46

  • Isolates Frostner's strongest soft-fog particle layer and disables its spark and mote layers.
  • Removes the scattered glowing dots while retaining visible fog coverage around the item outline.

1.1.45

  • Restored fog coverage across the item's bounds using small fixed-size particles emitted only on the ellipsoid shell.
  • Increased localized density so curved bows receive visible coverage without restoring particle drift.

1.1.44

  • Replaced donor-relative fog sizing with a small fixed world-space particle size.
  • Tightened the emission volume further so fog remains concentrated near the item instead of filling its full rectangular bounds.

1.1.43

  • Reduced the fog emission volume and individual sprite radius so particles remain closer to the item model, especially on curved bows.

1.1.42

  • Increased the confined fog's opacity, density, and particle size for clear visibility while retaining zero drift and short lifetime.

1.1.41

  • Slightly increased fixed fog opacity while preserving the confined particle size, density, and movement settings.

1.1.40

  • Removed inherited particle velocity, forces, gravity, noise, and trails that allowed fog to spread away from the item.
  • Shortened fog lifetime so the effect remains confined to the weapon or shield bounds.

1.1.39

  • Made each fixed fog sprite four times smaller and further reduced emission overlap and opacity so the effect hugs slim items such as bows.

1.1.38

  • Reduced fixed fog particle size, emission density, and opacity so the effect stays close to the item instead of forming a solid cloud.

1.1.37

  • Replaced Frostner's inherited intensity-dependent particle fade with a fixed visible fog fade.
  • Forces continuous fog emission so bows and other slim weapons remain clearly visible at normal upgrade levels.

1.1.36

  • Removed upgrade quality from fog-intensity scaling; every eligible item now uses the same particle size and density at every level.
  • Upgrade quality now controls only the tier color, with a fixed 40% fog opacity that keeps quality-25 red clearly visible.

1.1.35

  • Added the shared quality-fog pass to item-stand visuals.
  • Upgraded shields displayed on item stands now receive the same tier-colored fog as displayed weapons.

1.1.34

  • Fixed armor stands ignoring the saved upgrade quality when constructing displayed item visuals.
  • Upgraded weapons and shields displayed on armor stands now receive their quality-tier fog effect; wearable armor remains effect-free.

1.1.33

  • Added a guaranteed fist-specific path that detects Hands or Unarmed weapon prefabs and anchors compact fog directly to both hand bones.
  • Hand fog is automatically removed when the fist weapon is unequipped or below quality 5.

1.1.32

  • Applies quality fog to Valheim's final left- and right-hand visual instances after all special equipment attachment processing.
  • This covers dual fist and claw weapons that bypass the ordinary attachment hooks, with duplicate-effect protection.

1.1.31

  • Fixed fist and claw weapons that use Valheim's armor-style visual attachment method being incorrectly suppressed as armor.
  • The armor attachment hook now suppresses effects only for prefabs whose item type is genuinely armor.

1.1.30

  • Removed all particle-system mesh sampling because Valheim equipment meshes are read-only at runtime.
  • Replaced it with a rounded, non-uniform fog volume derived from the complete item bounds: flattened for shields, elongated for weapons, and compact for fists.

1.1.29

  • Replaced the failed combined-mesh approach, which Valheim rejected for read-only equipment meshes.
  • Adds a separately balanced fog emitter to every original item renderer so multipart tower shields receive coverage across all panels.

1.1.28

  • Combines every rendered section of an equipped item into one fog-emission mesh, preventing tower shields from sampling only their central boss.
  • Enforces continuous particle emission so the surface fog cannot collapse into one isolated circular puff.

1.1.27

  • Reduced each mesh-emitted fog billboard to 5% of the donor size to remove the visible circular sprite on tower shields.
  • Increased continuous and burst particle density fourfold so the smaller particles still form a visible surface fog.

1.1.26

  • Reduced individual fog particle size to 20% so shield particles no longer overlap into a circular glow.
  • Added ItemType.Hands to the weapon-effect path so fist weapons receive the quality fog.

1.1.25

  • Replaced square box-shaped fog emission with emission from the equipped item's actual mesh surface.
  • Items without a compatible mesh renderer now use a rounded spherical fallback.

1.1.24

  • Restored all layers of Valheim's authentic UpgraderGlow instead of selecting the sparse spark subsystem.
  • Preserved Valheim's scaler-generated dense fog and tier color while relocating every emitter layer into the item's local bounds.

1.1.23

  • Restored the fog particle alpha after removing the donor's scaler by applying a custom soft fade gradient.
  • Disabled the donor's cloned lights, which caused the unintended bright white item illumination.

1.1.22

  • Replaced the donor's two offset particle emitters with one model-bound fog emitter.
  • Fog now emits throughout the equipped item's local model bounds instead of forming detached blobs.

1.1.21

  • Centered the reused quality fog on each receiving weapon or shield.
  • Automatically scales the fog volume to the rendered item size, preventing the Atgeir-derived effect from forming oversized clouds.

1.1.20

  • Delayed Frostner fog discovery until equipment rendering, after Valheim has initialized its visual assets.
  • Added direct cloning and tinting of Frostner's particle systems when no quality scaler component is present.

1.1.19

  • Fixed shields and fist weapons being treated as already fog-enabled when their built-in scaler only produced flat surface emission.
  • All non-armor equipment now uses the same Frostner fog container at 40% intensity for consistent visuals.

1.1.18

  • Changed the missing-effect fallback to use Frostner's complete, coupled fog-effect container.
  • Shields and fist weapons now receive Frostner-style fog while the donor weapon mesh and collision remain disabled.

1.1.17

  • Fixed shields and fist weapons receiving flat material emission instead of the foggy native-style effect.
  • The fallback now safely extracts and attaches the native particle branches without copying source weapon geometry.

1.1.16

  • Restored the foggy native-style quality effect for all weapons, including fist weapons, and all shields.
  • Set the foggy effect to 40% intensity while preserving the level-tier colors.
  • Kept armor, helmets, capes, and utility items free of quality visual effects.

1.1.15

  • Removed all glow and electrical effects from armor, helmets, capes, and utility equipment.
  • Reduced weapon and shield level-glow intensity to 25% of its original value.

1.1.14

  • Rolled the required Jotunn dependency back from 2.30.1 to 2.30.0 due to instability in the newer release.

1.1.13

  • Updated the required Jotunn dependency from 2.30.0 to 2.30.1.

1.1.12

  • Reduced weapon and shield level-glow intensity to half of its previous value.
  • Left the custom armor electrical effect unchanged.

1.1.11

  • Made the armor electricity fully custom and independent of Valheim particle prefabs and particle materials.
  • Anchored chest and cape arcs to the upper torso skeleton and leg arcs to the hips instead of ground-level armor pivots.
  • Added cleanup for custom cape and utility effects when those items are unequipped.

1.1.10

  • Replaced the native particle renderer with procedural electric arcs so baked purple and white colors can no longer override the level-tier color.
  • Added explicit cape quality tracking and cape arc attachment.
  • Preserved the doubled arc quantity, adjusted size, and corrected chest and leg positioning.

1.1.9

  • Removed the native electric particle material whose baked purple tint overrode the configured tier color.
  • Changed armor sparks to use a neutral particle material colored directly by the blue, green, purple, gold, and red level tiers.

1.1.8

  • Doubled the size of the armor electrical sparks.
  • Doubled the number of armor electrical sparks while preserving their corrected positioning and level-tier colors.

1.1.7

  • Reduced the width and stretched length of individual armor sparks to one-fifth of their previous size without reducing their quantity.
  • Positioned chest and leg sparks using the rendered character bounds so they appear around the armor instead of on the ground.
  • Fixed the native particle material's purple tint overriding the level-tier color; level 25 and higher now produces red sparks.

1.1.6

  • Replaced the armor glow with small, continuously visible electrical sparks.
  • Colored armor electricity using the same blue, green, purple, gold, and red level tiers.
  • Applied the electrical effect to capes, chest armor, leg armor, helmets, and utility armor without changing their original materials.
  • Kept weapon and shield glow behavior unchanged.

1.1.5

  • Removed material replacement from armor to prevent washed-out textures and magenta shader errors.
  • Changed armor, helmet, and cape glow to a small low-intensity colored light that preserves the original design.
  • Kept the item-surface glow for weapons and shields.

1.1.4

  • Reduced glow brightness and overlay opacity for capes, chest armor, leg armor, helmets, and utility armor.
  • Preserved the original armor textures and colors while retaining a visible level-tier glow.
  • Kept weapon and shield glow brightness unchanged.

1.1.3

  • Fixed the item-surface glow only appearing on capes and other emission-compatible materials.
  • Added a lightweight additive mesh overlay for weapons, shields, helmets, and armor shaders without emission support.
  • Added separate chest and leg texture overlays so body-texture armor can display its upgrade color.
  • Added cleanup of chest and leg glow overlays when armor is removed.

1.1.2

  • Replaced the large foggy upgrade aura with a restrained glow on the item surface.
  • Applied the surface glow consistently to equipment with and without native Forge of Potential effects.
  • Preserved the existing level-based glow colors.

1.1.1

  • Fixed level-based glow effects not appearing on equipped chest armor, leg armor, helmets, and utility armor.
  • Added synchronization of equipped armor quality so other players can see the correct glow tier.
  • Added glow handling for armor that uses player-body textures instead of a separate visual attachment.

1.1.0

  • Added a normal Forge of Potential upgrade cap of level 25.
  • Added support for overriding the level-25 cap with the potentiallevels command while using the admin potion.
  • Added level-based upgrade glow colors: blue at levels 5-9, green at 10-14, purple at 15-19, gold at 20-24, and red at level 25 or higher.
  • Extended upgrade glow effects to other upgradeable equipped and dropped items, with an emissive fallback for items that do not contain Valheim's native glow component.

1.0.12

  • Small changes.

1.0.11

  • Small changes.

1.0.10

  • Small changes.

1.0.9

  • Changed the package dependency from Jotunn 2.30.1 to Jotunn 2.30.0.

1.0.8

  • Fixed Harmony registration so the Forge of Potential duration patch actually loads.
  • Updated the required Jotunn package version to 2.30.1.

1.0.7

  • Changed potion outcomes to 75% success, 10% destruction, and 15% non-breaking level reduction.

1.0.6

  • Restored the recipe output to one potion per craft.
  • The active potion now halves Forge of Potential upgrade time.
  • Ordinary crafting and non-upgrader stations retain their normal duration.

1.0.5

  • Changed the recipe output to three potions per craft.

1.0.4

  • Fixed the potion duration at five minutes.
  • Replaced the five Freeze Glands in the recipe with five Dragon Tears.
  • Removed the duration configuration so old config files cannot retain ten minutes.

1.0.3

  • Lowered the crafting requirement from Cauldron level 4 to level 3.

1.0.2

  • Fixed potion outcomes at 80% success, 5% destruction, and 15% non-breaking level reduction.
  • The success and break rates have no configuration entries.

1.0.1

  • Fixed the potion success chance at 95%, leaving a 5% vanilla break chance.
  • Removed the success-chance configuration so clients and server admins cannot alter it.

1.0.0

  • Added Draught of Tempered Potential.
  • Added a 10-minute synchronized status effect.
  • Added server-controlled 85% Forge of Potential success chance.
  • Preserved vanilla equipment destruction on failed attempts.
  • Added mandatory client/server version matching through Jotunn.