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| Date uploaded | 3 weeks ago |
| Version | 1.1.1 |
| Download link | Wire-WiresForgeOfPotentialRework-1.1.1.zip |
| Downloads | 220 |
| Dependency string | Wire-WiresForgeOfPotentialRework-1.1.1 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
Wire's Forge of Potential Rework
What the Forge of Potential should've been… potentially.
Rebalanced chances, item destruction only starts at lvl9 onward, and is actually accurately 10%. In vanilla, they CLAIM it's 10% but reports show it actually isn't lol. It actually is with this mod.
Highest level i've gotten (cheat debug world obviously) is 28, but most weapons die at around 9-12. (lvl10 is high enough to skip the next biome's weapon tier).
Introducing a jackpot system, there's a 20% (out of whatever the success chance is, lvl4-5 is 90%, but at around lvl10 it's the vanilla 65% chance) chance of getting +2 potential on your upgrade, and 20% of THAT can give you +3. It's capped at 5 levels (0.000288% maximum chance to get +5 anyway) to prevent little timmy with his 8.5899346e-24% chance of getting lvl100 on his first roll, just in case.
Disclaimer: the code is AI assisted since I barely know C#. Not fully AI nor human.
Donations: ko-fi.com/krosshair
CHANGELOG
Changelog
1.1.1
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Removed the extra Potential stage/title line from the Forge UI.
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Reworked the Forge warning copy to be shorter, vaguer and closer to Valheim's own tone.
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The four warning stages now read:
- The item can withstand further forging.
- Further forging may weaken the item.
- Further forging may greatly weaken the item.
- Further forging may destroy the item.
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No mechanics changed from 1.1.0. Reworked Forge progression around the item's extra quality above its natural maximum.
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Success chance starts at 90% and falls by 5 percentage points per extra quality until the vanilla 65% floor.
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Early failures consume the upgrader resource but do not damage the item.
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Potential loss begins later, multi-level loss begins later still, and destruction returns only at the high-risk stage.
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At the 65% floor the overall split is 65% success / 25% loss / 10% destruction.
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Multi-level loss is uncapped down to the item's natural maximum quality.
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Removed custom ordinary-material refunds; Forge attempts only consume the upgrader resource, matching Valheim.
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Destruction uses Valheim's real break branch and native break-material return calculation.
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Jackpot remains hidden and now also plays Valheim's positive craft-bonus effect.
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Removed exact success/failure/jackpot percentages from the Forge UI.