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v2.4.1

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@github-actions github-actions released this 17 Oct 11:18
3e0317c

Changes

  • Compact gem stat config with shared bands by @XxFran10xX in #46
    • Shorter gem config, same stats: each gem now sets its stat: once, and each rarity's range is one min-max line under bands:. A gem either names a shared set from the new top-level stat-bands: (e.g. bands: tier-2) or lists its own ranges. The bundled config.yml drops from 998 to 461 lines, with every gem's stats unchanged.
    • Existing configs keep working: the old per-rarity rarities: blocks still load, so server configs don't need rewriting. Only keys written in the server's own file count; an older config never picks up the bundled bands.
    • Clearer config errors: an unknown set, bands without stat, a range that isn't min-max, or a gem with both or neither shape is skipped with a warning. A gem with no stats section no longer breaks the whole config load.

Full Changelog: v2.4.0...v2.4.1

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v2.4.0

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@github-actions github-actions released this 17 Oct 10:38
8e8b2ff

Changes

  • Name infused gems after their rolled stat by @XxFran10xX in #45
    • A better name never means a weaker gem: rarity is still drawn as before (65/25/7/3), and d20 + Intelligence still picks the stat in the same range. The gem is then named after how that stat ranks among every result it could have rolled. Before, a Flawless Epic Agate (0.60) could beat a fumbled Legendary one (0.40).
    • Same name rates: each name goes to its rarity's share of results (Legendary to the best 3%, and so on), worked out at the new d20.infusion.name-reference-modifier (default 0, Intelligence 10–11). Players with more Intelligence get better names more often, because their gems really are better.
    • Ties go down: results that tie on one stat share a name, and a tie that would take a rarer name past its chance gets the lower name. Rarer names can fall slightly short of their chance (at most 3.1 points for the bundled gems) but never go over it.
    • The name, the Rarity: lore line, the stored rarity, the Legendary broadcast and the goldsmithing gem stat boost chance all follow the name, not the drawn rarity.
    • Each gem's cutoffs are logged when the config loads, e.g. Gem 'agate' names: legendary from 0.5558, epic from 0.4526, rare from 0.3347, common below.
    • Existing gems keep their names. Configs without the new key use the default, so no config change is needed.

Full Changelog: v2.3.3...v2.4.0

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v2.3.3

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@github-actions github-actions released this 15 Oct 21:26
19265c5

Changes

  • Preserve deposited infusion gems and hit progress across server restarts.
  • Resume remaining completed gems without rerolling their stats or requiring the player to stay online.
  • Keep held gems and infusion tokens when saving fails; retain unreadable table data for repair.
  • Flush snapshots to disk and retry cleanup after delivery.

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v2.3.2

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@github-actions github-actions released this 15 Oct 20:25
d2725cb

Changes

  • Respect permissions and sender type in completion.

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v2.3.1

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@github-actions github-actions released this 11 Oct 14:36
74202e6

Changes

  • Hidden goldsmithing craft roll, and perfect work is a Masterwork again, by @XxFran10xX in #40
    • No visible roll: finishing a gem piece no longer shows Craft roll: …. The finish shows only Recipe, Hits, Total, Quality and Stat carry.
    • Masterwork = perfect work: any gem piece finished with a 100% recipe and 100% hits is a Masterwork again, whatever the gem or the roll. A Flawless gem and a craft roll of 20+ are no longer needed, and perfect work is no longer dropped to Gleaming.
    • The Dexterity d20 still counts, hidden: it still changes the jewellery stat by 2% per point from 10, capped at ±20%. This now applies to Masterworks too, so they no longer always get +20%.
    • Infusion d20 rolls (Intelligence, Flawless gems) and gem-free pieces (Golden Key) are unchanged.
    • Config: removed d20.goldsmithing.masterwork-dc. Old configs that still have it are fine; the key is ignored.

Full Changelog: v2.3.0...v2.3.1

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v2.3.0

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@github-actions github-actions released this 10 Oct 20:00
de5c301

Changes

  • Any-hit goldsmithing, hits-done status and d20 Masterwork rolls by @XxFran10xX in #39
    • Finish with any number of hits: a piece can now be finished with too few or far too many hits; that only lowers its Hits %. Before, a piece worked past about 160% of its hits could never be finished, and the branding tool kept saying "Keep working this piece before finishing". The "You have worked this piece too much" warning is gone too, so the finished piece's Recipe, Hits and Total percents are the only feedback.
    • Progress shows the hits done: right-click and sneak + right-click with the branding tool now show the same progress view: project, gold, Gem (now in aqua), every goldsmith tool's hits done and their total, then how to finish or cancel. No needed counts are shown.
    • d20 rolls (like /roll): Intelligence and Dexterity no longer give a fixed −20% to +20%. They now add a modifier to a d20, using the player's base attribute and the same table as rolls.yml. A natural 20 always gives the best result, and a natural 1 always the worst.
      • Infusion: rarity is drawn as before. Then d20 + Intelligence picks where the gem's stat lands in the same range as today (min −20% to max +20%). A total of 20+ or a natural 20 gives the exact top, a Flawless gem. The roll isn't shown, and existing gems are unchanged.
      • Goldsmithing: finishing a gem piece rolls d20 + Dexterity, shown to the crafter as Craft roll: …. It changes the jewellery stat by 2% per point from 10, capped at ±20%.
      • Masterwork now needs a 100% recipe, 100% hits, a Flawless gem and a craft roll of 20+ or a natural 20, so every Masterwork has the highest stat possible. Perfect work that misses becomes Gleaming at its top stat carry.
    • Gem-free pieces (Golden Key) still need the exact mix and hits or they're ruined. An unworked one is now ruined straight away.
    • Config:
      • New d20: section in config.yml (modifier table, DCs, spread, percent per point). Defaults are in code, so existing configs work without it.
      • Removed: min-hit-percent, hit-overshoot-warn-*, attribute-influence and jewelry-attribute-influence. Old keys left in configs are ignored.

Full Changelog: v2.2.13...v2.3.0

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v2.2.13

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@github-actions github-actions released this 08 Oct 13:58
67c18a2

Changes

  • Hide goldsmithing spoilers and ruin imperfect gem-free pieces by @XxFran10xX in #37
    • Right-clicking a bench with the branding tool now shows only the project, the gold still to add (Gold Materials: 3/10), the gem and how to finish or cancel. The live recipe percent, the gold materials used and the per-hit counts (added in v2.2.10) are gone. Players see the percents only once a piece is finished.
    • Gem-free projects such as the Golden Key need the minimum hit percent before anything else is checked, so a mix can no longer be tested without doing the work.
    • Past that, finishing a gem-free piece without an exact recipe and exact hits now ruins it. The gold is lost and the player sees the final Recipe, Hits and Total percents. Before, the finish was refused and the piece kept, so players could hit once and try again until it worked. Hits with tools the piece doesn't need count against the shown Hits %.
    • Gem projects are unchanged. No config changes.

Full Changelog: v2.2.12...v2.2.13

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v2.2.12

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@github-actions github-actions released this 07 Oct 15:44
9f2f34b

Changes

  • Only finish gem-free projects such as the Golden Key with 100% hits by @XxFran10xX in #36
    • Gem-free projects (gem: 0, e.g. the Golden Key) now need 100% hits as well as a 100% recipe. Hits with a tool the piece does not need also count as a miss.
    • Short or over on hits, the branding tool refuses to finish: "This piece only comes out right with exactly the hits it needs. Keep working it, or cancel it if you went too far." Cancelling still refunds the gold.
    • The project menu now shows "Needs the exact gold mix and hits".
    • Needed hit counts stay hidden. Jewellery with a gem is unchanged.
    • No config changes.

Full Changelog: v2.2.11...v2.2.12

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v2.2.11

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@github-actions github-actions released this 07 Oct 14:49
976984b

Changes

  • Only finish gem-free projects such as the Golden Key with a perfect recipe by @XxFran10xX in #35
    • Gem-free projects (gem: 0, e.g. the Golden Key) now need a 100% recipe. Before, any mix that filled the gold total gave a full key.
    • Below 100%, the branding tool refuses to finish: "This piece only comes out right with the exact gold mix. Cancel it and try another mix." Shift + left-click still cancels and refunds the gold.
    • The project menu shows "Needs the exact gold mix" on gem-free projects.
    • Jewellery with a gem is unchanged: a poor mix still lowers its quality.
    • No config changes.

Full Changelog: v2.2.10...v2.2.11

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v2.2.10

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@github-actions github-actions released this 06 Oct 18:12
38f0a28

Changes

  • List each goldsmithing hit and the materials used in branding status by @XxFran10xX in #34
    • Right-clicking a bench with the branding tool now lists every hit from goldsmithing/hits.yml with its own count (e.g. Hit: 16, Small Hit: 27, Tinker: 17) instead of one total.
    • The status also lists each material put in, e.g. - Moldable Gold x2.
    • Needed hits stay hidden. Counts survive geminfusion reload.
    • No config changes.

Full Changelog: v2.2.9...v2.2.10

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