Reworks the Forge of Potential into a player-controlled risk system with scaling idol requirements, trophy offerings, jackpots and optional high-risk under-tier idol destruction.
Protection idol type text now displays the full word Protection instead of clipping to Protect.
Renamed the displayed risky outcome from destroy to destruction.
Rewrote the README as a direct functionality reference with the refinement, idol, trophy, destruction and jackpot formulas shown explicitly.
0.1.14
Added deliberate under-tier idol gambling: each idol tier below the current safe minimum trades 2.5 percentage points of success for destruction and adds 10 percentage points to the hidden jackpot trigger chance.
Under-tier attempts replace ignore/fail/reset outcomes with full vanilla destruction and ingredient return.
Trophy offerings are unavailable with under-tier idols; selecting one clears the current trophy and disables CT.
Safe attempts continue to bypass vanilla's empty-slot reserve, while under-tier destructive attempts restore the vanilla inventory-space safeguard.
The idol and trophy cycle buttons are now labeled CI and CT.
Forge percentages now preserve half-percent values such as 82.5% instead of rounding them away.
0.1.13
Removed the Forge of Potential's vanilla empty-slot reserve check. Goodtential never destroys the item, so refinement no longer requires spare inventory slots for hypothetical returned ingredients.
Normal crafting keeps Valheim's original inventory-space checks unchanged.
0.1.12
Removed Goodtential's OnCraftPressed patch entirely so the Forge of Potential uses Valheim's untouched craft-button start path.
The selected idol/trophy are now read and validated only when Valheim reaches DoCrafting, while cycle controls remain locked during the craft timer.
0.1.11
Fixed refinement clicks being swallowed by Goodtential's pre-craft validation; the mod now snapshots the prepared offering and lets Valheim start the craft normally.
Forge-only cycle controls are stripped before vanilla renders a non-upgrader crafting menu, preventing them from contaminating Workbench/Forge/etc. requirement UI.
0.1.10
Rebuilt the cycle controls from the same vanilla button template used by Quick Stack/Store, with a normal UI-font C instead of the pixel-art upgrade arrow.
Cycle buttons use the button's real disabled state when there is nothing to cycle through or while refinement is running.
Forge-only cycle controls are removed from view when using normal crafting stations.
Idol labels now show only the material name, with Battle/Protection in the lower line.
Trophy labels drop the redundant Trophy suffix; an empty offering simply reads Trophy.
0.1.9
Replaced the cycle-arrow icon with a plain centered C using Valheim's UI font.
Cycle controls are now hidden outside the Forge of Potential, so normal crafting stations keep their vanilla requirement slots.
Cycle buttons grey out when there is nothing else to cycle to, as well as while refinement is in progress.
0.1.8
Replaced vanilla trophy substring matching with an exact prefab table covering all 72 current trophy prefabs in the installed game; fuzzy matching now applies only to unknown/modded trophies.
Corrected special and variant trophies including Moder, Seeker Soldier, Fuling Berserker/Shaman, Hildir minibosses, Rancid Remains, Lava Blob, Pulp, Vile, Krigen, Hexen, Eyeless One, Writhan and Kvastur.
Reworked the four Forge requirement slots into Idol / cycle button / Trophy / cycle button.
Cycle buttons move only forward through stronger idols or higher-prestige trophies and wrap back to the first idol / empty trophy offering.
Removed direct clicking from idol and trophy slots and removed their always-one quantity labels.
Cycle controls are disabled while a refinement is already in progress.
0.1.7
The Forge now shows only non-zero outcome percentages in its orange status line.
Removed hover item tooltips from the idol and trophy selectors.
Fixed Ashlands Charred trophy prefab recognition; Charred Warlock trophies now use the correct high-tier value instead of falling back to the generic unknown-trophy value.
Raised Charred Warlock trophy prestige to reflect its rarity and threat.
0.1.6
Added exact success, ignore, fail and reset percentages beneath the Forge warning text.
0.1.5
Simplified refinement warnings to match Valheim's terse Forge wording and clarified complete loss as returning the item to its base form.
Refined result, idol and trophy text for consistency.
Moved Forge requirement tooltips to a dedicated top-left anchor on the crafting panel.
0.1.4
Rebalanced trophy favor around the item's actual progression stage so strong later-biome kills remain meaningful for fully upgraded previous-biome gear.
Cycling idols or trophies now plays a selection sound.
Hover tooltips update immediately when the selection changes without moving the cursor away and back.
0.1.3
Rebalanced idol progression so an item's native idol remains valid for its first few refinements beyond the normal quality cap, then advances one idol tier every three further quality levels.
Removed the idea of "Potential" as a named upgrade stat; extra quality is simply further refinement beyond the item's natural limit.
Tightened risk, result, idol and trophy wording to better match Valheim's terse forge/item style.
0.1.2
Returned idol and trophy selection to left-click/right-click cycling.
Reworked Forge wording and hover text around Valheim's own item tooltips.
0.1.1
Fixed the refinement button incorrectly requiring the item's normal crafting materials in addition to the Forge offering.
Replaced click-to-cycle requirements with dedicated previous/next arrow buttons on both the idol and trophy offering.
Idol and trophy hover information now uses Valheim's proper item-tooltip presentation with a background, item-style layout and contextual colored text.
0.1.0
Released as the standalone Wire's Forge of Goodtential.
Idol requirements rise as an item is refined beyond its normal quality cap instead of remaining tied forever to its original recipe.
Any stronger idol can replace the minimum requirement and provides additional stability.
Added one optional trophy offering per refinement, with effectiveness based on the defeated creature's prestige relative to the item.
Added interactive idol and trophy selection directly to the Forge requirement UI with contextual tooltips.
Replaced destructive failure with complete refinement loss: the item survives and returns to its normal maximum quality.
Preserved unlimited refinement, escalating level-loss risk and hidden jackpot refinements.
Prepared refinements use qualitative risk/favor wording without exposing exact probabilities.
Selected idol and trophy are validated and consumed as one Forge transaction.
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