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@Splico You bring up a good point. We'll change the cost to use 10 metal instead of 5 ingots.
I think it will be good if you can implement some sort of increment per tier, ie:
(Just as an example, i will be using FortuneUpgradeFailedChance=30 and proposed FortuneUpgradeFailedIncrement=10)
1) "Basic" chance to fail, ie what i set in config as 30% (gray -> green).
2) Next tier of the same item (green -> blue) adds FortuneUpgradeFailedIncrement value (10% in my example) chance to fail, so it will be 40
3) ...and so on till "red" tier or whatever we allowed in config.
By default it can be set to 0 so it doesn't affect anything.
That way it will be pretty well balanced - you can upgrade your stuff to some good level (2/3) pretty easily, while upgrading it to max tiers will require some serious effort (and luck)
Also it's not exactly clear how to avoid situations when fail chance can be >=100% (ie FortuneUpgradeFailedChance=50, FortuneUpgradeFailedIncrement=10, MaxUpgradeQualityIndex=5), but if that will be configurable and disabled by default, server admins should take care about calculating max values.
Is there a way to have the mod do a check and make sure the item being upgraded is not consumed in the process?
I am sure its a rare occurrence, but I thought i'd let you know.
The blueprint addition is outstanding... but I may make that engram only avalible at accendent level 70. That way the item can only be blueprinted once a player levels up. This makes it all the more important to take care of that one item you have until you can get the blueprint made to make replacments.
Can the multiplier being tuned down, or is there a way manually decreasing that mult parameter?