Shifting World (EW Variant)

(NEW UPDATE) Shifting world is a variant of the Evolving World mod that makes settlements the player discovers change slightly over time! Compared to Evolving World, Shifting World is much less destructive. It will actively preserve the tone and theme of your locations, while making minor additions or changes to them over time. Shifting World is better for creators that want to keep the intended experience intact while still having room for emergent scenarios and little developments that make the world feel alive. NOTE: Combining Evolving World with Shifting World wont cause any errors, but whatever mod is lower on the list will 'overpower' the other. This means if Evolving World is lower on the mod list, it will essentially play as though you are only using Evolving World. -------------------------- **In-Depth Trigger List:** Check Inhabited Structure Conditions: "Checks if the party is currently in a structure or settlement that is inhabited by sentient creatures (example: a village, city, etc) Effects: "Triggers a script that adds the location name to a list of settlements the party has discovered, sets the current time away from said location to 0" Location Time Management Conditions: "None" Effects: "Increments the current time away from each location by 1 if the party isn't currently at it." Report Location Changes Conditions: "None" Effects: "Checks if the party is currently at a location within the list of discovered locations. If so it gives a prompt to the narrator to describe changes in the location. The prompt is dependent on how long the party has been away from the location. Detect Day/Week/Month/Year Passing Conditions: "Checks if a time skip has occurred in the narrative" Effects: "Applies a time away incrementation to each location the player is currently away from, the time increase scales with how long the time skip is.

Cover art for Shifting World (EW Variant), a location mod on Voyage