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MythOS Playtest›Events›Beta v1.01
Game update

Beta v1.01

MythOS Playtest · published 53 days ago

All eventsPlayers around this dateRead on Steam

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**🔬 Technology, Discovery & Invention (new)**
- **Discover vs. Research — two different projects now.** A **Discovery** agenda tries to *find* a new technology (it can fail); success means your faction now *knows* it. A separate **Research** agenda then *unlocks* it so it can actually be built.
- **Discover new units and buildings too.** A Discovery project can aim directly at a new unit or building (grounded in what you already know, and it can still fail) — discover it and your faction can build it.
- **Grounded, no leaps.** You can only discover things that build on what you've already researched — no jumping from swords to starships. And factions lean toward re-discovering tech that already exists in the world (two steam-age nations both invent the locomotive) before inventing something wholly new.
- **Inventions become real.** When a new tech is discovered, the World Mind writes its blueprint — the tech plus the new units/buildings it grants (with costs). You can only build those things once you've researched the tech that unlocks them.
- **Knowledge behaves like knowledge.** Knowing a tech is separate from being able to build it. It spreads three ways: independent discovery, convergence, and **espionage** — an "uncover tech" spy op steals it into your knowledge (you still have to research it to build it). Some tech is locked to a species forever, even if learned.
- **The outsider's edge.** A character with the right passive skills, abilities, or background (an otherworlder, a time-traveler, an ancient-blueprint scholar) can reach past their world's normal frontier — still needing to build the prerequisite ladder underneath. Great for Isekai and "fish out of water" campaigns.
- New in-game **Codex page** and manual entry explain it all.

**✨ World Creation (Genesis) fixes**
- **Your guidance edits now count.** Editing the Items/Tech/Unit/Infra guidance and re-generating on the same screen used to send the *old* text — now every generate reads your live edits.
- **The blueprint "Apply Fix" box works.** It no longer sticks on "Running," no longer reports false success, and now actually edits the generated blueprints in place instead of firing a pointless command.
- **World Scope isn't capped anymore.** You can start a campaign at *any* tier you defined in the Context Hierarchy — galaxy, system, planet, city — not just three fixed options.
- **The Context Matrix drives the map.** Your scale/units/grid/population settings now actually shape the generated world (they were being applied too late), and you can rename tiers, add rows, and delete them.
- **No more silent data loss.** A typo in a manual JSON override is now caught before launch instead of vanishing, and a starting quest typed on the final step is no longer lost.

**⚙️ Settings that stick**
- **ComfyUI image workflows and AI model picks are now global** — set them once and they stay, no matter which save you load.
- **World settings travel with the save.** Your Context Matrix, units, and detail (LOD) settings save *with* each campaign and come back when you load it, while the main menu keeps your global defaults for new campaigns.
- **Returning to the main menu resets cleanly** to your defaults.

**🛠️ Other fixes**
- **God-Mode Auditor** can once again actually fix flagged stats and abilities (single and batch), not just flag them.
- **Persistent World Events log** no longer bleeds events between different saves.
- Assorted stability and consistency fixes across the above.

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