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MythOS PlaytestEventsBeta v2.00
Game update

Beta v2.00

MythOS Playtest · published 8 Sep 2026, 01:45 UTC

All eventsPlayers around this dateRead on Steam

Beta v2.00 — the map update - Big one! Many changes and improvements but there may be bugs so if you can provide feedback, much appreciated!

SETTLEMENTS — A NEW GENERATOR
- Towns are sized from their population; the map grows as the town grows
- Houses in three real sizes on plots; blocks cut by a street lattice — no more square grids or ring cities
- A civic quarter with the seat of power, temples, markets, workshops, inns — 22 building roles, three sizes each
- Market squares are places, not wide roads; stalls laid in broken rows
- Walls really enclose the town; a clear strip inside the rampart; gates only where roads arrive
- Walls stop at the river; capitals gate their river; outer and inner wall circuits
- Waterfronts: quays with a face, berths and piers, ports sized to the city, two ports for a metropolis
- Bridges where roads cross water; every river exits the map or joins another
- A river town is built to its river; a city on both banks is joined at the crossings
- A city described as having rivers gets them — they branch off the river it inherits
- Your own authored buildings (palace, barracks, armory) are placed on the map first; locked positions honoured
- Doors are drawn on buildings; every entrance is automatic and stands at the real door
- Farmland is a field system; parks and gardens; trees round the civic squares
- Every house stands on a street; no floating buildings; nothing built on a roof
- Buildings of any shape (shape tool)
- Interiors: banded floor plans, furniture, 33 floor surfaces, thin partitions, working doors
- Throne halls, a council room per theme, guard rooms, store rooms, crypts with coffins
- 26 architecture styles with drawn roofs AND front-on facades — a town wears its culture
- Look dials: buildings, nature, clutter, rooms, furniture; the campaign's theme reaches its towns
- A town map inherits its parent's ground (rivers, swamp, forest, coast) with natural edges
- The generate log tells you what was built and why

WORLD AND REGION MAPS
- The world draws itself: continents are grown, with climate — equator, desert belts, savannah, marsh
- Every approved Earth terrain drawn: hills, jagged mountains, uplands, meadows, marshes
- Countries and provinces with borders; border colours and lines can be toggled
- Rivers as flowing ribbons with tributaries, mouths and lakes; bridges short and square
- Roads connect settlements — one corridor, one road; hubs by population; a road ends at the town
- Towns appear on region, country and realm maps as real sprawl: their own streets and buildings, at real size
- Sprawl grows with the population and as you zoom; no fixed limit on buildings or streets
- Sect and clan seats are drawn and named like any town
- Zoom into a place to go inside it; zoom out to come back
- Labels by zoom level; no boxes round names; labels no longer grow to cover the map
- Atlas is the default view; per-tier map defaults (open as atlas or grid, which maps get doors)
- Only the visible window is drawn and buildings are cached — big maps are fast

MAP TOOLS
- One tool palette: move, place, demolish, road, wall, tower, bridge, dock, ground, terrain brush, shape, room, furnishing, door
- Edit a map without regenerating it; tools show what they did; drags work on city maps
- Batch map generator: draw selected, draw onto parents, what is missing, retrofit all
- Filter the batch by name or kind; selections survive a filter
- Map-kind override; generator knobs live where you edit; a real abort button
- Custom measurement units for the world

CAMPAIGN GENERATOR
- The campaign generator builds the whole world with the map generator; every launch finishes its world
- Quick Start with genre chips; the AI picks the stat system from your concept
- The world ladder goes as deep as you build it: duchies, counties, baronies
- Claimed-land and ocean dials; a new territory is grown, not boxed; a border change makes a country appear on the map
- Social class ladder from real world data

SPACE
- Space maps; planets as population centres
- 42 station kinds with 24 station rooms; a station builds its infrastructure as a hab
- Vessels with 21 deck kinds and 15 vessel rooms
- Jump gates and portals; everything on a station or vessel editable by hand

DUNGEONS AND THE WILD
- Dungeon catalogue: 24 kinds, 12 rooms, floors joined by stairs, dungeon dials
- Chests, hidden treasure, traps and secret doors; encounters that read the room
- Exploration maps: a forest you walk into with places, trails, ways out and a way underground
- 59 outdoor rooms, 25 props, 15 lands; the wild and the underground have clutter

LIVING WORLD
- Housing: a town must house its people — homes plus inn beds; overflow lives in shanties and unrest climbs
- Rebuild agenda: a damaged city can recover; cities can be hurt without being erased
- Razing flattens a city; every disaster reaches the ground; contamination fades; burned land regrows; reclamation
- Sieges must break every wall; fortifications are declared, not guessed; a fort slows an army
- Wars end; NPC factions muster where a player would; the muster point follows the war
- The Town Crier: everything that matters is news and rumour
- Strategy tab: your house's briefing, intel-gated; secession
- Food is watched, bought and sold, and reaches the hungry; harvest comes from people, not map size
- Every settlement trades; force posture and upkeep; convoys consolidate; factions spend with sense; megaprojects rare
- Difficulty is a share of a faction's pace; 45 hidden engine dials now reach you; zero means zero
- What you build appears on the map; demolition
- Movers see the terrain; you cannot walk through a building; doorways are navigation; a fleet sails past a bridge
- A locked door stops a stranger; furniture that opens and holds people
- Somebody rules every generated place; the world chronicle can be written to

COUNCILS AND PEOPLE
- A lord picks his council on relations, standing, rank, kin, skill and temperament
- Council tab; editable rank ladder; custom titles for empty seats
- Competence is the leader and his advisors; an office is the person's career
- Being passed over costs something; temperaments must fit the person; nobody gambles his last army
- Eight stock laws every world has; a policy is applied once and cannot run away
- A tech can grant a permanent bonus; NPC levelling curve; skills keep their type
- Every character has a species and a gender

COMBAT
- The enemy brain is wired into hands-on fights
- Heals no longer miss an ally; area effects hit everyone in the area; conditions are fields, not words in a name
- Selling is an option; the officer matters

THE STORYTELLER
- The context hierarchy decides what the AI sees; places ranked by distance; people budgeted per location; your location always in
- The AI sees the ground it stands on and how many people a town can house
- A blank campaign was sending 208,000 tokens a turn — fixed; your font colour is no longer sent to the AI
- The model's self-talk no longer leaks into the story; a turn with no story fails honestly
- Narrative style reaches the prose; the reasoning-passes dial greys out when it cannot act

INTERFACE AND PERFORMANCE
- Directory windows: sideways, fast, filterable
- Windows reopen where you left them; each draws into its own layer
- World Config opens on big saves and can search for a person; the timeline is editable
- Context matrix lines up; the map panel has its own tab
- Batch art lists 783 things, not 16,965; a commodity window that batches art; one picture per copy of an item
- Saves pack terrain 6x smaller; a field save no longer posts the whole world; character windows stop copying the world
- Hand edits survive a restart (86 places checked)
- Token drags stick and are fast; the Current Location window loads its map
- Characters standing just off the edge of their map are put back on it
- Map tooltips use the game's own style

FIXES
- Species and faction data lost on every load
- Items granting stats your world does not have
- Maps that changed every launch (seeding)
- ComfyUI workflows going missing; bestiary cards belong to their campaign
- Cost log prices updated
- The demo build brought up to date

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