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MythOS PlaytestNewsBeta v2.08
Game update

Beta v2.08

MythOS Playtest · published 14 Oct 2026, 02:01 UTC

All newsPlayers around this dateRead on Steam

**📖 Story and the AI**
• **Your Game Laws come first** when they disagree with the game's own rules
• **A house's spending is counted in your smallest coin**: a crew priced at 15,000 Gold costs 15,000 Gold, not Copper
• **One summon, one creature**: the creature the story describes is your summon, with no blank twin
• **Creatures keep their species**, never your world's default people
• **The houses around you plan every turn**, in the same AI call; your own house is still yours alone
• **Co-Writer Mode plays out what you do**, never repeating your words; nobody else's lines are cut as yours
• **The Narration Polish writes the story again in its own words**, at any length inside your word range, and asks once more when too little changed
• **Rewrite from the facts only** (a Narration Polish setting, on by default): the polish lists what happens, then writes the scene from that list alone, so the first writer's style can't carry over; it still keeps every name and number, and who says what
• **The polish puts every line of speech in its own words**: it keeps only the facts (who does what, the names and numbers) and the words you typed in quotes, and rewrites everything else; a version that changed too little is asked once more
• **Talk is written as a scene**: when you only talk, the story tells how things are said and how they land, not just the lines; a speech over several paragraphs stays gold
• **The AI is told only the settings its story uses**: changing an engine setting (taxes, wages, XP growth and the like) no longer costs the AI anything; the ones the story needs, and every rule you write yourself, still reach it
• **The AI knows how long people live in your world**: the lifespan each realm or level gives is told to it every turn, beside each species'

**🗺️ Maps**
• **Zoom in on a region map** and its roads and bridges show their real pictures
• **Bridges span the river as drawn**, not far out onto dry land
• **Roads stay small**, never as wide as a town
• **Every road over a river has a bridge**; the Auditor adds them to your maps
• **A town on the coast has its harbour**: a town or a fort on the sea has the sea on its own map, its quays and piers, and ships sail in; a new port the story makes is put right on the shore
• **No more double bridges** (the Auditor removes old ones), and a ruined bridge really stops travellers
• **A culture builds its own way**: Elves build elven, Dwarves dwarven; Map Gen's style changed tick finds maps to redraw
• **Towns with nobody counted are real towns inside**: streets, plots and buildings
• **Map Gen's preview is what you get**; a room cut to its shape keeps its furniture
• **A fort is drawn as a fort**: a palisade, a gate, corner towers, a barracks inside
• **Town walls are drawn on the town's map**, not as pins; a Defense Tower is a tower, a Wallflower Garden a garden. The Auditor fixes forts and walls built the old way
• **Buildings get their proper names**: Build a Granary makes a Granary
• **Ponds in towns stay places**
• **Roads join bridges**: a road's end snaps to a bridge's end, so you can draw them in any order
• **The red dotted line shows as soon as you load**: the save keeps the road each traveller is on

**✍️ Names and writing**
• **No numbered or doubled place names**: caves, ruins, rooms and ship stairs are named in words; the Auditor renames doubled lairs
• **BUILD A WHOLE WORLD names everything in words**, never Country 1 or Sol III
• **BUILD A WHOLE WORLD gives its towns people and a market**, like the campaign generator, and each government a treasury
• **AI names it** (ticked by default): the AI names and describes every country, province, town and government, and each town makes what it says
• **New buildings get the Writing Polish**, and so can World Config's lists

**🏛️ Houses and money**
• **A treasury can name its money** (say, Dungeon Mana)
• **Money is counted in your smallest coin**: projects, windfalls and what holdings earn
• **Traders are paid what their goods are worth**: 10 Copper for a 10-Copper load of salt, not 10 Gold
• **NPCs pay their way** in your smallest coin, with change
• **Buying, selling, hiring and wages use your coins**: the whole purse pays, with change
• **A treasury's income and expenses are the game's**, worked out every hour, never typed
• **The inner circle shows who is best for each chair**
• **Appointing someone to a project shows what each would make of it**: the rate it would run at, and their skill for it
• **A technology says what it unlocks and what it gives** on its Research card
• **What a house builds is news again**
• **Founders start their own kind of house**: a sect, a trading house or a realm
• **Whoever leaves a house gives up the jobs and beds it gave them**, by marriage or any other way
• **Relations change only for a reason**: houses of the same kind no longer drift into war (the Auditor ends the wars that made), and relations stay between -100 and 100
• **Every house has an outlook**: Mercy, Honor, Tradition and Generosity, from its leader and Inner Circle; see it on the Org window's Inner Circle tab
• **Nobody is without an outlook**: someone with none takes their family's, else their house's, else its liege's, else the world's way, shown as taken; only views people hold themselves move relations
• **Houses drift apart or together, for a reason**: their ways, and neighbours competing for the same ground, never past -50 or +50 on their own; the Diplomacy tab says why, World Config's new HOUSES tab sets it
• **Who may serve**: World Config's HOUSES tab sets whom a house picks for seats, projects and commands (the youngest, the lowest level, the words someone must be or must not be); never its leader, and you can still appoint anyone

**🤝 Pacts and dispatches**
• **Houses sign pacts that hold**: a Trade Pact, Cooperation (trade, friendship and defence) and an Alliance last until the two think too little of each other, and a Truce ends a war for a year; World Config's HOUSES tab sets the lines
• **A war calls in the allies**: partners come to the defence of a house attacked, and allies join an ally's war; your own house is asked, never dragged in
• **Offers to your house wait for your answer**: accept or decline them on the Diplomacy tab, and end a pact of yours there
• **Dispatches**: envoys on their way, spies caught, peace talks, pacts and wars that concern a house come to its Diplomacy tab, and yours are announced once

**👥 Councils, projects and loyalty**
• **A law the AI writes out is no longer lost** when its answer carries a second note after it
• **Whoever leaves a house leaves its council and its projects too**; the Auditor frees seats held by people no longer of the house
• **One person, one project**: someone already running a project can't be picked for another
• **Loyalty moves for reasons you can see**: paid, fond of the leader and like-minded raise it, the opposites lower it; a grievance alone never makes someone resign; the Career tab says why
• **A project that isn't moving says why**: nobody appointed (and who is best suited), or its officer isn't there yet
• **A project's officer leaves his army to go to it**: someone running a project and commanding an army (from before one job per person) steps out of his army and goes to the project, which before waited for him for good; his army waits for him
• **House outlooks can be switched off** in MENUS, and a world can read only its own outlook words
• **Pricing homes with the AI works again**
• **The Strategy tab says soldiers' upkeep**, in coins a day

**💰 Trade and production**
• **A caravanserai is built, not paved**: a building that serves the road (a caravanserai, a customs wharf) is built where it stands instead of being refused as a road
• **Travelling merchants**: people whose calling is trade buy what their town can spare, carry it along the road (or in a vehicle of their own) to a market where it sells dearer, sell it and bring a load back; real goods, real coins. World Config's People tab has a Merchants part: who goes trading, how far, for how much
• **Merchants and adventurers found houses too**, once rich and ambitious enough: a trading house or a mercenary company as a rule; the bold are likelier to, those who hold to custom less so
• **Selling several of a thing sells them all**
• **Trading with your own towns is free**; a house can't make coin selling to itself
• **Small sales are paid** at once, and each trade travels in its own convoy
• **Markets are measured along the road**, not as the crow flies, and the trade log says how far by road
• **Every rate says an hour**: small ones keep their decimals (0.6 / hour), never 0
• **Countries and provinces no longer make goods on their own**: only places with the population tick do, from their people, plus the buildings on the land (a world whose countries are population centres has them produce in proportion)
• **Switch a building off** on your house's Production tab: it stops using its inputs and making its goods until you switch it on again (its upkeep is still paid, unless your world says otherwise)

**🗺️ Battles and campaigns**
• **Battles are fought side against side**: every army within reach of the same enemy fights one battle with it, so two armies of 5,000 together beat an army of 8,000 that would beat either alone; each takes its share of the blows
• **Houses run their wars as campaigns**: a house at war sends all its armies to one goal at a time -- to relieve its own town under siege, to take back its own, else against one enemy town -- and its loyal vassals march with it
• **A beaten army or fleet gets home**: while it flees nothing sends it back into the fight, broken it goes home first, and at rest at home or in port it gets its morale and supply back -- before, a force at rest never mended
• **Time skips are faster**: armies and travellers find their way faster, and the houses size up each other's armies once instead of over and over

**⚔️ Armies**
• **A commander leads only as many as he can**; lieutenants raise the limit, and the Auditor splits forces too big for their officers
• **Officers join their armies**; a lieutenant takes over when a commander falls
• **One job per person**: a commander or lieutenant can't run a project, and someone on a project can't be named to an army; name an officer, in its window or in the story, and he goes to his army by himself
• **Every house can enter its own towns**, whatever their tags say
• **Prisoners are held by their captors**; survivors of a sunk fleet make it ashore
• **Convoys cross into the next province**, however slowly they go, and come in where they crossed
• **A house's trade caravans set out from their town**, not from the corner of the town's map
• **Armies forage on the march**: when supply runs low they keep moving at half pace while they forage, yours too; a supply of 0 is empty, not full
• **An army at 0 morale or supply is spent**: it breaks in battle and marches slower, where 0 used to count as full
• **An army that breaks gets away**: it loses at most a tenth of its men, then flees home out of the fight for 6 hours; raiders are still cut down
• **An officer who leaves his house gives up its armies**: a lieutenant riding with each takes over, and the Auditor fixes the ones from before

**⛵ Fleets**
• **Fleets are counted in ships**, raised on the water by their port
• **Armies cross the water in their own ships** and land on the far shore
• **Your armies can go aboard your own fleets**: BOARD A FLEET on an army's window (or tell the story), and LAND to put it ashore; give an army aboard a target and its fleet carries it there. Sent across the water, your army is carried by one of your idle fleets by itself
• **Ships keep to the water**, never over dry land
• **Ships sail at full speed** on rivers, lakes and seas
• **Fleets use their river towns**, and river towns no water reached get a river from the Auditor
• **A yard rebuilds a fleet's lost ships**: lying at its own port (in space, by its house's station or home planet), a fleet beaten in battle gets back a couple of the ships it lost each day, paid for by its house -- before, a fleet never got a ship back
• **Armies are carried over the sea** to a target anywhere beyond it: when no road leads there, its house's fleet takes it from the nearest shore and lands it on the far coast nearest its target -- inland, or in a province of its own across the sea -- and it marches on
• **A fleet in its own port is safe there**: an idle fleet sails into its own town's harbour, the enemy can only blockade the town, and ships no longer hold the walls; when the town falls, the fleets in its port are driven out and lose a quarter of their ships

**🏰 Taking towns**
• **A taken town is held by the house that took it** until the peace decides
• **A siege is a fight at the walls**: the besiegers fight the town's soldiers or militia while they break its walls down, every army at the walls counts together, and the town falls once its defenders are dead or have fled
• **Walls hold as long as the town is strong**: a town with only its militia holds about two months against an army as strong as it, a week against one ten times as strong, and soldiers stationed in a town make its walls hold five times as long; each breach costs the defenders some of their advantage, and they keep their nerve until the walls are breached
• **Armies come at a town from the side they are coming from** and reach it at the edge of its sprawl, on every side
• **Sieges start from anywhere along the walls**
• **Fleets reach towns by their waterfront**, and a fleet at the edge of its port is in port
• **A town's houses are the town**, even drawn a little away from it
• **An army fords the river slowly** when no bridge or road leads on, never a lake or the sea
• **Dukou is a town again**
• **No more stuck armies**: mountain roads aren't cut at their corners (the Auditor mends old ones), and nobody walks back and forth forever

**🚀 War in space**
• **Space fleets carry armies** between planets and stations, from orbit
• **Armies can be carried to another star system** where ships go faster than light
• **Blockades, bombardment, and stations besieged like forts**; beaten fleets run home to their yards
• **Ships fly at their tags' speed**: the same tags that set a march's speed set it in space
• **People take passage to another planet** on their own

**🚢 Vehicles**
• **Every vehicle has a size and a hold**: 10 units for a rowboat up to 2,000,000 for a colony ship, or type your own
• **Nothing loads past the hold**; the Manifest tab has Load and Unload
• **A new World Config tab, Vehicles**: your own sizes, holds, trading, people and insides
• **Vehicles trade** where they are, paid at once, and run goods from town to town; AI houses too
• **Big vehicles have an inside**: decks, rooms and a gangway you board at
• **No convoy goes to a vehicle on its own**, and a vehicle keeps its inside
• **People live aboard** the biggest vehicles: they board from the town where it is docked and eat only from its hold
• **Their house counts and taxes them**, can make the vehicle its seat and raise armies where it is; wrecked away from a town, everyone aboard dies
• **Big vehicles make goods aboard**: a building on a Huge or Enormous vehicle works from its hold and fills it (World Config's Vehicles tab has a new Makes goods tick); nothing it makes goes to the town it lies in
• **The vehicle panel can't get stuck**

**⏳ People and time skips**
• **Time skips take about a third less time**, same results: people weigh only the buildings they could actually choose
• **Turns are faster**: the save at the end of a turn and the screen's refresh take about half as long, and the days of a time skip run about a fifth quicker, with exactly the same results
• **A time skip tells where its time went**: after a long skip the game writes skip_timing_log.txt in your campaign's save folder, so a slow skip can be looked into
• **The ten-minute autosave only saves when something has happened**: a game left idle no longer stops every ten minutes to save, and your three backups keep three different moments
• **Travellers find their way out of a province** whose land wraps round its neighbour's: people and armies bound for the next province no longer walk in circles inside the first one, and come into the next where they cross it, not at its far corner
• **Children don't work**: they study until working age (15)
• **Children stay children** when a world is made
• **Immortal species**: a box per species and creature; they never age, but can be killed
• **Children are born of their parents' species**, and long-lived people keep their age in a new world
• **A two-word species keeps its lifespan**
• **Generic creatures & encounters**: a new switch; untick it for no random monsters
• **Skills can come from the story** instead of from levels
• **Babies are born with their mothers**, never inside an army; a newborn is a Child, not its parent's class
• **A skip you name runs before its story**: the story knows what happened in those days, and the report dates its events
• **A time skip's report has a real headline**, and leaves out people's travels

**🎲 Dice and fights**
• **Temporary summons leave when their time is up**; 0 is permanent
• **Creatures are not peoples**: a Creatures list beside your species
• **Critical successes and fumbles follow your dice**; 0 turns them off
• **With Combat & creatures off, no fight starts**
• **World Config's Encounters tab folds**, and its new Combat & experience part sets what fights and the years give

**🍚 Food**
• **People eat all their food together**, and go hungry only when all of it runs out
• **Must-haves**: goods needed on top of food, like Water (World Config > People)
• **A people that never eats no longer breaks the clock**
• **Unticking Survival Needs turns hunger off**, as the box says: no unrest from hunger and nobody lost to famine; and a 0 in World Config's growth boxes means no growth

**🎒 Items and crafting**
• **Containers show how many**, the AI sees inside them, and TAKE takes part of a stack
• **The Forge keeps up**: what you get shows in an open or minimized Forge at once, and it keeps your tab, your place in its lists and what you typed
• **Nobody wears a bundle of cinnabar**: goods are never worn as gear (the Auditor fixes old saves)
• **Goods bought at the market keep their proper names** and join your stack (the Auditor fixes old names)
• **A valuable craft is harder, never impossible**: each doubling of its worth adds 1
• **The Forge's skill bar shows your real level**

**🔎 The Auditor and screens**
• **Entrances stay at the Entrance level**, and a new note puts the others there
• **SHOW the AI's thinking opens again** in the studios
• **More filters in the Balance Studio**
• **Tooltips no longer show internal numbers**
• **The Auditor counts each person's own points a level**: a +5 character is no longer called over-leveled
• **Peace talks waiting for your answer are announced**, and the Peace Table shows the terms you would accept
• **Who is working on what** stays filled in the Agendas tab after a turn
• **The Writing Studio shows on the AI Core** while it polishes, and says it is waiting for the AI's answer
• **No internal numbers or codes in the Codex or the Global JSON's notes**
• **No false spying warning on prospecting projects**, and no banked-XP warning for people at their level cap
• **A turn can't hang on "The Game Master is writing…"**: if the page loses its link to the game just as a turn finishes, it notices and catches up by itself
• **Editing a story keeps the game's hidden notes for that turn**: editing the newest story no longer drops what the engine remembered of it

**⚙️ Settings and the tutorial**
• **Every rule in one list**: the Global JSON tab opens on every setting the game reads, with what it does, its default and a box to change it, saved at once; what you changed sits at the top, your own rules below, and a search finds any rule by its words
• **Taxes, wages, growth, marriage and war in World Config**: the settings a world is most often tuned by have their own boxes in the Currency, People and Houses tabs, folded away until you open them
• **The defaults shown are the ones the game uses**, and a new world starts on them too: a few settings showed one default and used another; a bribe now costs what its setting says, and a house's own spy and selling missions take as long as the ones the story starts
• **The tutorial is up to date**: it names every World Config tab, the Writing Studio, and tells you a long stretch of time can simply be asked for

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