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MythOS PlaytestNewsBeta v2.06
Game update

Beta v2.06

MythOS Playtest · published 4 Oct 2026, 04:41 UTC

All newsPlayers around this dateRead on Steam

**🛣️ Travel**
- **Travellers use the roads.** People crossing open country follow the roads and cross rivers at the bridges, instead of walking a straight line through every river in the way. Roads are twice as fast as open ground (a new `road_speed` setting), and the red dotted line on the map now shows the road each traveller is actually walking
- **Resting after a short walk works.** Walk to your room and sleep, and the night passes. It used to pass only the few minutes of the walk

**⚔️ Fights**
- **A fight is whoever is actually there.** On a big map only those near your party are pulled in, not everyone on the province
- **What a fight leaves on people ends properly.** Fleeing ends with the fight, a surrendered enemy stays yielded only until taken prisoner or left behind, a routed army recovers with its morale, and a wounded commander heals in a few days
- **Wandering encounters really roll now.** The game rolls the dice itself, tells you, and spawns what it rolled, never outside a creature's level range. Custom encounter tables work
- **Monsters hit like their cards say.** The dice line adds up, and beasts roll your world's physical stat for their bites and claws
- **One health pool per monster**, and the ENCOUNTER button's new creatures actually appear
- **BLOODIED clears when you heal**, however you heal
- **Every combat button shows it's working**, and the combat log no longer shows the AI's "(Narrate ...)" notes
- **Loot stays where it fell**, beside the body it came off, instead of wandering across the map
- **A dead token's skull fits the token**

**📖 Story and the AI**
- **Narration Polish (optional).** A second AI model of your choice can rewrite each turn's story, dialogue included, so it reads better. It can never change what happened: if a name, a number or what someone said changes, the original is kept. Off by default (AI Configuration → BRAIN, your own key)
- **Notes Polish (optional).** The same for the AI's notes: clearer, never different
- **The story only hears what happens within your sight.** No more far-off border news narrated into your scene
- **No game numbers in the story.** Nobody talks about levels, stats or hit points
- **The AI can't put words in your mouth.** A line for your character that you never typed is cut
- **The AI sees the people nearest you**, not just the most important ones in the region
- **An empty AI answer is asked again** instead of leaving a blank turn
- **A turn whose AI plan couldn't be read still makes its moves**, so the story no longer walks you out of a place you're still standing in
- **A story on screen never changes afterwards.** Crafting turns show their story once, at the end
- **A place you discover and go into is created**, not just described

**🧭 People and places**
- **No more party teleporting at midnight.** Party members stay where they are, and nobody is ever drawn outside the map
- **Nobody lounges in someone else's bedroom**, and visitors still go home after you restart the game
- **Officers travel to their work.** An officer running a trade, a building, a muster or a mission goes to the place itself, stays until it's done, then comes home. A sale happens at the market it names (or the best one the officer knows), and the project waits while he's on the road

**🗺️ Maps**
- **Going up a map keeps your place**, with a ring round where you came from, and every place's window has a Find on map button
- **Move a region's name**: right-click it on the atlas
- **Coordinates belong to their map.** The position box says which map its numbers are on, GM moves stick after a reload, and moving a town leaves nothing behind
- **Give the GM coordinates read off a bigger map** and the place lands on that spot
- **One right-click menu for a place on the atlas**, and the normal menu inside rooms
- **Tokens past a map's painted edge no longer vanish.** The ground there is drawn dim instead
- **Map windows behave**: a minimized one comes back drawn, the picture and markers line up after zooming out, the Current Location window has UP and text size, and the Map Generator scrolls on small screens
- **Deleting from the map names what you're deleting**
- **A place the GM makes near you is made near you**, at its real size

**🃏 Cards and windows**
- **REACH is no longer shown on adversary cards** (still editable)
- **Delete and edit in the Narrative Log work every time**, no reload needed
- **Settings windows reopened by your saved layout show their saved values**
- **The pilot and NPC pickers no longer crash** on a nameless entry
- **A Strategy-tab button opens your house's goals**

**⚡ Speed**
- **A quiet day takes about 3 seconds instead of 37**, and a big campaign loads in about 12 seconds instead of 44
- **A fifth less data sent every turn**

**🎓 Tutorial, GM and demo**
- **Two new tutorial chapters** on the maps and map tools, outdated steps corrected, and it fits small screens
- **GM: set who lives in a region's settlements**
- **Things bought from a person are worth what you paid**
- **Demo**: the tutorial teaches only what the demo has; no Quick Start or quick-create

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Game update14 Oct 2026Beta v2.08**📖 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…Game update8 Oct 2026Beta v2.07Beta v2.07 ⚡ Speed Long time skips are faster: summarised past 25 years, the last year in full, then one day, not seven; towns build the homes they grew into; a TIME SKIPS tab Turns are quicker 📖 Story and the AI Fewer lost turns: answers the AI broke across lines are read now Fewer lost actions: when the AI forgets them, the game asks again Writing Polish: with Narration Polish on, what the A…Game update27 Sep 2026Beta v2.05🏛️ Houses and projects • Every project does what its name says, and the AI is told what each kind does • Houses can recruit soldiers again, paid from the treasury with daily upkeep • Houses start projects when they need them instead of filling every slot, and stop spending a tenth of their treasury on soldiers every day • The World-Mind pays for what it builds, and hears when the engine says n…