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Patch notes · published by the developer

Beta v2.02

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Beta v2.02

🌍 Campaign generator

The Starting Region list is no longer blank. The world was being built correctly — the generator just wasn't reporting the places it made, so the dropdown, the Phase 2 results card and the protagonist's start location all showed nothing
A slow step is no longer reported as a failed one — the wizard times itself
A ticked box in the wizard stays ticked
A campaign's settings no longer bleed into the next campaign you start

🗺️ Map tools (province maps)

Roads, rivers, bridges and the clear box land where you click — they were being built into the top-left corner at a seventh of the size, on every region map
Two-click roads route — round water, over the easiest ground, joining the network — with no distance limit
Clearing takes a bite: box part of a road and the rest stays standing
Clearing no longer paints a green stripe over the countryside
Snapping only grabs on a road end or a town; your stroke survives a zoom
Bridges draw away from a road, in a colour you can see, with real pier counts
The world can build its own crossings on a province again

🏘️ Towns

Settlements sit at the ends of their roads — everything was measured on a grid the map doesn't have
Roads show the class the towns at each end built, instead of every province road being a dirt track
Move a settlement and its body moves with it, immediately, roads following
A town zoomed out reads as buildings, not a web of roads, and stands on its own junction
One town, one picture — the whole town, not a slice of it
A town's river no longer draws twice, and rides up with its streets
A town copies its parent's geography at its real size
Blocks are as deep as the houses that fill them; shanties stand outside the wall
Shanty towns appear during play, not only when a town is born
No trees inside a wall, and the nature dial finally reaches them
Woods retreat from their edges instead of being cut off with a compass

🏠 Buildings and rooms

A room is a real size now, so a bigger building gets MORE rooms instead of bigger ones. A manor used to draw 7 rooms whatever its size, each one silently swelling to fill — a 200×200 ft building now holds about 14
Room sizes vary, and one room per building is a real hall — if the building is big enough to have one
Buildings get a proper main hall with cross-passages; a cottage is simply divided
A new place becomes real on its parent's map the moment you make it — no regenerate needed
Generating a building is ~250× faster

⚔️ Monsters and balance

A monster obeys your world's own levelling law. It never did
"Insane level" adversaries were ours — the engine was eating the hyphen in stat names
An army measures a hero the same way a duel does
One rule for how hard a thing is to hit, everywhere
The difficulty curve is a real slope, and the roll under it works
The adversary card fits on the card, every block is draggable, and the description is readable
The Balance Studio's comparison table fits on the screen

⚖️ Factions and rule

A house picks its officers the way it picks its advisors — and the war brain can finally see its own army
Standing laws have a tab — they were one field away from being deleted

📖 Story and prose

The writer was being told a fiction and the fiction became canon — the engine knew the truth the whole time
Prose stops reaching for ornament: no generalising afterthoughts, no epilogues, turns end mid-scene
People talk like people, in full sentences, about the room they're actually in
A fourth writer existed with no craft rules at all — it has them now
The ledger gets the truth, from the engine, with no extra AI call
Promises with a time become real appointments — and they survive a restart
Editing a message by hand lands on the message you edited
The narrative was being held to a word floor you never set

⚡ Speed

Editing anything with a map open no longer freezes — the map used to re-download the whole province on every keystroke. It asks once per turn now
A minimized map costs nothing; dragging a settlement follows your cursor
Three separate clock fixes: the ground is read once, the caches stop thrashing, the hourly pass asks each question once
Every time advance prints what it cost

🔌 Models and cost

Z.AI is a real provider, GLM gets the passes you chose, and the readout knows what it costs
The cost readout was pricing a model that wasn't there
The GM and Meta thinking dials were wired to a key nothing ever set
The token counter read a million for a 508k turn

🧭 Interface

Map Gen's list says which places already have terrain, first time you open it, and stops dropping them to the bottom when you click one
Map Gen's picker filters by your Context Hierarchy tier
Switches listed in the Engine Physics Dictionary are actually read by the engine — some were documented and dead
Travel no longer walks you out of the place you were travelling to

🧹 Terminal

The load-time road and water repairs no longer run — they'd finished their job and were rebuilding roads you deleted, every load
Movement no longer buries the turn's own log; a hundred routine repair lines are now one
Image and font loads no longer print; failures still do

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