MythOS Playtest · published
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**👹 Spawning**
- **The "'V' is not a monster card" error is fixed at the root** — a very short character name (like "V") could hijack the id lookup and corrupt a correct monster card; it can't anymore. GM-console + narrative spawns work.
- **The Bestiary Spawn button keeps the real name** — no more "Phase Slime 1 / 2"; every copy keeps the card's name.
**🌍 Genesis wizard & generation**
- **See what changed after an "Apply Fix"** — a Locations / AI-result toggle keeps your generated list visible and badges the changed entry, instead of replacing it with a success message.
- **New worlds come out clean** — the engine auto-applies the auditor's safe fixes after generation (no more hardcoded upkeep, malformed stats, generic kinds, or "missing" support skills on a fresh world).
- **No more nonsense "NextLevelXP" items** — the generator won't make them, and any that slip through are remade into proper items.
- **Undefined goods become real items** — a good referenced but never defined (like Grain) is no longer a broken "" stub; it's rehabilitated into a proper item.
**⚙️ Economy & rules — config-driven**
- **Production roles obey YOUR JSON first** — staple/bulk/luxury is decided by your `ambient_production_categories` config (overriding AI-stamped tags), then the item's own tag, then a default. The hardcoded "grain=food, ore=bulk" lists are gone.
- **Locations only produce goods that exist in your world** — production reads your items catalog + building outputs, not a hardcoded word list.
- **Units generate without upkeep** — maintenance auto-calculates from cost; set `maintenance_wealth`/`upkeep` by hand for a fixed cost (now documented in the Codex).
**🖥️ Interface**
- **Interface Options finally persist** across restarts (accent, density, auto-dim, blur, reduce-motion, sound-on-finish).
- **Pinned images don't duplicate** after taking a turn.
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