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Main Game Changes:
+ Added a new enemy type to color-compatible spawn pool: The Slurk. (No, I won't describe this fucker.)
+ Dungeons finally have proper loot tables. **DRAMATICALLY** (over 10x) more gold/platinum is available in dungeons as loot compared to shitty mission rewards now that this is done. Clearing out dungeons completely (AND NOT SEGMENT BREAKING) is now profitable!
+ Dungeon loot now includes random pages of documents from factions.

Charter Changes:
~ Changed the research type of Humor & Wit from Arcane to Social. (Why was it ever Arcane? Oops.)
+ Added Trait "Combat Style". (Determines how intensely your units fight, and who can be recovered.)
+ Added Edict "Mass Immigration Offers". (The charter makes a campaign for immigration and draws in thousands of extra immigrants.)
+ Added Edict "Enforced Curfew". (The charter urges civilians to sleep early and monitors intensely at night, limiting crime.)
+ Added a Rule. When a Trait is changed (manually or otherwise!) it is locked in its new state for 30 Days and cannot be manually changed in this time.

Server Changes:
+ Created a new changelog for WAWN.
+ Created a new role "Reader". This role will be pinged for lore updates, especially recovered documents that are pushed to the public.
+ Created a new role "Changelog Ping". This role will be pinged for changes to the game.
+ Created a new Changelog channel. Like the old one, but for WAWN.

Backend Changes:
+ Recreated a Time Register. From now on, your characters can act in what I call Fucky Ass Time- You can take actions in the past/present/future and time is generally a mess, but the canonical order of things will make sense (except that your equipment is a bit out of order, which nobody will notice). (Since we're doing this (almost) from the start, it'll actually work and make sense...!)
+ ALL characters (not charters!) have been set to October 25th, 4391. No particular reason.
Main Game Changes:
+ Added a yet unnamed mechanic by which players can make their non-critical dungeons and missions harder in exchange for better rewards. (These options are NOT available for missions which are story significant, as failure is permanently punishing.)
+ Added lots of relics. No you don't get to know what they do
+ Added ????? (ASCEND.)

Charter Changes:
~ Reworked Population growth to be a steady rate.
~ Population now canonically includes Golems unless you explicitly state otherwise (which will severely reduce your population growth rate).
~ Renamed "Traits" to "Policies".
+ Added Policy "Diplomatic Stance". (Determines your stance relative to other charters, and the current general goal of your charter.)
- ALL military units now cost food appropriately. (Previously, infantry units weren't costing food, so you could get a free food hack by making all your Pops into military units...)

Server Changes:
+ Created a new channel for readers. This channel will only get ANY pings when there are *significant* lore drops.

Backend Changes:
+ Slightly improved arrangement of DM Default Sheets.
Charter Changes:
- Nerfed Population growth from already having Population by a significant amount as it was bigger than expected.
Charter Changes:
~ Renamed "Military Training Camp" to "Military Logistics Center".
~ Renamed "Bastion" to "Defense Agency".
~ Properly instated a unit cap. Military Logistics Centers provide increases to this.
~ Mineral Engineers now produce Minerals instead of Architecture, Money and Unity.
~ Reworked Major Observatory. It no longer grants jobs, instead directly providing Arcane and Engineering Research, but it also produces less of each Research than before.
~ Buildings now have proper Health and Defense stats listed with the project.
! Added Resource "Minerals". (Represents complex minerals capable of finer engineering than standard metals.) (Used for military units and certain complex projects.)
+ Buffed Outpost. Has a Vision of 2 instead of 1.
+ Added Project "Fortress". Like an anti-air emplacement, but just for infantry/vehicle units. More expensive but higher health.
+ Internally added rules for Incorporeal enemies and Arcane units.
- Most military units are now more expensive.
- Reworked Defenders. They now provide the city with an extra health-pool of unique Defender units which take damage before their city. In effect, this mostly just means Defenders can now die on the job instead of giving a raw stat boost.
- Nerfed Anti-Air Emplacement. Significantly cheaper for DRAMATICALLY less damage, but now stackable.
Main Game Changes:
~ Renamed "Arcana" (the resource consumed alongside Mana) to "Psyche". No I'm not telling you what this means
+ Added significantly more diseases. Technically this is a "debuff" but it makes the game more interesting and diseases are equally painful so BITE ME
+ Created a custom system internally for diseases. This will allow me as a DM to get more creative than stock.
+ More dungeons and enemy types exist.
+ The Static Death is now curable. It's really difficult, and it can still be Terminal at which point it's incurable. Saves and standard/holy magic will NOT accomplish this. Wish will NOT accomplish this. Enjoy science hell.
- Diseases are now appropriately rampant. At least one player is already infected with one...
Charter Changes:
~ Renamed "Researcher" to "Engineer".
~ Renamed "Research Subsidies" to "Engineering Subsidies".
~ Renamed "Mineral Engineer" to "Mineral Extractor".
+ Arcane Study Subsidies, Engineering Subsidies, and Philosophy Subsidies are now significantly more powerful individually (draining a flat Money amount instead of scaling with appropriate researcher.)
Main Game Changes:
- Since natural casting no longer drains Psyche, Relics have had their Psyche drain dramatically increased.
+ Casting spells no longer can drain both Mana and Psyche as they have been seperated. The literal meaning of "mana" is now slightly different.
???? (Lots of spoilers here!)

Charter Changes:
+ Base Capacity increased from 50 to 100.
+ Base Comfort increased from 0 to 1.
! Immigration now scales with space remaining in the charter. (This makes overpopulation easier to handle..!)
! Nodes no longer give jobs to a city, and instead function as 'micro-cities'- they have independent Pops which do not repopulate and do not gain immigration, and at the cost of 3 Unity

Backend changes:
+ Properly added level tags to my defaults, oops.
Main Game Changes:
+ New LATEGAME items (intended for levels 15+) which grant Legendary Actions, Legendary Resistances, and other similar effects. These items cannot be crafted, or purchased at most shops. But they're out there.
+ More relics.
+ More dungeons are appearing on the map. These dungeons will begin appearing, all over the place. If it's a place you've already explored, you'll be retroactively aware of their location. They will never spawn within 2 hexes of a charter building, and will mostly spawn on unexplored continents.
! REAL bosses are now appearing on the map with every wave.
+ Charters now have a unified mission board. You can't see it yet; it'll be made visible after the Todd dream-session.

Charter Changes:
! Train Tracks have had their Infantry DEF reduced to -100%, but other defenses improved. Allied units moving along the train track now move at 24 hexes/Day instead of 12.
! Separated Nodes from Cities. Agriculture Nodes/Ports/etc. no longer need a bound city.
- Material items now have an individual resource cap. This cap starts at 1000.
- Cities now have a Building limit of 20, raised with a new research. Existing Charters will recieve enough free research to set their Building limit to 40.
! Added a new resource, Influence. Yes, I truly am Stellarising it up in here.
! Edicts now consume Influence instead of Unity. I'm aware Stellaris doesn't do this, but I don't care.
+ New researches "Governance Measures" and "Storage Systems".
+ New projects "Governing Offices" and "Warehouse".
+ New job "Politician".
+ Charters linked by railway or port may now form Agreements.
- Emmigration stats matter now. It matters exponentially more as your city approaches its capacity, and even more exponentially if it begins to exceed capacity.
Charter Changes:
+ New research "Mass-Scale Coordination".
+ New research "Military Golems". Has prerequisites...
+ New Fol units, and associated research. Hope you like engineering.
+ New Caster units, and associated research. Hope you like arcana.
+ Added various new Agreements. I'm not gonna bother listing them.

~ Decided on the name for Building Limit increasing research, "Logistical Improvements". Might change it later idk
Main Game Changes (Pathfinder):
- the rank up 15 dungeon still isnt done sorry haha lol.
+ the rank up 15 dungeon will have sublevel 1 accessible by thursday night ::D
- the rest of the dungeon (after main floor and sublevel 1) will probably NOT be available by friday.
Main Game Changes (Starfinder):
+ World Analyst got a lookover and had some errors fixed & skills adjusted.
+ Some terminology was updated.
Backend Changes:
+ Massively improved (and improving) documentation. Will send partial updated documentation in this message.
+ Creating DM-exclusive documentation for assistance in constructing encounters as well as information on deeper lore.
Main Game Changes (Pathfinder):
+ Added a secret boss to tttttttttttttttttttttttttt{Card XVI}
+ Added Imps and Daemons to the proper enemy pool
+ Imps are now summonable under certain circumstances
+ Began fleshing out important lategame locations
+ The Orb
+ Undead summons now function similarly to living creatures; If they are slain but retain enough Health, they will not fall apart and can be resuscitated, but if they take critical damage they are lost permanently
- Psyche was "nerfed" (complicated)
+ Relics drain from "Strain" instead of Psyche, giving an independent system (they still use Psyche as a fallback if you run out of "Strain")

Backend Changes:
+ The lore for Act 3 is done and Act 4 is mostly done
+ Ideas for Acts 5 / 6 are now being fleshed out
Main Game Changes (Pathfinder):
+ The secret boss in {XVI} is actually *four* secret bosses now. Fiiind myyy plueys
+ Added the "Focused" condition, and a few others
+ Added MANY Abnormalities for Suika's pool
- Alan, we are SO fucked (adding harder enemies..!)

Backend Changes (Pathfinder):
+ Properly adding everything you guys are doing / have done to the in-depth lore documentation. Yay!
+ Suika's facility is now 25% of my documentation fuck everything
! Items like grenades/potions have been moved from Combat Options to Resources.
Main Game Changes (Pathfinder):
! Psyche for enemies is now calculated the same as players.
! Health for enemies is now a different formula.
+ Adding endgame enemies...

Backend Changes (Pathfinder):
! Renamed Combat Options to Capabilities.
! Separated Equipment (Weapon/Armor) from Combat Options. E.G.O. Gifts and relics show up as Equipment as well, even if they have passive effects.
! Began moving documentation to .ods and .odt formatting.
- The registry is NO LONGER UPDATED IN REAL TIME ON GOOGLE SHEETS (as it is now a .ods file). If you'd like to request a copy of the registry and previously had access, you may do so at any time; alternatively, registry access still permits you to ask for specific details that the registry itself includes.
Main Game Changes (Pathfinder):
+ Added the Combusting, Disintegrating, and Glaciated conditions.
+ Added the concept of "Legendary Immunities" and "Legendary Resistances". Some effects will only accept Legendary Immunities or Resistances when dealing damage or causing effects.
+ Added the Syrusis enemy type.
- Added actual penalties for Psyche being fairly low.
~ Swapped the positions of Logic/Causality and Improvisation/Spontaneousness. They still use the same attacks, but Logic is now *weak* vs AoEs and *strong* vs INT damage while Improvisation is now *weak* vs Lock and *strong* vs AoEs. Which, uh, was how it was supposed to be in the first place?
~ Becacuse of this change, the feats "Internalized Logic", "Eternal Causality", "True Logic", "Internalized Interpretation", "Eternal Spontaneousness", and "Endless Interpretation" have been reworked entirely.
Backend Changes (Pathfinder):
+ The website is looking a lot better, with the Registry and Time Sheet now included proper.
+ Added Conditions and Damage to the website.
+ Added the Changelog to the website.
+ Added wayyy too many actual secrets and silly secrets to the website.
+ Added Abnormalities and Creatures to the website (for logged in users only tho).