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One of the most substantial updates, a lot of new content, updated UI, and fixes:Full change notes attached for anyone who wants the detail.

I recommend playing this newest version, it is a substantial step-up from the previous 1.37 release though I will leave the older version up for at least a week.

As always, feedback is much appreciated!

New Content

Death and what comes after

A mortal blow now ends the run properly — a GAME OVER sheet totals your days, standing, holdings, bonds, and cause of death.

Difficulty decides what death means: gentle tiers spare you, Standard kills you, Hardcore is true permadeath and the save locks.

Die on Standard and you wake as a ghost with three different ways to return to a body: as a ghost you gain the 'haunting' skill which can gain XP and improve like any skill.

Body and Mind now react to story context

New Health panel that reacts to the story context (or manual changes from you) and impacts how well actions perform and how the AI generates your injuries

Per-body-part wounds with a severity ladder. Injuries fester if untended, penalize the rolls they should, and are listed with their causes in the Diagnosis window.

The Mind — a trauma dial from breaking point to peace. Wounds and violence drag it down; rest, quiet seasons and finished quests lift it. Sink too far and the break is permanent.

A more immersive world

The Blood Gangs now attack settlements and those within.

Settlements react to Blood Gangs and other events, city health and economy react and change affected other cities and those within

Factions now have their own 'faction cards' with their own postures (that react to events) plus a per-city Standing that remembers what you did in those cities

A functioning and living economy: prices move on their own, cities rise and fall on a live graph, and completing work visibly lifts a town's fortunes

Seasons now structure time and world generation with a year-name drawn each year with special bonuses to the named species

Complete quests for different cities to boost the cities and your standing within them

Making a living

Purchase homes and shops in the larger cities then promote these locations to the lorebook and visit them

Each city has unique shops: war-kennels in Grunwald, a gambling house in Drovak, drug dens in Pars, granaries in Khet-Anuvar, etc.

Shops pay out every five days, upgrade three tiers, and can be fortified against the gangs. A shop pays for itself in three payouts.

Interface - HUGE changes

Rebuilt end to end: a Character hub with Skills, Reputation, Bonds and a Ledger for recording deeds as canon; a Map, a Notes pad, in-game lorebook Search, a World Tone dial, a Settlements graph, and a full Help manual.

New windows for everything the systems are doing — Undertow explains every move of your trauma score, Diagnosis every wound, Here what's around you, and NPC Brains what the characters have been thinking.

Other fixes

"Moria" is now Mrokdaa, everywhere.

Scripts were merged to cut down on the number of permission 'grant' buttons at the beginning of a new play

Location tracking is more robust plus there is now a box that lets you turn off 'auto location updates'

NPC Brains reworked to produce better thoughts with a more efficient delivery mechanism

Time of day tweaks to ensure proper generation

A number of lorebook entries received tags or brackets to solidify proper generation

Floki restored to former glory

A lot more minor and major changes

Known issues — the Blood Gangs and the ghost stage are the newest systems and still being polished, see attached document for detailed changelog.

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