From 2bd59c628ea49993eed85a829a1192a336cb8e2e Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Tue, 10 Feb 2026 23:47:17 +0100 Subject: [PATCH] chore(meta): update changelog Co-Authored-By: Claude Opus 4.6 --- CHANGELOG.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 778af7d37..f96b55ae8 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,16 @@ Format based on [Keep a Changelog](https://keepachangelog.com/). ## [Unreleased] ### Added +- Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline +- D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate +- D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component +- D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles) +- D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated) +- D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006) +- D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure) +- D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled +- Content architecture workshop brief documenting the "life first, drama second" design philosophy +- Mellanie (Copywriter) activated from standby for content authoring phase - Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection) - 3D reputation system: Trust × Usefulness × Exposure per faction - Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops