# Changelog All notable changes to The Settled Reach project will be documented in this file. Format based on [Keep a Changelog](https://keepachangelog.com/). ## [Unreleased] ### Added - 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 - Power dynamics analysis: formal vs. real power distribution across factions - Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator - Betrayal vectors and conspiracy potential for all six factions - "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives - D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured - Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions - Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance - Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon) - Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore) - Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission - Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage - Miri's IP originality guardian role — flags concepts too close to source franchises - Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count) - Architecture evaluation and risk assessment documents for Godot+Rust bridge approach - Round 13 engine selection discussion — full team debate on engine paradigms - D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC - Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf) ### Changed - Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot) - Project description updated to reflect D-020 engine decision - Connector usage instructions now reference wrapper scripts instead of python3 directly - Q-001 (engine selection) resolved via D-020