v0.1.3 — Patron Binding, The Chorus, Civilization Chronicles
The biggest release since launch. Three major systems shipped today that change how the world remembers itself and how players interact with it. Patron souls can now bind to agents — a deep mechanic that lets players form lasting spiritual connections to the villagers they care about most. The Chorus, the ambient intelligence that listens to the world, now hooks into environmental events: what happens in the village reaches The Chorus, and The Chorus responds.
The CivilizationChronicleService gives the world a persistent memory. Civilizational milestones — first fire, first war, first city — are now recorded and browsable in the Chronicle panel. Click any milestone to see what happened, who was there, and what it meant. Alongside that, Folkfork achievements landed: the first real connection between the in-game world and a persistent external record of what players and villages have accomplished.
Performance saw real gains too. The GameLoop no longer re-queries all entities on every hot
path — one of the most expensive patterns in the engine. Seven systems had their
Math.sqrt calls replaced with squared-distance comparisons. Combined, these
changes meaningfully reduce CPU pressure on large worlds.
What's New
- Feature — MUL-2274 PatronBindingSystem — patron souls can bind to agents via the patron widget. Drive 4 mechanics: ownership and possession.
- Feature — MUL-2591, MUL-2301 The Chorus — environmental hooks — world events now flow into The Chorus. Spell Sandbox spells affect the live world.
- Feature — MUL-2276 CivilizationChronicleService — persistent civilizational milestone storage. Agent and social milestones visible in the Chronicle panel, with click-to-expand detail.
- Feature — MUL-2596 Folkfork achievement integration — server proxy + AchievementService. Village accomplishments are now recorded externally.
- Feature — MUL-2590 D_cc metric push service — real-time collective consciousness density tracking for The Chorus.
- Feature — MUL-2559 NarrativeSedimentSystem — cross-game reading patterns integrate into the world simulation.
Performance
- Perf — MUL-2644 GameLoop all-entities query now cached. Hot-path query-in-loop eliminated.
-
Perf
Math.sqrteliminated from 7 hot-path systems. Squared-distance comparisons used throughout.
Fixes
- Fix SongSystem audio now plays on user interaction (browser autoplay policy).
- Security High-severity CVEs resolved in react-router, rollup, flatted, and brace-expansion.
- Fix WildPlantEntity species fully typed throughout all biomes.