C Changelog
v0.6.2
- New:
- Added list of consequences to inspire the GM (PbtA moves)
 - Started to define a GM section, which reached conclusions: see below
 
 - Changed:
- Reduced in 1 the number of skills (also for expert)
 - Renamed wounds to Trauma
 - For weapons, separated tags table from weapons examples
 - Moved +/- 1d as advantage to Effect
 - Changed text on consequence to align the execution of pace and * crawl moves
 - Risky actions are also applied in time consuming actions
 - Adjusted to all copyrights used
 
 - Text and aesthetics:
- Simplified text around saves
 - Several text improvements
 
 - Conclusions:
- Reached a conclusion that the current framework of Terra is not fit for purpose.
 - v0.6x will continue to be maintained for the ongoing games, but development will be diverted to TerraOdd
 
 
v0.6.1c
- New:
- Implemented list of skills, and skill sub-system
 - Added character sheet in txt file
 
 - Changed:
- Conditions / Ego recover are triggered by Panic events
 - Started aligning advancements with -WN for conversion of Hostile
 - Changed archetypes based on CWN/SWN, they influence skill groups
 - Either use skills or add an attribute
 - Starting to expand new approach to Challenges
 - Improved sub system for Effect and applied it to initial list of weapons
 - Advancements: Dodger to human unarmed
 - Simplified weapon tags
 - Extended the weapons list based on new tags
 - Reorganised Challenges chapter
 - Reviewed challenge disposition and implemented Challenge morale
 
 - Text and aesthetics:
- Improvements on Taxonomy.
 
 
v0.6.0
- Merged back changes implemented on Degenesis game.
 - New:
- Design principles are made explicit in the appendix
 - Some examples are added
 
 - Changed:
- Skills are renamed to Attributes
 - Attributes are renamed to Saves
 - New approach to wounds (more gritty)
 - New approach to Ego and Grit recovery
 - Improved list of Advancements
 - Expanded and improved Equipment
 - Modified approach to Effect (modifier of roll, instead of minimum)
 
 - Removed:
- Simulations details
 
 - Text and aesthetics:
- New level of headings to align with game forks
 
 
v0.5.3a
- New:
- Sayonara mechanic.
 - Magnitude table.
 
 - Changed:
- No Malaise on a roll of 1.
 - Taking a wound avoids one instance of damage.
 - Rate of advancement changed from x2 to x3.
 - Challenge text reworked for clarity.
 
 - Text and aesthetics:
- Improved text around Attributes and Saves.
 - Reorganised Wounds and Malaises in the same place.
 - Reference aesthetics in italic implemented for the remaining topics.
 - Reorganised Effect and Challenge headers.
 - Swapped section titles and text fonts.
 
 - Fixed changelog sync and publish.
 - Base version for Degenesis campaign.
 
v0.5.2
- New:
- Maximum in Skills is 10d.
 
 - Changed:
- Specialist and Inept are now based on WuDu’s implementation for Skills.
 - Malaises (from Wounds) are improved.
 - Advancements do not increase Grit in 1, minimally.
 - Renamed weak and strong Effects to Reduced and Increased.
 
 - Removed:
- Skill limits beyond 2d (only max Skill applies).
 - Montages.
 
 - Text and aesthetics
- Skills points now refer to dice (beta)
 - Corrected name of attributes where it was still wrong.
 - Reference aesthetics in italic implemented for: Archetype, Risky Actions and Making a Game.
 
 
v0.5.1
- Suggested that a cohesive group shall be created, before individual character creation.
 - Reduced number of Skills per Attribute to 2.
 - Implemented system for gathering experience.
 - Specialist and inept advancements are based on Cepheus skills.
 - Changed:
- Changing 
codereferences to italic. 
 - Changing 
 - Minor:
- Added link for new character sheet.
 - Improved general texts
 
 - Removed:
- Since attributes are already simplified, removed the further simpler 3 attribute version.
 
 
v0.5.0
- Major revisions on system:
- Attribute and Skills approach is now leveraging the Forged in The Dark SRD.
 - Grit (and Wounds) have been revised, while reorganised text for Ego, maintained statistics for both.
 - Re-wrote Advancements and Conditions to match changes of Attributes, Skills, Grit.
 - Brought back the Precision and Effect trade-off in a single roll (from v0.3x), with an improved approach
 - Reviewed Advancement statistics and approach
 
 - New:
- Character Sheet for download
 - Short Equipment section
 - Expanded the section for Making a Game
 - Wounds section
 - Copyright for FitD
 
 - Removed:
- Removed simulations from published book (for now)
 - Copyright for Trophy
 
 - Text and aesthetics improvements:
- Changed text font to match Character Sheet
 - Changed game concepts aesthetics to 
code. - Several text improvements due to changes required by system revision
 
 
v0.4.5
- Re-worked the HP/Wounds sub-system
 - Made Skill list more specific
 - Added Advancements and Conditions
 - Simplified the level-up sub-system
 - Text improvements
 
v0.4.4
- Added simulations to validate expected game mechanics statistics
 - Aligned Challenges Disposition based on simulation
 - Aligned HP and Ego based on simulation, and target compatibility with BLB
 - Changed how HP and Attribute loss works
 - Changed Attribute names
 - Renamed Chance rolls to Risky Actions rolls
 - New mechanic for gaining levels and improving skills
 - New mechanic for Challenge Montages
 - Added fortune die section
 - Moved images to local references
 - Text improvements:
- Character creation summary
 - Attribute loss and skills
 - Effects, including complications
 
 
v0.4.3
- Redefined Attributes and Skills values (kept statistics)
 - Several table aesthetics improvements
 - Expanded description of Challenges and Weapons
 - Simplified Advancement
 - Improved Chances text
 - Created this Changelog
 
v0.4.2
- Finalised book aesthetics.
 - Aligned with target statistics (BLB).
 - Featured now generic content for Archetypes, Advancements and Conditions to replace their placeholders.
 - Polished text and fixes.
 - Added Make a Game section.
 
v0.4.1
- Started improving book aesthetics.
 - Concept SRD might be complete.
 
v0.4.0
- Selection of Success, Effect and counter in one single roll proven to be complicated at the table. Chance roll is now separated from Effect, dark dice consume Ego.
 - Changed Attribute names.
 - Play tested with Trophy Dark’s Throne of Forest Queen scenario.
 
v0.3x
- Rolls converted from 2d6 + mod to xd6 dice pools. Choose one die for success and one die for Effect. Dark dice determine counter effect from Challenges.
 - Playtest with Kult’s Driver scenario, children and alone.
 - Needs further simplification for fast playing.
 
v0.2x
- Simplified the challenge die to a target number. Game runs on d6s only.
 - Playtest with children and alone.
 - Maths and selection at table are still convoluted (and might work bad for Discord games).
 
v0.1x
- First version, where 3d6 + mod are rolled with a challenge die (d4 to d20). Player choose 2d6 + mod for success, 1d6 for effect.
 - Playtest with children and alone and it felt convoluted.