25 lines
1.3 KiB
Markdown
25 lines
1.3 KiB
Markdown
# Changelog
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Format: [Keep a Changelog](https://keepachangelog.com/en/1.1.0/). Versioning: [SemVer](https://semver.org/spec/v2.0.0.html).
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## [0.1.0] - 2026-07-16
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### Added
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- **Institution** — the aggregate mod. One install bundles the whole suite: the **Core** propensity /
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record engine plus the **Contraband**, **Justice**, and **Gangs** feature layers, each behind its own
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in-game toggle (all on by default). The layers remain modular — the suite can be split back into
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separate mods at any time; this is packaging, not a merge.
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- **Settings panel** — a checkbox per layer:
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- **Contraband** — concealment, search, escape tunnels.
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- **Justice** — classification, deterrence, discipline & reform, parole, regime.
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- **Gangs** — prison contraband economies and social capstone.
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- **Policing** — colony crime and weighed arrests. A large behavioural change, so it carries its own
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switch (on by default): your own colonists commit crimes on the propensity spectrum, and a weighed
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arrest can end in a cell or a resisted breakout.
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Toggling a layer off disables its systems in place, without uninstalling anything.
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### Notes
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- Requires **Harmony**. The suite's only Harmony-using code is Justice's prisoner-recreation postfix.
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- The standalone **Foul Play** framework bridges into this suite when both are installed.
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