The plant destroying enchantments have made their first appearance in the current conflict today. It wasn't a big opening salvo, just a couple of isolated incidents of enchanted weapons being used. I made sure to disable these ones directly, by destroying the enchantment the way I have done so in the past. I don't want them realizing that I have other methods to destroy them just yet.
On a worrying note, this time the enchantments were harder to destroy. They are improving at their craft, hopefully we can improve faster.
And we are improving, every iteration of enchantments and plants brings us closer to an ideal solution, on top of improving our stopgap methods. The latest iteration of my plants are able to, without assistance, reliably resist the weakest form of the plant destroying enchantment available. The one plant that seems to be the most effective at directly resisting its effects is Astrie, a plant I haven't really worked with all that much recently. Astrie seems to manipulate magic directly. It makes sense that it would be relevant here. Astrie is resisting the enchantment in a dozen different ways, and many of them are completely incompatible with each other. Some try to subvert the effects by making the plant seem like something it is not while others directly challenge the effects. None of them have obviously pulled ahead of the others in effectiveness quite yet.
This tale has been unlawfully obtained from Royal Road. If you discover it on Amazon, kindly report it.
Other than that I spent my downtime helping Azrezel with an issue he is having with his latest design of undead, it wasn't anything major but it was irritating. It turned out that a defect with the smallest toe was causing the aim of these spear throwers to be just slightly off enough to consistently miss at the type of ranges we wanted them to work at.
Anyway, Good Night Diary.