The Mythruna entity system gives you automatic persistence? What does that mean?
It might be hard to explain without getting too technical, but...
"Entity Systems" are a sort of game architecture. Basically, every object in the game is an entity... and an entity is a container for "components" which are like pieces of data. Parts of the game operate on entities that have certain components, ie: contain certain types of data.
For example, in Mythruna a placed object has components: Position, Mass, BlueprintRef, etc.. The renderer grabs all entities with Position and BlueprintRef and makes them objects in the scene. If it sees a new entity that meets that criteria then it displays another one and if one of its existing set has one of those components removed then it removes it.
As an easier to explain example, in the above picture all of the rendered "objects" are entities that have Name, Position, and Icon components. The renderer doesn't care what they are. Every time the screen is repainted it draws all entities with Name, Position, and Icon. This was really convenient because I'd already written the renderer for the creatures. I had nothing else to do to support buildings and towns. They are objects with a bunch of town and building specific components but as soon as I gave them Name, Position, and Icon the renderer happily painted them on the screen.
(Likewise, an interesting side effect is that the part of the adaptive pathfinding system that prevents objects from penetrating each other also magically worked for buildings... so right now a creature can push a building around which is kind of funny.)
Anyway, when I wrote the original AI tester I just cobbled together an entity system that ran in memory and it's features were very limited (a simple one is really easy to write).
Mythruna's entity system obviously has more features as I use it for everything in Mythruna. One of the features it has is that it automatically stores entities and their components to a database (in mythruna.db/entities in the full game). So when I converted the AI tester over to Mythruna's entity system then I got this automatic storage. The tester now remembers where everything is from one run to the next.
Towns are getting harder to setup from scratch so that's really useful for testing.