
Steam news
Full Steam announcements and update articles for this title.
────────────────────────
NEW FEATURES
────────────────────────
- Sage's Wisdom gains a "Limit Break" entry laying out how an adventurer's potential ceiling can rise: a dangerous win, an adventurer already near their ceiling, one break per fight, rarer the higher the tier, and never beyond S-Tier. The Growth & Aging entry and the celebration modal both point to it.
- The Armory lists per-hero gear upgrades — hero, role, party and slot, then either a spare item to equip in one tap or the recipe to craft with its material cost and projected gain — ranked by the same scoring Auto-Equip uses.
- Countered adventurer trades now name a price. The rival quotes the exact extra gold that closes the deal, you can accept it straight from the trade card, and an accepted counter is honored without another roll. Quotes lapse after four weeks, and a counter with no reachable price becomes an honest decline instead.
- The Crown Cup League page shows a year-round "Path to the Crown Cup" bracket: all four divisions with their current leaders and renown, feeding into the Cup node.
- The Academy trainee panel ranks Stat Fit across all four roles from the trainee's current statline, alongside Role Affinity.
- The Live Feed folds each week's routine chatter into a single expandable row ("Week 12 chatter") with a per-type breakdown, on the All tab only. Let me know what you think on this one.
- Rebind your keyboard shortcuts. Settings → Hotkeys turns every key cap into a button: click it, press the new key, and it saves. Covers Advance Week, the command palette, Sage's Wisdom, notepad, appearance, weekly summary, the War Table, and all nav tabs. Conflicts name whoever already owns the key, Esc cancels a capture, and one button resets everything to defaults. Esc, F5, Ctrl+S and ? stay reserved.
- Auto-quest now takes a quest-length preference: Short (1-2w), Any Length, or Long (5w+), with the long arm feeding saga and campaign ambitions.
- Blacklist factions per party with "Never Take" — an excluded faction's work is never auto-deployed, by directive or by patrol auto-take.
- Pin a specific Military Joint Operation so auto-operations always run the one you want instead of the best-scoring pick.
- "Rebuild All" now opens with four build options: include training/injured/resting members, limit to one Tank and one Healer, prioritize synergy over raw OVR, and ignore chemistry when picking. All default off.
- Per-party "Substitute" mode lets Commander auto-fill bench members who can't march and slot in healthy replacements, so one injured member no longer strands a full party.
- Set an auto-train window of 1, 2, 3, 4, 6, or 8 weeks on a party; each idle member takes the best program that finishes inside the time left, and it stands down on its own at zero.
- An availability strip above the party list shows when every party comes free at a glance, with a headline for the whole roster and a clickable pill per party.
- Lineup changes can now be queued for a party locked on a faction contract, alongside the existing quest and raid pre-assignment.
- Patrolling parties can be recalled from the party sheet, and a "Stop auto-repeat" button ends auto-taken contracts and operations without abandoning work already under way.
- The New Game screen now shows the C/B/A/S challenge ladder directly under the difficulty picker — one click applies a tier, the sliders stay open for hand-tuning, and the run summary names the tier instead of just "Custom".
- Age-based and voluntary retirements now get the full send-off popup: portrait, career stats, farewell, and where the veteran moved on to.
────────────────────────
QUALITY OF LIFE
────────────────────────
- Space and Enter now dismiss only the topmost popup, so a stacked burst of celebrations no longer collapses unread in one keypress, and a Space typed into a text field never closes anything.
- The QUESTS nav badge counts deployed parties, so a 3-party raid reads as 3 and faction contracts, joint ops and tower ascents are included.
- Muster cards now show weeks left for raids, faction contracts and joint operations, not just quests.
- Clicking a party coin on the War Table rail opens that party's Muster card instead of the leader's identity card; idle coins ring bright emerald and the status badge carries its activity color.
- Clicking a home party's map marker scrolls its Muster card into view, and the rail's hover beacon clears when you switch rail tabs.
- Frontier-map wheel zoom anchors exactly to the cursor through the whole gesture (notably on iPad), and the map re-syncs when the panel is resized.
- Begin Renovation now blocks up front with "Overseer Cannot Handle This Tier" instead of silently doing nothing on click.
- Launching a joint operation or accepting a faction contract is disabled when the selected party is no longer free, rather than failing silently.
- Scouts lent to a faction contract or shadow operation now read as dispatched instead of showing a targetless "Scouting" with a stray Free action.
- Dispatched scouts no longer auto-enter Watch Mode, and their previous watch state is restored on release.
- The Commander's Orders chip in the Front Desk guild list reads and toggles auto-operations too, so a party running only joint ops no longer shows as off.
- Sticky Auto-Provision now fires once per tower floor and once per bounty and survives panel remounts, so switching tabs or re-picking a bounty can't re-spend gold and materials.
- A sticky auto-provision run that hit the weekly workshop time cap now says so.
- The Faction Activity difficulty slider now colors harder/easier in the right direction.
- A quest writ's optional-objective line now shows the real resulting ROVR, and the supply-line ambush tooltip names the actual control multiplier.
- Portrait status pins now explain themselves on hover in the default view, not only in quiet mode. Hovering the hourglass tells you what it means.
- Feed entries flagged notable or critical stay visible in the Live Feed instead of being swallowed by the weekly routine-chatter digest when their entry type defaults to routine.
- A confirmation prompt that replaces one already on screen now resets its option checkboxes to their defaults rather than inheriting the previous prompt's settings.
- More English text updates game-wide hit today. Slowly re-humaning all written content.
- Staff intel chips (Rumors, Impression, Teamwork, Outlook) on the recruit rows are now translated in every supported language instead of falling back to English in twelve of them.
- The Party Manager patrol controls and the quest-writ card embedded in the map region panel are now translated in all supported languages.
- Party slot pickers show each candidate's ambition inline, so you can build parties around Drives without opening a dossier.
- The Academy Prospects sort is remembered across turns and sessions instead of snapping back to Potential.
- The graduation ceremony's class reveal shows the career-track class you planned beside the class they actually graduated as — green on a match, red on a miss.
- Role Affinity now explains itself: it only resists role drift, it never rises, and the hints say so instead of recommending a curriculum that can't fix it.
- The astrologer's "the stars point this child elsewhere" reading now names the role their stats actually point at.
- Semester-gated curricula appear greyed with an "Unlocks Semester N" tag instead of being hidden entirely.
- Crafter and gatherer applicant rows and detail panels show how many of that profession you already employ and the weakest one's skill.
- Workshop Stations moved out of the Workshop and into the Guild tab beside the rest of the buildings, with a count of stations built.
- Locked Crown Requisition Shop offers carry a lock glyph and a tooltip naming exactly how many more tokens you need.
- Seminar options for a crafter already at their potential ceiling are disabled and say so, so you can't pay escalating tuition for +0 skill.
- The treasurer's auto-trade rule limit explains the cap: your current tier's limit and the tier that raises it, instead of a silent grey-out.
- Contract writs and quest board cards now advertise XP per adventurer and the gear/material loot chance alongside gold and renown.
- New Game+ warns that only gear equipped on your chosen five carries over, with a live count of items that will be left behind, and the final confirmation names gear too.
- New Game+ blessings can be previewed by hovering or focusing a tile — nothing is chosen until you click.
- The Quality Forecast now reads the same distribution the craft actually rolls, including technique shift, station, enchant, building, material grade and the Artisan spec, so an S-Tier band finally shows when one is possible.
- The Quality Forecast folds a selected component's quality shift into both the quality meter and the average-profit estimate, and names the guaranteed minimum tier for components that carry a quality floor.
- The Crown Cup formation screen lists your active synergies and when scheduled abilities fire.
- The Crown Cup battle report adds a "What Worked" breakdown of abilities, classes, buffs and crowd control that actually mattered.
- Trade responses state the standing change that trade itself caused, so an unrelated same-week gain is no longer credited to the wrong offer.
- The Quest Board has a dedicated Alliance filter pill with its own count. Alliance quests no longer hide inside the Public bucket.
- New FAQ entry, "How Do I Do Shared Quests?", names all three co-op systems (Joint Operations, Alliance Quests, co-op leagues), where each lives, and what unlocks it.
- The nemesis panel now shows live status under the two bullets that actually end a rivalry: whether the Diplomatic Summit or the alliance quest with your nemesis is on the board, in progress with a named party and weeks left, or not currently available.
- The Crown probationary notice for the resolve-disputes condition tells you whether the rivalry is already settled, instead of leaving you guessing until the deadline tick.
- Patrolling parties name their posting instead of reading "Unavailable" or showing a bare shield icon — on compact party cards, in the quest board's party rail, and in the map's party dock as "Patrolling {region}" with weeks left when out on a region job.
- An under-strength patrol is no longer silent. It announces itself in the feed, in the weekly summary, and in the region panel with the shortfall named and a pointer to Recall.
- A patrol that permanently loses a member stands down and returns home rather than sitting under strength on station, and the week summary says so.
- Parties standing garrison duty are reported as held until you recall them, and parties away at a guild event as free in about a week, instead of showing up as available now in the roster availability strip.
- Cancelling a faction contract now clears any party change queued behind it, so a stale lineup swap can't apply after the contract that gated it is gone.
- The Death Risk line on the tower prep screen now mirrors the roll that actually happens: it applies your Tower Lethality multiplier, Lethality Floor and per-floor scaling, along with floor danger, strategy, provisions and guild death prevention. A 1% floor no longer reads as "Minimal".
- Death Risk is now stated at party level — "26% someone dies · 1.0% each" — so a large deployment's real odds are visible instead of a single per-hero number, with the readout turning orange past 5% and red past 20%.
────────────────────────
BALANCE
────────────────────────
- Youth prospects roll A-Tier potential at 2.5% and S-Tier at 0.6% (was 4% and 1%). The guild-tier gates are lowered to match and now rise monotonically — Tier 5-6 sits at A 1.2% / S 0.2%, Tier 7-8 at A 1.8% / S 0.4%, and a sub-1% gate is no longer silently floored up to 1%.
- Graduating prospects follow their statline much harder: an archer profile with no arcane talent now lands a physical class roughly 80-87% of the time (was around a third), while a genuinely ambiguous statline still rolls a real toss.
- Crafter seminars are capped by potential tier: full gains to the tier ceiling, half rate for eight points above it, and a hard stop at 99 — F-Tier tops out at 48, D at 63, C at 78, B at 90, A and S at 99. Crafters already over their cap keep their skill and simply stop gaining.
- Meticulous and Masterwork Attempt now improve quality above skill 80. The part of a positive quality shift that low tiers can't absorb cascades upward into A and S instead of vanishing.
- Crafter skill above 95 is no longer wasted — S-Tier chance keeps climbing up to skill 99.
- Crown Cup per-swing damage variance narrowed from 0.6–1.4 to 0.75–1.25. Average damage is unchanged; an OVR advantage now reads through the dice.
- Crown Cup buff abilities actually resolve: up to +50% outgoing damage, up to 50% incoming reduction, and Time Stop grants an extra action's worth of offense. Crowd control now strips up to 40% of the target team's offense for a round instead of only dealing damage.
- Cup heal abilities are skipped when nobody in the party is wounded, rather than firing for zero.
- Declining a lowball trade now costs standing, scaled by how lopsided the offer was — nothing at 80% value or better, up to 3 trust at 30% or worse. Counter-offers and gear sales cost nothing.
- Elective Studies unlocks at Semester 3 instead of Semester 5, so short Academy runs can reach it.
- New recruits no longer roll Drives built on training their class gains nothing from, and a Role Epiphany now drifts toward the trainee's best-fitting role most of the time.
- Direct trades now honor the outbound tenure floor. A freshly signed adventurer can no longer be offered as barter bait: the composer greys them out with the weeks still owed, the submit handler rejects with a toast, and the week-end resolver fails any legacy pending trade. Toxic hires keep the short 4-week floor.
- Convoy ambush rolls now include the guard state in their seed. Reloading, hiring guards, and advancing no longer rerolls a known ambush into a safe arrival at zero cost.
- Supply yields retuned. The Marshlands drops to 2 venom sacs per bundle; Mountain Pass rises to 10 furs, 13 hides and 15 meat, so the road is worth chartering. Guarded lines remain gold-negative everywhere.
- A patrol's tenure now accrues on any week the party is stationed and serving the region, including weeks spent out on its region quests. An effective patrol no longer earns the Warden standing slower than one idling in a dead region.
────────────────────────
BUG FIXES
────────────────────────
- Death notices in the week summary, reports and feed no longer double up the "Fell during" phrasing.
- Keeping your current ability in the Wellspring T3 reawaken picker is now a free exit — Cancel, Escape or clicking the current ability spends no charge.
- Lifetime adventurers-lost totals, the 10-memorial achievement, the rival-victory screen and the NG+ record now read a true lifetime death count, so they no longer regress on a restored web or cloud save.
- Choosing "let them retire" now writes the veteran to the Honorable Retirement memorial and the lifetime retirement count, naming where they settled.
- Tower battle logs now show the damage on killing blows, wounding blows and miraculous saves instead of a numberless line, and the debrief counts that damage against the adventurer who took it.
- Crown Cup HP bars move on every hit. Un-narrated swings previously landed silently, which made healthy fighters look like they dropped out of nowhere.
- Set-completion quests no longer regenerate forever. Letting one expire now marks that adventurer and set as resolved, the same as completing it.
- The Party Preference contract clause measures its ratio against preferred mates who are still in the guild, so a hero whose partners died, retired or were traded stops taking a permanent morale penalty they can't fix.
- Certification requirements and probation checks count adventurers only — roster-stored staff no longer inflate the number against the roster header.
- A grimoire that changes a hero's class now clears them out of a party slot their new roles can't fill, and drops their captaincy with it.
- Metamorphosis grimoires can no longer be used on a deployed hero. The row is greyed with a reason, and the handler refuses it. Reforging a class mid-mission used to pull them out of the running quest with no XP and leave the party a fighter short.
- A queued lineup swap on a contract or joint-op party is now respected by the same-week automatic re-take. Previously the operation relaunched with the old members, stranding a swapped-out adventurer on contract in no party and leaving the new members free to be double-booked onto a quest.
- A counter-offer whose accepted re-offer fails a check (gold dipped, roster filled, an offered hero deployed) is offerable again. It no longer sits forever on "Counter accepted, under review" with no button.
- Armory upgrade advice no longer recommends crafts you cannot begin. A crafter stationed at a garrison no longer counts as available, and recipes above your station's building tier are excluded.
- Crash snapshots get their own Guild Archives card and their own slot. A crash no longer destroys the rotating backup, and neither card lies about its age: the backup stays roughly ten turns old, the crash save is stamped as the moment of the crash.
- A Release Clause walkout can no longer strip a member out of a stationed patrol, which left a sub-strength patrol you could not repair without recalling.
- Meal buffs are consumed while a party is on patrol, closing the held-stack free-stat exploit that was already closed for garrisons.
- A stationed hero's Calling frustration recovers on patrol instead of freezing.
- Commander rest advice grades a stationed member as deployed, so trust changes and deadline grace are scored correctly, and a commander on patrol now shows their away state with the release button properly disabled.
- Proving quest writs no longer advertise material loot — the resolver never pays materials out on them.
──────────────────────── NEW FEATURES ────────────────────────
- At a Tier 3 Wellspring, a completed Mastery Path lets you choose the reawakened ability from the slot's pool instead of rolling for it. The dossier's charge buttons now read "Choose Passive/Active" when a pick is available.
- The Wellspring now lists your Active Mastery Paths at a glance — each protégé, their mentor, and per-objective progress — and clicking one opens that adventurer's dossier.
- Your own forces now dock along the War Table map's edge: one coin per formed party with the captain's portrait and a muster-status badge. Click an afield party to open its deployment card, or a home party to open its Muster card.
──────────────────────── QUALITY OF LIFE ────────────────────────
- Press M to toggle the War Table map — a second press returns you to exactly the screen you were on before opening it. Toggle mode is happening!
- Hitting Spacebar now dismisses the tower floor debrief and the year-end, limit-break, ascension, level-up, memorial, Hall of Fame, and retirement celebration popups, alongside Enter.
- Auto-Provision has an "Always" toggle on the tower and raid prep screens that persists across sessions and re-applies the provision plan for each new floor or bounty, flagging anything it couldn't source.
- The map's contract-mark layer and the neighboring-guild trade layer can each be hidden with their own toggle, and the retired "✓ SURVEYED" plaque no longer clutters surveyed regions.
- The map's kind filter is now shared between the War Council rail and the map legend — toggling a chip on either focuses both — and hovering a quest in the rail lights its mark on the table.
- The supply-line charter panel is divided into clearly labeled rows — direction (delivered to your stores), one-time fee plus weekly upkeep, delivery cadence, and the per-trip ambush chance resolved to its final number when a guild holds the region.
- Workshop refine and equipment forecasts now reflect the bonuses a craft actually applies — technique choice, refinement grade, station yield, and Artisan output — so picking Meticulous or a higher-grade crafter moves the numbers, with tooltips breaking down the base-vs-current values.
- In the Party Creator, the synergy indicator now lights when adding a hero would improve an already-active tiered synergy, not only when it unlocks a brand-new one.
- The Quest Board can highlight quests that advance a chosen protégé's open Mastery Path objective, and such quests wear a "✦ Mastery" badge.
- The Contract Extension window now shows a member's age and their mandatory retirement age ("Age N · retires ~R"), so you can gauge how long to safely renew without leaving the modal. The morale label also gains an explanatory tooltip.
- Military joint operations now appear on the Quest Board under the Military filter, with their own deploy panel and party picker, instead of only living on the faction Services tab.
- Faction pages now include a "Faction Vendors →" shortcut that jumps to the Markets vendor tab with that faction already selected.
──────────────────────── BALANCE ────────────────────────
- A Mastery Path now credits progress whenever the mentor is anywhere in the party or raid squad, not only when captaining it, so several protégés of one mentor can advance together.
- Accepting a bonus objective that raises a quest's effective danger now counts it toward "ROVR N+" Mastery Path objectives.
──────────────────────── BUG FIXES ────────────────────────
- Garrison hold cards now show the party's full OVR including the guild-effect boost, instead of a number below what the party actually fights at.
- Scouts sent on a faction dispatch now read as "Dispatched" / "On Mission" instead of showing as Idle.
- The garrison Readiness meter no longer displays fatigue as raw float noise like "61.68000000000004".
- A party's "Commander's Orders" tab now shows as active and names its focus when only Auto-Contract or Auto-Operation is enabled, not just Auto-Quest.
- Assigning a construction team to a max-tier building's renovation no longer shows the phantom "Cannot handle Tier 4 buildings" warning against every overseer, and the Elite/Veteran capacity labels are no longer swapped.
- Across the War Table map, plain quests are now called "quests" rather than "contracts", matching the Quest Board's vocabulary (Crown and faction contracts still read as contracts).
- The tower Raid Formation pickers and garrison assignment picker now list parties in your chosen party order, matching the Party tab, Quest Board, and Front Desk.
- Fallen adventurers are no longer overwritten once the memorial fills up: the newest 200 stay as full cards while older deaths are preserved as a condensed "Earlier Fallen" name roll, extending the roll of the fallen to 1200 names.
- The memorial's Retirements stat now tracks your guild's lifetime retirement total instead of shrinking over time as old records aged out.
- In the New Game custom-difficulty panel, the Quest and Raid Enemy Strength sliders now display their value in red when raised above default, matching the other danger sliders.
\
I am very excited to finally push this update, it's been a long time coming.
Today marks a game-wide update that fundamentally unifies how XP is acquired, how Leveling works across all unit types, and how Stats are earned. In short, leveling up is now how heroes gain stats, training grants XP + a Training Focus that shapes those level-ups, and staff grow from doing their jobs in the same way.
Furthermore, I just finished up the initial build of an interactive War Table map of the Hiltcrest frontier, which was easily the most complex and difficult thing I have ever built, holy moly. To boot, the next upgrade has hit the new Garrison system (support staff and new battle frameworks have been added) and rival players may now duel in multiplayer.
IMPORTANT NOTE: Due to the size of this upgrade and how many systems were touched, I am pushing this to Beta now so that I can collect bug reports and grind through fixes, but I will also not push a new Live version update this week to help the cause.
This means the next Live update is scheduled for 7/29.
EXTRA NOTE: This is also great timing for a regroup because I will be having a baby this week and will be entering dad-mode in the very near future! So, I'll need to pump the brakes on a few things here until life can return to the shire. Don't worry, the game is still happening and updates will continue, but I'll need to focus on my shiny new goblin for a bit so I won't be as responsive as I usual am or pushing updates at my usual cadence.
UPCOMING SCHEDULE:
7/19: Big Beta Patch
7/19-21: Beta Bug Fixes
7/22: No Live Patch (Skipped for the Week)
7/23-28: Beta Bug Fixes
7/29: Live Patch Update (with all the goodies in this post)
Okay, the deets:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
FEATURES
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Stats now come from leveling up. Every level rolls stats through one class-weighted, potential-gated formula, and every activity feeds it: quests, raids, contracts, tower runs, party drills, solo training, instructor drills, and garrison skirmishes.
XP is XP, you hit the level's requirement, you level up. A quest's XP and a training program's XP are interchangeable fuel toward that threshold.
Class identity and potential matter more. Your class weights are the roll's base layer (primaries grow fastest), and potential ceilings gate every point. Grimoire-boosted stats above ceiling are never touched.
This is the shift to internalize: training no longer gives stats directly. I know we've all loved juicing our adventurers this way, but in the broader balance scope of the game, it made less-and-less sense as the game evolved. Now, completing a training program pays out a big chunk of XP and stamps a Training Focus (◈). Here's how that works:
A Training Focus biases your next level-up. A trained program bumps its stats one weighting tier hotter on upcoming rolls, a focused primary is +2 guaranteed, with a shot at +3. The stats themselves land whenever the hero next levels up, which might be off a quest, not the training. Drill a hero into a tank, and their levels come out tank-shaped.
Focus charges come from intensity: Light 2 / Standard 3 / Intensive 4 / Extreme 4, +1 from a specialized instructor, cap 5. Those charges are consumed at the moment of the next level-up. Watch the ◈ focus chip on the dossier and the rolled gains in the level-up celebration.
Party drills stamp a 1-charge focus (captains train Leadership; everyone else bonds — Loyalty/Teamwork) and never overwrite a richer solo focus. Chemistry remains party training's headline reward.
Programs pay a flat XP chunk plus a % of your current level's requirement, from 150 + 2% (fundamentals) up to 1,500 + 8% (mastery). Rookies level fast off the flat chunks, so early training feels like growth. Veterans get a steady supplement plus the Focus, so late training is about steering where their quest-driven levels land. Quests remain the top XP source at every career stage.
Party training XP joins the same hybrid curve, scaled to the party's average level.
Extreme intensity is now a genuine gamble. Its charge bonus was trimmed to match Intensive, and the training-injury roll is now seeded. It still leads in XP/week, but it comes with risk.
Work = XP. Every staffer earns a weekly employed trickle plus real chunks for doing the job: scout reports, finished crafting jobs, gear improvements, gatherer hauls, students taught, star readings, raid-week analysis, contract renewals at the desk, construction progress, treasurer trade volume.
Level-ups roll their stat sheet with role-identity bias (scouts sharpen Insight/Focus, crafters Finesse, instructors Leadership), and skill grows from the stats. A busy scout now visibly outgrows an idle one.
Talent still learns faster: high-potential staff level quicker (F 0.8× → S 1.75× pace), preserving the fast-learner identity the old invisible drift had.
The old passive weekly drift, the treasurer's private XP loop, and the separate scout/gatherer/foreman engines are all consolidated into this one system. The level badge on a staffer now means something.
Weakness mode now ranks programs by focus usefulness (largest-headroom stats) + XP; auto-training still stops when a program's stats are all at ceiling. Manual enrollment remains the XP-only path for maxed heroes.
A level-up doesn't hand everyone the same +stats. The moment you cross the threshold, the game rolls your stat gains, and that roll is shaped by three per-unit things:
Class weights: a Knight's roll favors STR/DEF, a Ranger's favors DEX. Same level-up, different stat spread.
Potential ceilings: the roll can't push a stat past that unit's cap.
Training Focus: if they've got a ◈ charge, the trained stats roll one tier hotter.
So two heroes can hit level 10 off the exact same quests and come out with different sheets. That's the "difference" — it's in the reward, not the timing.
A high-potential unit converts the same XP into levels faster (their thresholds come quicker). So a talented rookie and a mediocre one doing identical work will not be the same level a year later.
Leveling up works the same for everyone: hit the XP requirement, gain a level. What changes per hero is the stat roll that level-up produces: your class weights, your potential ceilings, and any Training Focus decide where the points land.
Note: This rework is ON for every save. No migration needed. Your heroes keep everything they've earned.
Hit "M", a fancy new Map view is here! Click a region to read its contracts; your parties, quests, and raids are pinned where they're actually happening.
Take Note: This is 100% a work-in-progress. There is some flickering on my older machines, so I'm working on optimization before this makes it to the Live version. If you hit flickering, please let me know.
Every open quest and raid shows on the map as its own kind-specific mark (hero work, raid, crisis, Crown, alliance, dungeon, rift, ruins, coast, and more), and quests in unexplored regions appear as faded "rumor" marks so nothing on the board is missing from the map.
Deployed parties march the road: their coin travels out from Hiltcrest, sits on-site during the mission, and marches home on the final week — with the party captain's portrait on the pin.
Once you've built the War Room, deploy a party or muster a raid straight from a region's panel — same handlers, same checks as the list.
A command rail with Field, Contracts, and Dispatches tabs: your deployments and their marching status; every open contract across the frontier grouped by region, soonest-to-expire first; and a war-news feed of world events, garrison/tower news, quest returns, and supply convoys from the last 8 weeks.
Charter standing supply convoys to surveyed regions — they deliver material bundles each week for a weekly upkeep, with a chance of ambush along the road (guarded convoys cost more but are safer).
Regions are contested ground. Completing quests and raids builds your seasonal presence in a region; holding a region halves your supply convoys' ambush risk, while a rival holding it raises it. The map shows who controls each region.
Neighboring guilds live in a docked roster strip: division rivals ringed in gold, a trust dot, a caravan-offer badge, and a dying-offer pulse. Click to open a trade.
And for future iPad users, the map is a real camera. Scroll or pinch to zoom (toward the cursor), drag or two-finger-drag to pan, click a region to zoom in, Reset view to pull back. Open it from anywhere with the header Map button or the M hotkey.
Station a full party to guard a surveyed region. A patrol automatically takes that region's contracts, builds presence to seize control of it, fights with better odds in regions you hold (and worse in rival-held ones), and can't be redeployed elsewhere until you recall it. A patroller who holds the marches long enough earns the permanent Frontier Warden title.
Your Guild Commander recommends the best region to patrol — a rival-held region to reclaim or a contested one to claim first — with a one-click button to station your strongest ready party there.
In competitive leagues you can now challenge another player's guild to a wagered 5-versus-5 duel. Issue the challenge, the defender accepts or declines, the server resolves it, and both sides watch the same replay. Win-loss records appear on the standings, and mid-season prompts suggest an opponent to duel.
Challenge an imported ghost guild to a friendly duel straight from its profile.
Garrison skirmishes are now running on the new battle system. When the deep reclaims a held floor, that floor's own named denizens surge up, resolved through the full combat engine and played out as an animated arena with real draining HP bars, fighter portraits, and blow-by-blow attribution, replacing the faceless placeholder.
Station a support staffer — a Cook, Blacksmith, or Scout — at a fortified garrison hold. They aid the watch (easing fatigue, strengthening defense, or drawing fewer raider probes) but stop doing their normal guild work while stationed, and a staffer at an overrun hold can be wounded or killed. More staffer options will be added over time.
Co-op league Tower gains a Coalition War Record: the front-floor boss dossier, a squad role-readiness readout, a tally of the supplies each guild has sent its allies, and a one-click Supply the Front shortcut.
New Underworld shadow contracts: sabotage, caravan-heist, and political-elimination party missions with high gold payouts, unlocked through Underworld favor.
Bestiary Update: Six new giant-spider enemies, from cellar spiders and swarming broods to the armored Broodmother, now appear in quest encounters across dungeons, wilds, underground, and town granaries.
Upgrading the Workshop now raises your weekly refinement-time budget (+1/+2/+4 across its tiers) — a building-based way to lift the cap beyond hiring and training crafters.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Garrison defense now factors in the stationed squad's chemistry, class synergy, teamwork, and morale — the same composition strength quests and raids use — so a well-matched garrison holds its floors better, and the Tower tab's garrison OVR now matches what the skirmish actually resolves on.
Holding a garrison floor is markedly grindier: a defense at even strength is a hard-fought grind roughly all the time (it was a clean repel about 60% of the time in sims), and a clean repel now takes roughly 1.3–1.45× the enemy's strength.
A crafted item's sale value now scales with its total stat budget, so a heavier, better recipe outsells a lighter same-tier one; recipe cards preview the expected per-stat range before you craft.
Faction "opportunity" events (noble auctions, merchant shipments, and the new Consortium Trade Fair) now roll a varied crate of goods and a varied cost each time they appear — usually worthwhile, occasionally a real loss — instead of a fixed guaranteed-profit bundle. And publicly backing one side of a two-sided faction dispute now locks the rival faction's full-support option: you can commit to only one side, though the softer neutral/mediate/hedge choices stay open.
Extreme-intensity training now grants 4 focus charges instead of 5.
New guilds no longer start with a free Treasurer; the Treasury is now buildable from Guild Tier 1 (was Tier 3) so you can earn the Treasurer role from the start.
Crafting commissions can now demand a specific item type or a by-stat item — ending the "fill any order with the cheapest junk" exploit — and can be declined for a small cost instead of only left to expire.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Drilling an adventurer whose stat was pushed above its normal ceiling by a Grimoire of Capricorn no longer knocks that stat back down to the ceiling.
Treasurers and quartermasters no longer wrongly appear in the year-end Top Performers or Hall of Fame nominations.
Reborn (New Game+) heroes now re-roll fresh level-up stats instead of repeating their past life's gains.
Captain drills again train leadership on the captain and loyalty/teamwork on the rest.
The Treasurer's XP bar now shows the correct amount needed to level up (it previously overstated progress and sat near-full for weeks).
Weekly staff skill-up notices now name a gatherer's specific profession (Miner, Herbalist, etc.) instead of a generic "Gatherer".
Instructor drills no longer waste on quartermasters/treasurers, and instructor auto-training keeps coaching a hero on broad programs until every targeted stat is maxed.
A skilled cook (skill 75+) now actually doubles the Family Dinner buff to +2 as advertised. The cook's skill had never been read, so it was always +1.
Cancelling a training program now refunds exactly what you paid at your difficulty setting (it previously under-refunded on hard presets and printed gold on easy ones), and party-training cost readouts now show the difficulty-adjusted price.
Gear with a true sell value of 0 no longer displays or prices as 100g.
The faction-vendor "ACTIVE" badge now lights up only for the item that actually created the buff, not for other items sharing the same effect.
Materials granted by faction letter actions now respect your Warehouse storage cap.
Crown Requisition recipes (Royal Guard Plate and siblings) now show their proper item art instead of a generic slot icon.
A guild that spent its yearly raid budget now sees fresh raid bounties on Week 1 of the new year instead of a dead raid board, and the empty-board hint now distinguishes a spent annual budget from an unlucky week.
After the Tower is conquered or sealed (or in CCL-only mode), heroes no longer get stuck on an ambition that requires Tower floors. New recruits skip such drives and any stranded hero is re-rolled to a completable one; the Crown's "advance 3 Tower floors" commission now requires Tier 6 and is no longer issued once the Tower is sealed.
"The Master" ambition now counts only top-performer finishes in Tier 4+ quests, as intended.
The weekly affordability sweep no longer auto-cancels pending adventurer/poach offers you can't currently afford, and commissions no longer ask for a recipe your guild hasn't unlocked.
Commander advice about a restless or ambition-driven hero is now marked "heeded" only when the hero's situation actually improves, not merely because you deployed them.
The Guild Legends card shows the proper archetype name instead of a raw internal label.
Commander's Ledger swap cards now spell out the full ask ("add X, bench Y") instead of only the incoming name, and the "top contender" now agrees between screens.
Youth-prospect scouting reports show the prospect's type ("Youth") instead of a blank class.
A member whose contract lapses at year-end while out on a mission now reads in the log as "departed on return from their mission," not the misleading "chose not to re-sign."
League guild duels now drop injured members server-side (a tampered client can't field injured fighters), and duels no longer grant flat participation renown toward standings — only the wager moves them.
Switching to a new league without leaving first no longer drops a legit duel result or carries stale duel records, and co-op lobbies no longer show a non-functional duel button.
Guild and adventurer names with non-Latin characters no longer corrupt when a large league world-seed is submitted.
After starting New Game+, the game no longer occasionally loads a stale pre-NG+ autosave or resurfaces it in your save list.
Old-save quests carrying legacy region names now appear correctly on the map.
Fixed emoji rendering as blank "tofu" squares (Crown, guild icons, the Multiplayer button) and a black-window launch crash on some Linux/Proton setups.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Below Armory Tier 2, the gear panel now explains that the Improvement System is locked and previews what you'd unlock, instead of showing an empty panel.
Confirmation prompts (cancel headhunt, delete/broadcast scouting templates, disable auto-training, buy-all) now use themed in-game dialogs instead of the browser's plain popup, and level-up highlights are recolored green (they read as reddish/negative before).
The Workshop crafting queue can be collapsed to reclaim panel space (persisted across reloads), and the Stations tab now groups workshop cards under the building that unlocks each.
Buying the Crown Commission Blueprint now shows an at-purchase toast naming exactly which recipe you unlocked.
The Quest Board's ambition-focus filter labels each hero with their current party (or "Unassigned"), and the Marketplace's Bulk Deals perk now makes clear it applies only to bulk-selling gear.
The garrison support-staff detachment gets its own legible, dedicated management view.
Buildings, workshop stations, the Tower, and the frontier map now display hand-drawn illustrations (building and station cards on a warm parchment backdrop).
Another massive weekly Live update is upon us! There are a ton of new goodies this week, but most updates are focused on improving existing systems (that's my theme for July).
The Garrison overhaul is back on: skirmishes and squad fatigue, weekly upkeep with salvage patrols, outpost fortifications, a second garrison slot with doctrines, depth-scaled manning with tower call-ups, granular call-up picking, and Military requisition pay.
Outpost fortifications now survive a rotation: recall a garrison and re-station on the same floors and the walls you built are restored (overruns and abandoned bands still lose them; the panel now tells you which fate you're about to trigger before you commit).
You now choose exactly which parties reinforce an under-manned hold, instead of an automatic highest-OVR pick.
Repelling a probe now yields salvage, a quarter of a patrol's haul.
Veteran squads run a tighter watch: Wardens-rank squads patrol every 2–6 weeks and haul 10% more.
Standing watch grants XP per week, and the garrison roster now shows each warden's tenure and progress toward the Wardkeeper badge.
Two new Hall of Fame milestones — First Wardkeeper and Held the Storm — and a new Taurus Drive, The Unsleeping Watch (39 weeks on the wall).
The Tower Garrison tutorial has been rewritten for the full shipped system, in every language.
Your Guild Commander now wears a medal badge everywhere they appear: roster lists, party formation slots and pickers, and their dossier header.
Appoint a Guild Commander straight from any roster adventurer's dossier or detail card, not just the Contenders list (about time, amirite).
Appointing over a serving commander now opens a confirmation that names the incumbent, their tenure, and the legacy you'd be forfeiting before you commit.
A new commander's appointment plays a short ceremony with their opening words as they take command.
Replacing a long-serving commander now mints their permanent guild legend just like stepping them down does. Deposing a veteran no longer erases their legacy.
Losing a commander to death or departure now names the roster's strongest successor and points you to the Commander tab, instead of a bare "the position is vacant" note.
The commander writes important letters to your Front Desk inbox. On taking command, as trust rises or falls, when unrest boils over, and a farewell on departure that names their successor.
A new Standing Orders panel on the Commander tab lets you flip every party's quest, contract, and operation auto-deploy directives from one place.
Select a quest and your commander gives a one-line read on how the deployment will go. Weaker/less-experienced commanders misjudge it more often, so you learn whose read to trust.
The commander now flags a hero whose ambition needs your hand — a Proving left sitting, a restless hero stalling on their road, or a Drive one deed from done — and grades whether you acted.
On a quiet week, your Commander now opens with something real from your guild rather than a generic procedural aphorism — a top performer by name, contracts lapsing within the year, a rising or thinning treasury, members still mending in the infirmary, your strongest party, adventurers putting in training, or a standout pairing who fight like they've read each other's minds.
The commander now marks the biggest moments by name: the fall of a major boss and the taking of a Tower floor, and a roster member completing a Tier-3 evolution or earning a legend title.
A commander who has climbed the Tower themselves now references their own record: "I've made that climb myself, {n} runs in my own boots", etc., when a party clears or loses a floor.
The Registry's Star Chart is now a living night sky. Every hero pursuing an ambition is a star, its shape and glow set by their journey — a crossroads ring while choosing a calling, spiked rays on an active road, a comet when a Proving waits, a gold star when fulfilled, a dark collapsed star when abandoned — and it flickers red when a hero grows restless. Evolution lineages arc across the deep sky and burn in permanently once earned, and each constellation's crown collects a spark for every ambition its heroes have fulfilled.
Explore the sky freely: pan and zoom, click a star to focus and read its details, click a constellation name to filter to it, and toggle to a plain Ledger list at any time. A narrator (your commander, an astrologer, or the Sage) reads the sky's mood.
Export the current sky as a shareable image with "Chart the Sky," stamped with your guild name and the date.
The "ambition fulfilled" feed entry now links straight to the Star Chart.
The Star Chart also gains an Alignment panel alongside the sky: "Best Next Deeds" groups your heroes by the activity that advances their ambition and points you to the right board, and "Needs Attention" lists heroes who are restless, facing a posted Proving, at a Crossroads, one week from completion, or have abandoned their road. Each row opens straight to that adventurer.
This one is still very much a work in progress. So, if the visualization isn't your style, click "Ledger" any time for a plain list breakdown instead.
Quest encounters now draw from an updated and upgraded Bestiary. This one has been long overdue. Dozens of new creatures can appear, each only in the habitats where it belongs, and rarer creatures show up less often than common ones.
Apex bosses (dragons, liches, ancient horrors and golems, and more) now appear only in environments they are native to, through a dedicated boss slot. Hill-giants no longer turn up in ordinary quest encounters because they're special, and they'll have something special for their specialness in the future. SPECIAL.
Five new raid bosses join the rotation: Great Wurm, Storm Incarnate, Basilisk Matriarch, The Sporefather, and The Stitched Colossus, bringing the roster to thirteen.
Lots more to come on the monsters front. More refined mechanics, more impactful plotlines, and simply more, more.
New Game+ now carries one legacy forward: the strongest Guild Legend from your previous run seeds the new one as an "Echo," keeping its buff intact.
Two new Hall of Fame milestones: The Long Command (a commander serves four unbroken years) and A Legacy That Endures (a retiring commander leaves the guild its first permanent legend).
New Mode in Multiplayer: Co-Op. All players are working together versus the Toer in ONE run they all share. Still a work-in-progress, but the bones are all there.
When the coalition seals the Tower, the conquest ending now fires for every allied guild, not just the one that landed the killing blow. All members reach the victory cinematic, Era of Champions, New Game+, and the conquest achievement.
The Live Feed now reports each floor the coalition front advances (naming the guild that cleared it) and warns as the Doom Deadline nears.
A concluded co-op league now shows an afterlife banner with a one-click option to unlink and resume your solo campaign.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Two new Custom Difficulty sliders — Quest Enemy Strength and Raid Enemy Strength — multiply the enemy power rating (ROVR) of newly posted quests and raids, from 1.0× up to 2.0× in 0.05 steps. Both apply before your Crown Combat License cap, so they bite hardest in the early and mid game; harder raids also pay out more, since raid rewards scale with ROVR. Available on New Game, in-game Settings, and Twitch setup; 1.0× leaves difficulty exactly as it is today.
The Advance Week button now shows a count badge when combat-ready parties are sitting idle. Hover it for an in-game tooltip listing each idle party with its effective OVR, so you never end the week having forgotten a deployment. Passive and non-blocking, and you can turn it off entirely in Settings. I'm going to mess with this a bit over the coming weeks as a laundry-list reminder that you can toggle parts of. So let me know if you have any requests.
Scouts can now headhunt Academy prospects: a new Prospect search type delivers two youth candidates per search, at a premium price. And, in this case, since it's more like "recruiting", better scouts turn up better talent.
The Underworld's Assassin's Contract has been reworked into an insured deployment: attach a held charge when deploying a party, and if that quest fails, a spy buys one fresh attempt at your party's real odds — whatever the second attempt yields stands, casualties included. One charge held at a time; the vendor now blocks repurchase until you've used it.
Adventurers whose contracts expire no longer vanish. Instead, they enter the free-agent pool, already fully scouted and ready to re-sign. A "↩ Former" badge marks them on the recruit board, with a line describing how they left. I'll make the emoji a pretty glyph soon.
Winning a former member back costs what their exit earned: someone who left loyal signs for less, while a restless, resentful, or spurned departure asks a premium. An adventurer who refused your last renewal before lapsing carries a lasting grudge, a satisfaction penalty when you try to re-sign them from the pool.
Receptionists now grow on the job properly. They gain +1 skill per 5 contracts renewed each year-end cycle (up to 99), and their level display now reflects their skill tier. A Week Summary line marks the moment they cross into a higher tier.
Portrait Status Pins: an adventurer's portrait now carries corner marks wherever their face appears: a spark for a waiting Crossroads or Proving, an hourglass for a contract in its final year, a bolt for a charged signature ability, and a note glyph where you've written a note. The portrait frame turns amber when morale is slipping and pulses red when they're about to walk. Arm each mark, or silence them all, in Settings → Display. Prefer things quieter? A "Quiet" mode gives a portrait with any active alerts a soft neutral amber glow instead, and the corner pins stay hidden until you hover the face. You can also toggle this feature on and off entirely.
Czech (Čeština) is now a fully supported game language.
Sparring Pit rivalry challenges now actually happen: rivals demand matches you Allow or Forbid from the Guild Hall, with morale, respect, and injury on the line. Unanswered demands auto-resolve after 4 weeks.
New Game+ now lets you choose the next run's game mode (Standard, Academy Only, or Crown Cup League) instead of always inheriting the previous run's.
You can now rename any item from the Armory and reset it to its original name whenever you like.
A Metamorphosis grimoire can now rewrite a dual-class hero's second class instead of always replacing the primary.
Pick a hero on the Quest Board and contracts that advance their ambition are marked with a ✦ Ambition badge.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Failed and critically failed quests no longer pay their gold reward.
Catastrophic raid failures no longer pay the 1,000g minimum. The floor now applies only on victories; stalemates and withdrawals pay their raw value.
Party chemistry's gold effect now has its own line in the battle report breakdown. This will be balanced in the near future.
Crown Cup combat now factors team composition into damage actually dealt, not just stat credit. Sustain-heavy stacks (tanks and healers) pay a real offensive cost, and a low-OVR turtle comp can no longer out-attrition a far stronger balanced team. Damage-heavy comps get a bounded edge; the fix applies in regulation and overtime alike.
Siege Breaker Kits, Tower Boost consumables, damage-burst maps, the Chronicler's bestiary book, and broker/noble tower intel now actually apply in tower battles.
Military Garrison Support and Temple blessings now reduce tower casualties accurately.
Boss-hunter traits now fire in tower fights on deep floors, and trait-based death reduction applies there too.
Conquering Floor 100 grants every surviving fighter the Tower Conqueror trait (+50 fame).
Giant Slayer now keys off the bosses actually present in an encounter instead of raw quest difficulty. It triggers far more often on mid-game hunts and slightly less on late-game contracts.
Quest encounters now lean toward enemies that fit the contract. A den raid draws brutes and bosses, not random fauna.
Undying veterans and death-save effects (Death Defier, Temple Divine Protection, the Chirurgeon's kit) now protect on raids, not just quests.
A Salvation Grimoire is now consumed when it saves someone in the tower or a garrison skirmish.
Heroes who miraculously survive a tower wipe now carry their scars, stats and all.
Skirmish injuries are shortened by injury-reduction effects (up to 50%), and the death-chance floor from lethality settings is now enforced as advertised.
Prayer of Resurrection and the Resurrection Covenant now state clearly that they cover quests only.
Auto-renewal now adds the renewal years to the remaining term. An auto "3-year" renewal delivers three more years, and staff who prefer 1-year terms no longer quit a month after "renewing."
A refused extension locks negotiations for the rest of the year, not forever.
Overseer's negotiation cooldowns now decay weekly like every other staff pool's, and extension-rejection consequences apply to them properly.
Every hiring path now inherits the auto-renewal master toggle. Trade acquisitions, direct trades, mulling accepts, and league signings no longer slip through unflagged and silently lapse at week 48.
The "nobody at the front desk" warning now actually fires when auto-renewals run without a Receptionist (at the worst 1.30× rate).
Vanguard guilds now accurately earn their promised 2.5× patron Annual Renown on elimination and protection quests; the never-implemented Champion's Challenge perk is removed from the specialization screen and tutorial.
Mess Hall Tier 1 now grants its +1 morale per week properly.
Repair All no longer requires Armory Tier 2. The Improvement System is now the Armory T2 unlock instead.
Eternal Student now grants +35% XP gain (up from +15%).
A freshly retired veteran now starts at 45% of their true staff skill (down from 60%) and takes about half a year to ramp to full, so a day-one retiree is clearly weaker than a seasoned market specialist.
On harder difficulty presets, contract renewal and extension prices now scale with the difficulty wage multiplier, so re-signing a developed member no longer undercuts an equivalent fresh hire. Standard difficulty is unchanged.
Auto-renewal now skips members already past their mandatory retirement age instead of booking a renewal the game undoes weeks later.
A failed craft now tells you what it returned in materials.
Retiring, selling, or trading an adventurer away now requires real guild tenure, scaled by difficulty. A full year of service on Normal, easing to half a year on the hardest presets. Genuinely toxic problem hires can still be moved on after 4 weeks. The trade swap picker greys out too-new members with the reason shown.
Selling gear to rival guilds is now throttled like material trades: a declined offer spends that guild's weekly patience (no more unlimited re-rolls of the same sale), an accepted sale uses one of your weekly trade caravans, and the same-guild cooldown applies.
Seminars now cost gold based on the duration of the educational journey. There are global changes coming on how leveling works compared to training, so more is coming here.
Adventurers returning injured from a quest now owe the same base rest as their party-mates. A wound that heals the same week no longer skips recovery entirely. Longer injuries still count as the downtime, so nothing double-charges.
The Commander now checks every advisory condition every week: expiring stars, burned-out members, role gaps, tired or under-manned garrisons, and party fixes reliably land in the Ledger instead of starving behind a weekly dice roll.
Mutiny is now more reachable: a genuinely bad-fit commander escalates through the full unrest story arc to ultimatum and deposition over roughly 15–22 weeks, while a good commander never leaves calm.
Party-fix advice is graded — ignored, expired, or vindicated when the untouched party loses a winnable quest — and missed reckonings get voiced over the following month instead of being dropped.
Young commanders visibly misjudge up to ~20% of their reads (signing verdicts, advice, auto-deploy picks) and grow out of it as they mature.
Guild Assessment trend arrows now compare against last week.
Commanders come into their strength sooner: a first-year commander now delivers 60–75% of their ceiling, with Veteran reachable around three years and Living Legend at six.
Commander guild effects hit harder: weekly morale recovery up to +3, desertion reduction up to 25%, negative-event reduction up to 12%, up to +4 recruits, personal injury prevention up to 20%, and training growth up to 12%.
Replacing a commander within 26 weeks of the last replacement starts their successor at reduced trust.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Fixed roster members showing 0 damage / 0 absorbed / 0 healing in tower battle debriefs. Those lazy bums have been shamed and now join in as their class role and pull their weight, in tower battles, garrison skirmishes, and the Crown Cup alike. Affected saves are healed automatically on load.
Co-op tower battles no longer permanently remove living adventurers from your coalition roster.
Garrisoned and at-event members no longer show as available in the training pickers.
Injured wardens can no longer be called up into tower fights, and a shorter new injury can no longer overwrite a longer existing one.
Garrison member rows now show equipment-inclusive OVR, matching the card header and the dossier.
Displayed garrison upkeep now equals what you're actually charged — party count, doctrine discounts, and a second garrison's drain on reserves included — and the Week Summary shows renown and requisition per hold.
The garrison doctrine badge now actually renders on hold cards.
Meal buffs are consumed by garrison duty instead of persisting on the wall forever.
Fallen wardens receive proper garrison death causes in the memorial, and busy heroes show "On Garrison Duty."
Rotating a fortified fallback watch home no longer discards its fortifications and re-stationing it on the same band restores the preserved walls, and the Raise a Fallback Watch panel now shows whether they'll be restored or forfeited.
The garrison party picker now lists all eligible parties instead of silently cutting off at eight.
Proving quests no longer advertise gold they never pay, and no longer carry a bonus objective that can't resolve.
The Diplomatic Summit quest shows a proper tier name instead of a raw number.
Faction-exclusive quests now show a quest-giver who actually belongs to the offering faction: name, title, and portrait all match.
Inbound trade offers are auto-triaged against the same week's market prices the offer card shows, so a "Bad Deal" no longer sits in your inbox past your decline threshold.
Challenge-match wagers now appear in the transaction ledger and Treasury breakdown, winners gain +5 morale each, results post to the Live Feed, and forfeits are recorded in your history.
A single rival will no longer both offer a raw material and demand its refined form in the same trade, closing the free refine-and-sell-back arbitrage.
Recipes gated behind a tower floor, guild tier, or Crown unlock now open the moment the condition is met. No more waiting until the next week tick to craft something you just earned.
The salvage preview now applies the item's quality multiplier and your Salvage Station's yield bonus, so the predicted haul matches what you actually receive.
Cancelling a queued crafting order that hasn't been worked on yet now refunds 100% of its materials. Orders the crafter has already started refund 50%, and rare components are returned in full either way; the cancel tooltip tells you which applies.
The treasurer's auto-buy now partial-fills orders up to the weekly budget instead of buying nothing when the full batch would overshoot it. Bulk premiums are still paid.
You can no longer stake gold you don't have. Unaffordable wager tiers are disabled, and a stale wager downgrades to Friendly instead of driving the treasury negative.
Challenge battles are seeded: reloading no longer re-rolls the outcome.
Pressing Escape on the results screen now records your fought result instead of silently converting it into a forfeit.
Injured members can't be drafted into a challenge, and injured rivals stop being fielded against you.
The Crown's "Duty of Care" zero-casualties commission now resolves only when your guild survives the full season death-free, succeeding at the deadline and failing the moment an adventurer dies.
Winning or qualifying for the Crown Cup now correctly satisfies the Tier-9 provisional-license condition, so the Crown no longer revokes your license despite a qualifying run. Existing saves in probation heal on load.
The auto-renewal forecast now factors in the receptionist's Etiquette Training buff, so its predicted rates, costs, and verdicts match what actually happens at year-end.
The contract-expiration alert now correctly lists every staff type its headline count includes — quartermasters, treasurers, and Overseers — instead of omitting some from the rows shown.
The auto-renewal budget-cap slider no longer drops below market rate (1.0×). The sub-market settings that silently rejected every renewal are gone and strict caps now show a warning.
Closed a loophole where any late-season one-year hire could be extended immediately. A brand-new signing now waits about a month before it can be extended, while normally-aged contracts still extend in the closing weeks.
New Game+ carryover adventurers now start on fresh three-year contracts, so they no longer arrive already expiring or stuck with stale auto-renew, refusal, or cooldown states from the previous run.
Crafters, gatherers, scouts, astrologers, and tacticians forced into retirement by a near-death quest now sign on with a proper 3-year contract term instead of accumulating absurd 90-plus-year terms.
The Experimental crafting technique can once again discover blueprints, hooray! Its discovery roll was previously drawing from an empty pool because the weekly auto-unlock had already claimed every eligible recipe, so it never produced anything. Womp womp.
Heroes pursuing an Arcane Studies training drive keep auto-training the required program until the drive completes, instead of stalling forever once their stats hit the ceiling.
The "Mapped +5%" quest region label no longer shows until you've built Cartography Hall T2, so it stops implying an exploration bonus you haven't unlocked yet.
Adventurers can no longer contradict themselves on the Ambition tab. The "Pursuing the Drive" badge no longer shows beside "No Drive yet", and any hero stranded without a valid Drive is automatically given one on load.
Recruits can no longer roll both halves of an opposed personality pair. Optimist/Pessimist, Cautious/Reckless, and Stoic/Emotional are now mutually exclusive at generation.
An evolved adventurer's class name now renders in the new class's rarity color immediately, instead of keeping the old class's color until a reload.
The commander's party optimizer is now role-aware: it never suggests a swap that would leave a party unable to deploy, and a full party missing a required role (say, five members but no Tank) is flagged as an urgent gap instead of getting a pointless chemistry suggestion.
A trainee healing up or re-enrolling now reclaims their own instructor's slot instead of being bumped to Self-Study because the roster nominally filled while they were out.
The ambition panel's "Needs attention" message now outlines what actually needs doing, and deeds for unchanged parties are bucketed under the right activity.
The ambition dossier now shows the class a hero actually evolved into, even after a later Metamorphosis grimoire changed their class again.
Compound Drives show a per-condition checklist, environment-variety Drives list exactly which locations are visited, and the Social Butterfly Drive lists which teammates you've quested beside.
Auto-equip no longer pulls gear out of the Vault. The Vault is a protected pool that every automatic action respects.
Equipped gear can now be improved without unequipping it first (deployed adventurers' gear stays field-locked as usual).
The Week Summary quest debrief shows injured heroes' names instead of internal IDs.
Staff tier badges now agree between the hire-comparison list and the dossier. Both show potential.
Legacy "Prodigy" potential now reads S-Tier everywhere, instead of S-Tier on one screen and F-Tier on another.
The level-up popup and the Seminars enrolled list now scroll instead of pushing their buttons off-screen.
The Crown Cup battle counter says "standing" instead of "alive" — nobody dies in the Cup.
Commander legend bonuses display flat values correctly (no more "+56%" for a +0.56 bonus), and party-optimization suggestions that can't be applied show why instead of doing nothing.
A crash screen now shows your emergency backup (guild name, year and week) and exactly how to restore it.
Pausing a construction no longer frees an Overseer slot. Paused projects count toward capacity everywhere, workshop station builds now respect the same cap (they previously had none), and a re-hired Overseer resumes only as many paused projects as they can manage.
A crafter mid-workshop-job can no longer also be assigned to a construction, renovation, or station crew.
Tower material rewards now draw uniformly.
Commander mutiny messages, desertion outcomes, and signing-verdict wording no longer change on reload.
A commander killed in a tower battle now vacates the post immediately, with a single feed notice.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
The contracts roster now shows a renewal-outcome chip (will renew / at risk / over cap) on flagged members whose contract expires this year, so you can see why a member won't renew before year-end.
The contracts surface now shows a warning banner when auto-renewals will run without a receptionist (at the full 30% overpay).
The auto-renewal report now lists members skipped because they're due to retire this year.
The faction vendor's adventurer picker (Portrait Commission, potential boosts) now sorts adventurers lowest-morale first and shows each one's morale with a color readout.
The Commander tab and Week Summary now show where a deployed commander is (on a raid, in the tower, recovering, and so on). Their command bonuses keep applying the whole time.
With no commander appointed, the Commander tab and Front Desk now spell out exactly what you're giving up, name the roster's natural successor, and offer a one-click appoint.
The "Commander fills all parties" button now reports its result — how many parties it completed and the specific role gap that stopped it — and its tooltip explains that the commander weighs synergy against raw power by their Intelligence.
Releasing your sitting Guild Commander now shows a warning that doing so vacates the post.
Recruit dossier assessments now carry the commander's confidence in their own judgment: a green commander hedges the call, a seasoned one stands firmly behind it, so the same recruit reads differently under a rookie versus a proven leader.
In addition to their Zodiac signs, the commander's own class colors how they grieve a casualty — a healer mourns gently, a frontline fighter takes it hard — instead of a generic reaction.
Losing an adventurer the commander was personally bonded to now draws a rawer, more personal reaction than a name on a list.
A commander's revealed flaw now surfaces in their weekly voice: a glory-hog takes the credit, a hothead chafes at slow weeks, a gambler names the odds. A flaw the player hasn't seen manifest stays hidden.
A commander with a deep bond to a roster member now speaks of it reliably instead of almost never.
The Front Desk is now fully customizable! Click the little pencil icon to enter edit mode to wiggle things around as you see fit.
The Front Desk now shows staff usage on its section badges (busy out of total), adds a Workshop Crafters module showing who's forging what, and its Scout Operations module now reports each watch-mode scout's true search scope and live progress instead of the wrong scope at a permanent 0%.
The crafting Quality Forecast now shows the real odds: quality segments are scaled by your crafter's success chance and a red Fail segment completes the bar, so the panel totals 100% of actual outcomes — technique risk included.
The trade builder's "You Offer" list gains the same Price / Wk% / Name sort headers the request side already had.
Crossroads previews now show live progress on count-based road requirements, so you can see how close a hero already is before answering a Calling.
Road-preview cards for roads that may open later now show the environment, quest-type, and teammate-variety checklists, matching the active road's breakdown.
Sage's Wisdom now has a new FAQ section and I'll be adding to it each week. The first entry explains what the class-name colors mean (Class Rarity), how rarity sets a hero's starting power, and how it differs from the Potential badge's training ceiling. More of these forever, probably ;)
Adventurer names in the Weekly Report and Scouting Dashboard are now clickable portraits that open their hover card and dossier.
The Merchant Resource Network oath now clearly states its requirement ("Keep at least 1 Merchant faction contract active") and points you to the Quest Board's Faction Contracts.
System-source live-feed posts (Recruitment Office, Market Watch, and the like) have been made much prettier.
Every in-game dropdown now works under Proton/Wine on Steam Deck and Steam-on-Linux, where the native menus were previously dead.
Buy missing renovation or fortification materials right from the panel . Per-material buttons plus one-click "Buy all missing."
Item comparisons can toggle to base stats, so a soul-bonded equipped item no longer makes a genuinely better replacement read as a downgrade.
The Rival Challenge and Crown Cup roster pickers gain a filter-by-party dropdown.
Retirement career cards show how many of that exact role you already employ ("Have 2" means two Blacksmiths, not two crafters).
The academy career-track picker shows each class's favored stats — highlighted green where they match the student's strengths — plus a rarity-dot legend.
The garrison call-up toggle shows the true post-bench fighter count and an OVR preview ("more bodies, not more power"), and re-stationing near old fortifications tells you whether the walls will be restored or abandoned.
Manually accepted faction contracts now rate their risk with your party's full effective OVR, matching the preview.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ LOCALIZATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Korean players now see gear, item, and equipment names in Korean, along with the main menu, New Game screen, and opening scene; a mistranslated class name (Spellward) is corrected. A follow-up sweep localizes Combat Report result labels, contributions, and battle-log narration; the Week Report; the Building screen's growth data, effects, roles, and categories; Royal Administration's charter, milestones, and Crown shop; plus career-stat tables, combat records, crafting material notes, and the Adjust Difficulty button.
Japanese players now see localized procedural gear names (inventory, loot, armory, feed) and staff-intel gossip instead of English text.
Russian: the staff intel screens (Rumors, Impression, Teamwork, Outlook and friends — 171 strings) are now fully translated, and Crown Cup battle narration and victory text got a polish pass.
Receptionist auto-renewal dialogue, dashboard chips, budget warnings, and report-order labels are now translated across all 18 maintained locales.
The Languages settings panel now links to a "Help translate Gargadusa" page where anyone can sign up to contribute translations.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ART & PRESENTATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
New artwork is coming! I'll be spending a lot of time over the next few weeks focusing on getting new artwork in the door. So, you may see fewer changes for a bit as I spend more energy on making things pretty.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Two new Custom Difficulty sliders — Quest Enemy Strength and Raid Enemy Strength — multiply the enemy power rating (ROVR) of newly posted quests and raids, from 1.0× up to 2.0× in 0.05 steps. Both apply before your Crown Combat License cap, so they bite hardest in the early and mid game; harder raids also pay out more, since raid rewards scale with ROVR. Available on New Game, in-game Settings, and Twitch setup; 1.0× leaves difficulty exactly as it is today.
The Advance Week button now shows a count badge when full, combat-ready parties are sitting idle — hover it for an in-game tooltip listing each idle party with its effective OVR, so you never end the week having forgotten a deployment. Passive and non-blocking; it only appears when there's genuinely something to send out. BUT, you can also turn it off in Settings.
Scouts can now headhunt Academy prospects: a new Prospect search type delivers two youth candidates per search, at a premium price — and better scouts turn up better talent.
The Underworld's Assassin's Contract has been reworked into an insured deployment: attach a held charge when deploying a party, and if that quest fails, a spy buys one fresh attempt at your party's real odds — whatever the second attempt yields stands, casualties included. One charge held at a time; the vendor now blocks repurchase until you've used it.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Crown Cup combat now factors team composition into damage actually dealt, not just stat credit — sustain-heavy stacks (tanks and healers) pay a real offensive cost, and a low-OVR turtle comp can no longer out-attrition a far stronger balanced team. Damage-heavy comps get a bounded edge; the fix applies in regulation and overtime alike.
Retiring, selling, or trading an adventurer away now requires real guild tenure, scaled by difficulty — a full year of service on Normal, easing to half a year on the hardest presets. Genuinely toxic problem hires can still be moved on after 4 weeks. The trade swap picker greys out too-new members with the reason shown.
Selling gear to rival guilds is now throttled like material trades: a declined offer spends that guild's weekly patience (no more unlimited re-rolls of the same sale), an accepted sale uses one of your weekly trade caravans, and the same-guild cooldown applies.
Seminars now cost gold based on the duration of the educational journey. NOTE: There are global changes coming on how leveling works compared to training, so more is coming here.
Adventurers returning injured from a quest now owe the same base rest as their party-mates — a wound that heals the same week no longer skips recovery entirely. Longer injuries still count as the downtime, so nothing double-charges.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Cancelling a queued crafting order that hasn't been worked on yet now refunds 100% of its materials. Orders the crafter has already started refund 50%, and rare components are returned in full either way; the cancel tooltip tells you which applies.
Recipes gated behind a tower floor, guild tier, or Crown unlock now open the moment the condition is met — no more waiting until the next week tick to craft something you just earned.
The salvage preview now applies the item's quality multiplier and your Salvage Station's yield bonus, so the predicted haul matches what you actually receive.
Auto-equip no longer pulls gear out of the Vault — the Vault is a protected pool that every automatic action respects.
Equipped gear can now be improved without unequipping it first (deployed adventurers' gear stays field-locked as usual).
Adventurers can no longer contradict themselves on the Ambition tab — the "Pursuing the Drive" badge no longer shows beside "No Drive yet", and any hero stranded without a valid Drive is automatically given one on load.
Recruits can no longer roll both halves of an opposed personality pair — Optimist/Pessimist, Cautious/Reckless, and Stoic/Emotional are now mutually exclusive at generation.
An evolved adventurer's class name now renders in the new class's rarity color immediately, instead of keeping the old class's color until a reload.
The commander's party optimizer is now role-aware: it never suggests a swap that would leave a party unable to deploy, and a full party missing a required role (say, five members but no Tank) is flagged as an urgent gap instead of getting a pointless chemistry suggestion.
A trainee healing up or re-enrolling now reclaims their own instructor's slot instead of being bumped to Self-Study because the roster nominally filled while they were out.
The garrison party picker now lists all eligible parties instead of silently cutting off at eight.
The treasurer's auto-buy now partial-fills orders up to the weekly budget instead of buying nothing when the full batch would overshoot it — no more red "no eligible orders" on a perfectly affordable rule. Bulk premiums are still paid.
The ambition panel's "Needs attention" message now outlines what actually needs doing, and deeds for unchanged parties are bucketed under the right activity.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
The crafting Quality Forecast now shows the real odds: quality segments are scaled by your crafter's success chance and a red Fail segment completes the bar, so the panel totals 100% of actual outcomes — technique risk included.
The Front Desk now shows staff usage on its section badges (busy out of total), adds a Workshop Crafters module showing who's forging what, and its Scout Operations module now reports each watch-mode scout's true search scope and live progress instead of the wrong scope at a permanent 0%.
Crossroads previews now show live progress on count-based road requirements, so you can see how close a hero already is before answering a Calling.
The trade builder's "You Offer" list gains the same Price / Wk% / Name sort headers the request side already had.
Sage's Wisdom gains a new FAQ section — the first entry explains what the class-name colors mean (Class Rarity), how rarity sets a hero's starting power, and how it differs from the Potential badge's training ceiling. I'll keep adding to that for forever ;)
New artwork is coming! I'll be spending a lot of time over the next few weeks focusing on getting new artwork in the door. So, you may see few changes as I spend more energy on making things pretty.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ LOCALIZATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Korean: a broad sweep of screens that showed English despite existing translations now render in Korean — Combat Report result labels, contributions, and battle-log narration; the Week Report; the Building screen's growth data, effects, roles, and categories; Royal Administration's charter, milestones, and Crown shop; plus career-stat tables, combat records, crafting material notes, and the Adjust Difficulty button. (New strings from this sweep ship translated across all supported languages.)
Russian: the staff intel screens (Rumors, Impression, Teamwork, Outlook and friends — 171 strings) are now fully translated, and Crown Cup battle narration and victory text got a polish pass.
──────────────────────── NEW FEATURES ────────────────────────
- The Registry's Star Chart is now a living night sky. Every hero pursuing an ambition is a star, its shape and glow set by their journey — a crossroads ring while choosing a calling, spiked rays on an active road, a comet when a Proving waits, a gold star when fulfilled, a dark collapsed star when abandoned — and it flickers red when a hero grows restless. Evolution lineages arc across the deep sky and burn in permanently once earned, and each constellation's crown collects a spark for every ambition its heroes have fulfilled.
- Explore the sky freely: pan and zoom, click a star to focus and read its details, click a constellation name to filter to it, and toggle to a plain Ledger list at any time. A narrator (your commander, an astrologer, or the Sage) reads the sky's mood.
- Export the current sky as a shareable image with "Chart the Sky," stamped with your guild name and the date.
- The "ambition fulfilled" feed entry now links straight to the Star Chart.
- The Ambitions Star Chart gains an Alignment panel alongside the sky: "Best Next Deeds" groups your heroes by the activity that advances their ambition and points you to the right board, and "Needs Attention" lists heroes who are restless, facing a posted Proving, at a Crossroads, one week from completion, or have abandoned their road — each row opens straight to that adventurer.
NOTE: This feature is very much a work in progress. And! If this visualization is not your style, you can always click "Ledger" for a list breakdown for tracking.
- Adventurers whose contracts expire no longer vanish — they enter the free-agent pool, already fully scouted and ready to re-sign. A "↩ Former" badge marks them on the recruit board, with a line describing how they left.
- Winning a former member back costs what their exit earned: someone who left loyal signs for less, while a restless, resentful, or spurned departure asks a premium. An adventurer who refused your last renewal before lapsing carries a lasting grudge — a satisfaction penalty when you try to re-sign them from the pool.
- Receptionists now grow on the job — the one working the desk gains +1 skill per 5 contracts renewed each year-end cycle (up to 99), and their level display now reflects their skill tier. A Week Summary line marks the moment they cross into a higher tier.
- Portrait Status Pins: an adventurer's portrait now carries corner marks wherever their face appears — a spark for a waiting Crossroads or Proving, an hourglass for a contract in its final year, a bolt for a charged signature ability, and a note glyph where you've written a note. The portrait frame turns amber when morale is slipping and pulses red when they're about to walk. Arm each mark, or silence them all, in Settings → Display.
- One extra goodie for Portraits, you can set them to "Quiet" mode, which means a portrait with any active alerts gets a soft neutral amber glow (outer box-shadow, so it stacks cleanly with the amber/red loyalty border rather than fighting it), and the corner pins are invisible until you hover the face, where they fade in.
- Quest encounters now draw from an updated and upgraded Bestiary — dozens of new creatures can appear, each only in the habitats where it belongs, and rarer creatures show up less often than common ones.
- Apex bosses (dragons, liches, ancient horrors and golems, and more) now appear only in environments they are native to, through a dedicated boss slot — wilderness and urban encounters stay boss-free. Hill-giants no longer turn up in ordinary quest encounters because they are special and they will have something special for their specialness in the future.
- Five new raid bosses join the rotation: Great Wurm, Storm Incarnate, Basilisk Matriarch, The Sporefather, and The Stitched Colossus, bringing the roster to thirteen.
NOTE: Lots more to come on the monsters front. More refined mechanics, more impactful plotlines, and simply more more.
- Your Guild Commander now wears a medal badge everywhere they appear — roster lists, party formation slots and pickers, and their dossier header.
- Appoint a Guild Commander straight from any roster adventurer's dossier or detail card, not just the Contenders list (about time, amirite).
- Appointing over a serving commander now opens a confirmation that names the incumbent, their tenure, and the legacy you'd be forfeiting before you commit.
- A new commander's appointment plays a short ceremony with their opening words as they take command.
- Replacing a long-serving commander now mints their permanent guild legend just like stepping them down does — deposing a veteran no longer erases their legacy.
- Losing a commander to death or departure now names the roster's strongest successor and points you to the Commander tab, instead of a bare "the position is vacant" note.
- The commander writes letters to your Front Desk inbox — on taking command, as trust rises or falls, when unrest boils over, and a farewell on departure that names their successor.
- A new Standing Orders panel on the Commander tab lets you flip every party's quest, contract, and operation auto-deploy directives from one place.
- Select a quest and your commander gives a one-line read on how the deployment will go; weaker commanders misjudge it more often, so you learn whose read to trust.
- The commander now flags a hero whose ambition needs your hand — a Proving left sitting, a restless hero stalling on their road, or a Drive one deed from done — and grades whether you acted.
- On a quiet week the commander now opens with something real from your guild rather than a generic procedural aphorism — a top performer by name, contracts lapsing within the year, a rising or thinning treasury, members still mending in the infirmary, your strongest party, adventurers putting in training, or a standout pairing who fight like they've read each other's minds.
- The commander now marks the biggest moments by name: the fall of a major boss and the taking of a Tower floor, and a roster member completing a Tier-3 evolution or earning a legend title.
- A commander who has climbed the Tower themselves now references their own record — "I've made that climb myself, {n} runs in my own boots" — when a party clears or loses a floor.
- New Game+ now carries one legacy forward: the strongest Guild Legend from your previous run seeds the new one as an "Echo," keeping its buff intact.
- Two new Hall of Fame milestones: The Long Command (a commander serves four unbroken years) and A Legacy That Endures (a retiring commander leaves the guild its first permanent legend).
- When the coalition seals the Tower, the conquest ending now fires for every allied guild — not just the one that landed the killing blow. All members reach the victory cinematic, Era of Champions, New Game+, and the conquest achievement.
- The Live Feed now reports each floor the coalition front advances (naming the guild that cleared it) and warns as the Doom Deadline nears.
- A concluded co-op league now shows an afterlife banner with a one-click option to unlink and resume your solo campaign.
──────────────────────── QUALITY OF LIFE ────────────────────────
- The contracts roster now shows a renewal-outcome chip (will renew / at risk / over cap) on flagged members whose contract expires this year, so you can see why a member won't renew before year-end.
- The contracts surface now shows a warning banner when auto-renewals will run without a receptionist (at the full 30% overpay).
- The auto-renewal report now lists members skipped because they're due to retire this year.
- The contract-expiration alert now lists expiring Overseers alongside the other staff, so the headline count matches the rows shown.
- The faction vendor's adventurer picker (Portrait Commission, potential boosts) now sorts adventurers lowest-morale first and shows each one's morale with a color readout.
- The Commander tab and Week Summary now show where a deployed commander is (on a raid, in the tower, recovering, and so on) — their command bonuses keep applying the whole time.
- With no commander appointed, the Commander tab and Front Desk now spell out exactly what you're giving up, name the roster's natural successor, and offer a one-click appoint.
- The "Commander fills all parties" button now reports its result — how many parties it completed and the specific role gap that stopped it — and its tooltip explains that the commander weighs synergy against raw power by their Intelligence.
- Releasing your sitting Guild Commander now shows a warning that doing so vacates the post.
- Recruit dossier assessments now carry the commander's confidence in their own judgment: a green commander hedges the call, a seasoned one stands firmly behind it, so the same recruit reads differently under a rookie versus a proven leader.
- In addition to their Zodiac signs, the commander's own class colors how they grieve a casualty — a healer mourns gently, a frontline fighter takes it hard — instead of a generic reaction.
- Losing an adventurer the commander was personally bonded to now draws a rawer, more personal reaction than a name on a list.
- A commander's revealed flaw now surfaces in their weekly voice: a glory-hog takes the credit, a hothead chafes at slow weeks, a gambler names the odds. A flaw the player hasn't seen manifest stays hidden.
- A commander with a deep bond to a roster member now speaks of it reliably instead of almost never.
- Adventurer names in the Weekly Report and Scouting Dashboard are now clickable portraits that open their hover card and dossier.
- Road-preview cards for roads that may open later now show the environment, quest-type, and teammate-variety checklists, matching the active road's breakdown.
- The Merchant Resource Network oath now clearly states its requirement ("Keep at least 1 Merchant faction contract active") and points you to the Quest Board's Faction Contracts.
- System-source live-feed posts (Recruitment Office, Market Watch, and the like) no longer wear a fake avatar circle — they read as clean full-width text rows with a small type glyph beside the source name, while posts about a person keep their portrait.
- Every in-game dropdown now works under Proton/Wine on Steam Deck and Steam-on-Linux, where the native menus were previously dead.
- Korean players now see gear, item, and equipment names in Korean, along with the main menu, New Game screen, and opening scene; a mistranslated class name (Spellward) is corrected.
- Japanese players now see localized procedural gear names (inventory, loot, armory, feed) and staff-intel gossip instead of English text.
- Receptionist auto-renewal dialogue, dashboard chips, budget warnings, and report-order labels are now translated across all 18 maintained locales.
- The Languages settings panel now links to a "Help translate Gargadusa" page where anyone can sign up to contribute translations.
──────────────────────── BALANCE ────────────────────────
- Eternal Student now grants +35% XP gain (up from +15%), making the legendary trait the strongest unconditional XP boost, ahead of Quick Learner and Mentor's Gift.
- Adventurers must now serve 26 weeks in your guild before they can be voluntarily retired into a staff role. Forced age/injury retirements are unaffected.
- A freshly retired veteran now starts at 45% of their true staff skill (down from 60%) and takes about half a year to ramp to full, so a day-one retiree is clearly weaker than a seasoned market specialist.
- On harder difficulty presets, contract renewal and extension prices now scale with the difficulty wage multiplier, so re-signing a developed member no longer undercuts an equivalent fresh hire. Standard difficulty is unchanged.
- Auto-renewal now skips members already past their mandatory retirement age instead of booking a renewal the game undoes weeks later.
- A failed craft now tells you what it returned in materials.
- Commanders come into their strength sooner: a first-year commander now delivers 60–75% of their ceiling, with Veteran reachable around three years and Living Legend at six.
- Commander guild effects hit harder — weekly morale recovery up to +3, desertion reduction up to 25%, negative-event reduction up to 12%, up to +4 recruits, personal injury prevention up to 20%, and training growth up to 12%.
- Replacing a commander within 26 weeks of the last replacement starts their successor at reduced trust — the roster remembers.
──────────────────────── BUG FIXES ────────────────────────
- Fixed roster members showing 0 damage / 0 absorbed / 0 healing in tower battle debriefs. Those lazy bums have been shamed and now join in as their class role and pull their weight, in tower battles, garrison skirmishes, and the Crown Cup alike. Affected saves are healed automatically on load.
- Co-op tower battles no longer permanently remove living adventurers from your coalition roster.
- Rotating a fortified fallback watch home no longer discards its fortifications — re-stationing it on the same band restores the preserved walls, and the Raise a Fallback Watch panel now shows whether they'll be restored or forfeited.
- The Crown's "Duty of Care" zero-casualties commission now resolves only when your guild survives the full season deaths-free, succeeding at the deadline and failing the moment an adventurer dies — instead of paying out the week after it was issued.
- Winning or qualifying for the Crown Cup now correctly satisfies the Tier-9 provisional-license condition, so the Crown no longer revokes your license despite a qualifying run. Existing saves in probation heal on load.
- Heroes pursuing an Arcane Studies training drive keep auto-training the required program until the drive completes, instead of stalling forever once their stats hit the ceiling.
- The auto-renewal forecast now factors in the receptionist's Etiquette Training buff, so its predicted rates, costs, and verdicts match what actually happens at year-end.
- The contract-expiration alert now lists expiring quartermasters and treasurers, which were counted in the headline but never shown in the rows.
- The auto-renewal budget-cap slider no longer drops below market rate (1.0×) — the sub-market settings that silently rejected every renewal are gone, and strict caps now show a warning.
- Closed a loophole where any late-season one-year hire could be extended immediately — a brand-new signing now waits about a month before it can be extended, while normally-aged contracts still extend in the closing weeks.
- New Game+ carryover adventurers now start on fresh three-year contracts, so they no longer arrive already expiring or stuck with stale auto-renew, refusal, or cooldown states from the previous run.
- The Experimental crafting technique can once again discover blueprints — its discovery roll was previously drawing from an empty pool because the weekly auto-unlock had already claimed every eligible recipe, so it never produced anything.
- The "Mapped +5%" quest region label no longer shows until you've built Cartography Hall T2, so it stops implying an exploration bonus you haven't unlocked yet.
- Crafters, gatherers, scouts, astrologers, and tacticians forced into retirement by a near-death quest now sign on with a proper 3-year contract term instead of accumulating absurd 90-plus-year terms.
- A single rival will no longer both offer a raw material and demand its refined form in the same trade, closing the free refine-and-sell-back arbitrage.
The Garrison overhaul is back on: skirmishes and squad fatigue, weekly upkeep with salvage patrols, outpost fortifications, a second garrison slot with doctrines, depth-scaled manning with tower call-ups, granular call-up picking, and Military requisition pay. The "returning July 15" notice is gone.
Outpost fortifications now survive a rotation — recall a garrison and re-station on the same floors and the walls you built are restored (overruns and abandoned bands still lose them).
You now choose exactly which parties reinforce an under-manned hold, instead of an automatic highest-OVR pick.
Repelling a probe now yields salvage — a quarter of a patrol's haul.
Veteran squads run a tighter watch: Wardens-rank squads patrol every 2–6 weeks and haul 10% more.
Standing watch grants +1 XP per week, and the garrison roster now shows each warden's tenure and progress toward the Wardkeeper badge.
Two new Hall of Fame milestones — First Wardkeeper and Held the Storm — and a new Taurus Drive, The Unsleeping Watch (39 weeks on the wall).
The Tower Garrison tutorial has been rewritten for the full shipped system, in every language.
Czech (Čeština) is now a fully supported game language.
New Registry tab — the Star Chart: a guild-wide ledger of every hero's Drive and evolution road, grouped into eight deed constellations, with progress bars, restlessness warnings, Proving alerts, and click-through to each dossier. This is a work in progress and I may turn it off for next week's live patch if it's not coming together quickly.
Sparring Pit rivalry challenges now actually happen: rivals demand matches you Allow or Forbid from the Guild Hall, with morale, respect, and injury on the line — unanswered demands auto-resolve after 4 weeks.
New Game+ now lets you choose the next run's game mode (Standard, Academy Only, or Crown Cup League) instead of always inheriting the previous run's.
Rename any item from the Armory — and reset it to its original name whenever you like.
A Metamorphosis grimoire can now rewrite a dual-class hero's second class instead of always replacing the primary.
Pick a hero on the Quest Board and contracts that advance their ambition are marked with a ✦ Ambition badge.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Failed and critically failed quests no longer pay their gold reward.
Catastrophic raid failures no longer pay the 1,000g minimum — the floor now applies only on victories; stalemates and withdrawals pay their raw value.
Assassin's Contract auto-success and Shadow Operations failure mitigation now actually pay the gold they promise.
Party chemistry's gold effect now has its own line in the battle report breakdown.
Siege Breaker Kits, Tower Boost consumables, damage-burst maps, the Chronicler's bestiary book, and broker/noble tower intel now actually apply in tower battles.
Military Garrison Support and Temple blessings now reduce tower casualties accurately.
Boss-hunter traits now fire in tower fights on deep floors, and trait-based death reduction applies there too.
Conquering Floor 100 grants every surviving fighter the Tower Conqueror trait (+50 fame).
Giant Slayer now keys off the bosses actually present in an encounter instead of raw quest difficulty — it triggers far more often on mid-game hunts and slightly less on late-game contracts.
Quest encounters now lean toward enemies that fit the contract — a den raid draws brutes and bosses, not random fauna.
Undying veterans and death-save effects (Death Defier, Temple Divine Protection, the Chirurgeon's kit) now protect on raids, not just quests.
A Salvation Grimoire is now consumed when it saves someone in the tower or a garrison skirmish — no more infinite one-shot.
Heroes who miraculously survive a tower wipe now carry their scars, stats and all.
Skirmish injuries are shortened by injury-reduction effects (up to 50%), and the death-chance floor from lethality settings is now enforced as advertised.
Prayer of Resurrection and the Resurrection Covenant now state clearly that they cover quests only.
Auto-renewal now adds the renewal years to the remaining term — an auto "3-year" renewal delivers three more years, and staff who prefer 1-year terms no longer quit a month after "renewing."
A refused extension locks negotiations for the rest of the year, not forever.
Overseer's negotiation cooldowns now decay weekly like every other staff pool's, and extension-rejection consequences apply to them properly.
Every hiring path now inherits the auto-renewal master toggle — trade acquisitions, direct trades, mulling accepts, and league signings no longer slip through unflagged and silently lapse at week 48.
The "nobody at the front desk" warning now actually fires when auto-renewals run without a Receptionist (at the worst 1.30× rate).
Vanguard guilds now accurately earn their promised 2.5× patron Annual Renown on elimination and protection quests; the never-implemented Champion's Challenge perk is removed from the specialization screen and tutorial.
Mess Hall Tier 1 now grants its +1 morale per week.
Repair All no longer requires Armory Tier 2 — the Improvement System is now the Armory T2 unlock instead.
The Commander now checks every advisory condition every week — expiring stars, burned-out members, role gaps, tired or under-manned garrisons, and party fixes reliably land in the Ledger instead of starving behind a weekly dice roll.
Mutiny is now more reachable: a genuinely bad-fit commander escalates through the full unrest story arc to ultimatum and deposition over roughly 15–22 weeks, while a good commander never leaves calm.
Party-fix advice is graded — ignored, expired, or vindicated when the untouched party loses a winnable quest — and missed reckonings get voiced over the following month instead of being dropped.
Young commanders visibly misjudge up to ~20% of their reads (signing verdicts, advice, auto-deploy picks) and grow out of it as they mature.
Guild Assessment trend arrows now compare against last week instead of themselves — they were always flat before.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Garrisoned and at-event members no longer show as available in the training pickers.
Injured wardens can no longer be called up into tower fights, and a shorter new injury can no longer overwrite a longer existing one.
Garrison member rows now show equipment-inclusive OVR, matching the card header and the dossier.
Displayed garrison upkeep now equals what you're actually charged — party count, doctrine discounts, and a second garrison's drain on reserves included — and the Week Summary shows renown and requisition per hold.
The garrison doctrine badge now actually renders on hold cards.
Garrisons ceremonially stand down when level 100 is defeated — no more post-conquest renown trickling from a war that's over — and a skirmish death that breaks a party below strength now shrinks or recalls the hold with a proper notice.
Meal buffs are consumed by garrison duty instead of persisting on the wall forever.
Fallen wardens receive proper garrison death causes in the memorial, and busy heroes show "On Garrison Duty."
Proving quests no longer advertise gold they never pay, and no longer carry a bonus objective that can't resolve.
The Diplomatic Summit quest shows a proper tier name instead of a raw number.
Faction-exclusive quests now show a quest-giver who actually belongs to the offering faction — name, title, and portrait all match.
Inbound trade offers are auto-triaged against the same week's market prices the offer card shows, so a "Bad Deal" no longer sits in your inbox past your decline threshold.
Challenge-match wagers now appear in the transaction ledger and Treasury breakdown, winners gain +5 morale each, results post to the Live Feed, and forfeits are recorded in your history.
You can no longer stake gold you don't have — unaffordable wager tiers are disabled, and a stale wager downgrades to Friendly instead of driving the treasury negative.
Challenge battles are seeded: reloading no longer re-rolls the outcome.
Pressing Escape on the results screen now records your fought result instead of silently converting it into a forfeit.
Injured members can't be drafted into a challenge, and injured rivals stop being fielded against you.
The Week Summary quest debrief shows injured heroes' names instead of internal IDs.
The ambition dossier now shows the class a hero actually evolved into, even after a later Metamorphosis grimoire changed their class again.
Compound Drives show a per-condition checklist, environment-variety Drives list exactly which locations are visited, and the Social Butterfly Drive lists which teammates you've quested beside.
Staff tier badges now agree between the hire-comparison list and the dossier — both show potential.
Legacy "Prodigy" potential now reads S-Tier everywhere, instead of S-Tier on one screen and F-Tier on another.
The level-up popup and the Seminars enrolled list now scroll instead of pushing their buttons off-screen.
The Crown Cup battle counter says "standing" instead of "alive" — nobody dies in the Cup.
Commander legend bonuses display flat values correctly (no more "+56%" for a +0.56 bonus), and party-optimization suggestions that can't be applied show why instead of doing nothing.
A crash screen now shows your emergency backup (guild name, year and week) and exactly how to restore it.
Pausing a construction no longer frees an Overseer slot — paused projects count toward capacity everywhere, workshop station builds now respect the same cap (they previously had none), and a re-hired Overseer resumes only as many paused projects as they can manage.
A crafter mid-workshop-job can no longer also be assigned to a construction, renovation, or station crew.
Reloading a save no longer re-rolls tower loot, battle-narration outcomes, Crown Cup results, Trial By Fire, quest-completion bonuses, relationship formation, or the commander's auto-deploy picks — the dice are cast once.
Tower material rewards now draw uniformly (the old shuffle was biased).
Commander mutiny messages, desertion outcomes, and signing-verdict wording no longer change on reload.
A commander killed in a tower battle now vacates the post immediately, with a single feed notice.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Buy missing renovation or fortification materials right from the panel — per-material buttons plus one-click "Buy all missing."
Item comparisons can toggle to base stats, so a soul-bonded equipped item no longer makes a genuinely better replacement read as a downgrade.
The Rival Challenge and Crown Cup roster pickers gain a filter-by-party dropdown.
Retirement career cards show how many of that exact role you already employ ("Have 2" means two Blacksmiths, not two crafters).
The academy career-track picker shows each class's favored stats — highlighted green where they match the student's strengths — plus a rarity-dot legend.
The garrison call-up toggle shows the true post-bench fighter count and an OVR preview ("more bodies, not more power"), and re-stationing near old fortifications tells you whether the walls will be restored or abandoned.
Manually accepted faction contracts now rate their risk with your party's full effective OVR, matching the preview.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ NEW FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Capricorn Resonance — adventurers born under Capricorn fight with +2 to every stat on Tower floors 90–100, gain a battle-narration beat, and earn +2 morale on any non-defeat.
Party element chemistry — three or more adventurers sharing a zodiac element form an Elemental Trine (+4 chemistry, +6 with four), and a party covering all four elements gains a Balanced Wheel (+5).
Sun signs now shape weekly morale — optimists recover faster, empaths absorb the party's mood, spotlight-seekers sour when benched, memory-holders bristle beside a rival — and everyone gets a +3 morale lift on their nameday week, each labelled in the Morale tab.
A celestial dashboard shows the current ruling sign, which of your adventurers are in season, any active sky event, and lets you commission a weekly star reading from your astrologer.
The in-game Zodiac Guide now teaches the live mechanics: ruling-sign seasons, celestial events, party element compositions, and the astrologer-gated per-sign negotiation table.
Your Commander now files a weekly Briefing at the top of the Week Summary, written in their own voice and headed by their portrait and name.
The Commander's Ledger tracks every recommendation the commander makes, grades it as followed, ignored, expired, right, or misjudged, and shows it all in a new Commander Overview card: a running record ("Followed 12 · Ignored 5 · Right 9×"), open advice with a countdown, and resolved history. Entry subjects deep-link to the adventurer, and the swap suggestion jumps to Party Optimization.
The commander now speaks up in the weekly briefing about how past advice turned out, naming the adventurer — praising a call you followed, owning a misjudgment, or noting a warning that held true.
The Commander tab gains a Trust meter — tier label, 0–100 bar, and the next milestone — plus a Service Record chronicling the guild events your Commander remembers, newest first.
Trust now grows when you act on your Commander's advice — signing recruits they endorse, filling role gaps they flag, applying their party suggestions — and erodes when you ignore warnings or lose adventurers avoidably. A Commander you barely know now also speaks in a more guarded register that previously never appeared at all.
Reaching a new tenure standing is now celebrated in the feed, noting years served and the new strength of your Commander's bonuses.
The new-season applicant line now credits how many recruits your Commander's reputation drew in, and a new guidance task rewards appointing your first Guild Commander.
Scouting a free agent now reports per-stat ranges (SPD 45–72) and an OVR range instead of exact numbers, and a more skilled scout narrows the band. The true ratings are revealed when you sign them — complete with ▲/▼ surprises against the estimate — or by putting them through Trial by Fire.
NOTE: the better your Scout is (higher OVR) the more precise and narrow the range gets.
Your workshop now builds a guild-wide Craft Reputation, raised by completing commissions and shown in the crafting panel. Climbing the tiers (Recognized, Respected, Renowned, Master Atelier) unlocks artisan events: a Traveling Master's Seminar that gives every hired crafter +1 skill, a Technique Exchange that boosts crafting success and quality for 6 weeks, and a Lost Technique Recovered that permanently improves crafting quality (up to +6%).
Send an idle crafter to a Seminar to develop their skill over several weeks: a Local Workshop Visit (4 weeks, +2–3 skill, safe) or a Distant Master's Tutelage (8 weeks, +3–5 skill, with a chance the trip yields only a token gain). Crafters away studying can't craft or join build crews, and can be recalled early with no gain.
Rare crafting components can finally be spent. When you own one, a component picker appears in the workshop below the technique selector — spending it floors the minimum quality and shifts the result upward. Cancelling the job returns the component in full.
Elemental raid bosses are now mechanically cooking: a frost boss takes extra damage from Fire and shrugs off Ice, storm fears Nature, venom and shadow fear Holy, and so on. Squad damage-type matchup shifts raid success by up to ±20%, and the raid prepare panel shows the matchup and a hint while you can still change squads.
Faction contracts now advance a hero's personal ambitions. A new "faction contracts completed" Drive powers two ambitions: Capricorn's The Oathbound (complete 6) and Virgo's Faithful Service (complete 8).
New Interface Icons display setting lets you render UI icons as clean monochrome glyphs. We're getting fancy af over here.
Custom Difficulty adds three Tower lethality sliders — a minimum per-adventurer death chance no reduction can dip below, an overall multiplier on tower death chance, and extra danger added per floor descended. The global Danger death slider still doesn't touch the Tower.
Custom Difficulty adds a Negative Traits toggle. Switch it off and adventurers never develop flaws — none are rolled at recruitment, none manifest from ambition neglect, and any existing flaws stop affecting your guild. It counts as an easier-than-Normal setting.
The dossier's Attributes tab now shows a stat radar — a filled polygon of your seven category averages laid over a dashed outline of their potential ceilings, so you can read current standing and per-axis headroom at a glance. Ceiling vertices only appear for categories you've scouted.
Garrison Duty is in the middle of a massive overhaul. So massive, in fact, that I am only pushing it to Beta AFTER this Live patch. There is just too much to it to blindly drop it on Live without a full week of testing. Shooting for next week! Until then, Garrison might be a little... weird.
A garrison now auto-advances with the front line: when another party clears past its held floors, the garrison's band slides up to keep protecting your deepest cleared floor.
New tutorials cover the Thousand-Year Doom countdown and Online Leagues (beta) multiplayer.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Added a fullscreen toggle on the main-menu Options screen and in-game Display settings, matching the F11 shortcut.
The New Game screen is wider and lays difficulty categories and game modes out two-up, cutting the scroll; it collapses to a single column on narrow windows.
The New Game screen has a persistent "Your Run" sidebar summarizing your Difficulty, Mode, and Doom, with START and BACK always in view while the difficulty options scroll on their own.
The Load screen surfaces your autosave and quicksave first and shows all ten manual slots in a two-column grid.
The current build version now appears next to Guild Configuration in the Settings menu, so it's easy to find when reporting issues.
The new-game screen now warns you when your autosave still holds a guild that isn't backed up to a save slot, since starting a new game overwrites it — with the guild name, year, and week shown.
Save and autosave screens now explain that your active slot and autosave are written when you close the game or return to the menu, and that autosave is a single shared safety net separate from your manual slots.
Broken new-player onboarding tutorials fire again: first-visit deep dives for recruiting, quests, treasury, rivals, and equipment now trigger correctly, and the gear-tab guide is no longer dead.
Corrected numerous factual details across tutorial text (building counts, tier requirements, Academy and Treasury bonuses, Tower unlock conditions), and updated Russian and French translations.
Clicking an adventurer portrait now opens the stat card beside it rather than on top of the neighboring party members, so you can compare stats without dismissing it first.
Party member cards now carry a "View Dossier" action, so you can check a member's preferences and full attributes without switching to the Registry.
When a recruit slot is full, the existing-staff comparison list now shows each incumbent's colored Tier badge alongside their skill and wage.
The Auto-Renewal payroll dashboard now offers an inline "Extend" button on each eligible contract row, so an at-risk contract can be renewed right where you spot it.
The age-retirement choice popup now lists every eligible role with its projected score and an expand button, matching the registry's Career Transition panel.
Adventurer dossiers gain a Standout Performances tally that credits the top contributor of a won raid or a cleared tower floor's Hero of the Day, not just quest standouts.
The portrait quick view now shows the at-ceiling ✓ marker on maxed stats, so you can spot who still has room to grow without opening the full dossier.
A recruit's Drive now appears on their Overview tab, alongside the evolvable-lineage marker.
The Text Size setting now scales the dossier's ambition text along with the rest of the UI.
Share Party Card
The party card now headlines the synergy-aware Team OVR (the same number shown in the Parties header), with the plain member average kept as a secondary Avg OVR line. The unhelpful Quests Completed stat has been removed.
The Copy to Clipboard button now confirms success only when the copy actually goes through, and tells you to use the screenshot option instead when it fails, rather than always claiming success.
A new Ambitions feed tab and Front Desk panel surface heroes who are waiting on you: standing at a Crossroads, with a Proving posted to the board, or growing restless enough to abandon their road. Each row jumps straight to the hero.
Party screens now show the party-wide passive bonus a Legend radiates, so an ascended hero's payoff is visible after it's earned.
Evolution road cards preview the target class's signature kit, so you can choose a transformation knowing what abilities it brings.
Choosing a Calling now shows a "Reversible until the Proving" note directly on the button, not just in a hover tooltip.
Adventurer Drive and ambition descriptions rewritten for clarity, with a few renamed (Taurus's "The Immovable" is now "Stonewatch").
Ambitions with a "complete different quest types" drive now show a per-type checklist, marking each of the 24 quest types as cleared or still remaining.
OVR-threshold ambition deeds now state plainly that they require base OVR — gear and chemistry bonuses don't count.
Material trade cards now show how much of the offered material you already own, matching the stock line already shown on the requested side.
Your guild's custom uploaded art now shows on your side of the trade negotiation header, matching the standings, top bar, and year-end screens.
New Material Trade Policy toggle: "Ignore my blocks on trades I build myself." When on, you can add a blocked material to a trade you build without unblocking it first — your blocks still hold against rival-initiated and automated trades.
Sort a rival guild's surplus list by Price, weekly change, or Name in the trade builder, defaulting to cheapest-first so this week's bargains surface on open.
Auto-balance now fills an offer to the rival's actual acceptance bar, and its button stays available whenever the rival wouldn't yet accept — so you can top up a partially-built trade instead of only starting from scratch.
View a refinement recipe's details — conversion, value, and required materials — even when you can't currently afford the inputs, matching how equipment recipes already behave.
The refinement value panel now reads live market prices for inputs and outputs, so a refine's real margin is visible without tabbing to the market.
Search your portfolio by category — "raw", "refined", "magical", or "rare" — not just by material name.
Double-click a material row in the Portfolio to buy the most you can safely afford in one gesture, bounded by market stock, your gold, and remaining warehouse space, with a confirm before the spend. A toggle controls whether the buy may push into the bulk-premium price band.
The Portfolio now remembers your chosen sort column and direction between visits instead of resetting to total value.
Front Desk sections can now be collapsed and reordered, and their layout preference is remembered across saves.
Front Desk section headers and party rows are now quick-links that jump straight to the relevant screen; party status lines are condensed to status plus a time estimate.
Quest board rows now flag high-pay, low-reputation sponsors (like the Underworld) with a "High Pay · Low Rep" badge, so the reward tradeoff is visible before you open the writ.
Crown contracts and alliance quests now show a home region on their cards.
Dispatch panels now explain why a party can't be sent (garrisoned, in the Tower, on a quest, or not enough members) instead of just labeling it "Unavailable."
The Week Summary now has a "Deaths Prevented" section that calls out each adventurer saved from a fatal blow by Royal Escort (Crown protection), so the save is visible instead of buried in the injury list.
The deploy panel's risk estimate now folds in your party's damage-type matchup against the quest, shown as a 🎯 ±N% chip.
Temple and Underworld quests now telegraph before you commit whether your party's damage types will please or offend them, along with the reward and standing at stake.
The party builder now shows which damage types your lineup can deal and which weaknesses it's blind to.
Tactician class recommendations now name the adventurers you actually employ who carry the needed damage type — highlighting who's free to deploy versus already committed — instead of pointing at the recruit catalog.
Tower boss scout intel now labels resistances as "Resists" instead of the misleading "Strength."
The Guild Hall panel now flags revealed Instigators by name, warning that they drain morale guild-wide.
The weekly report now names a gatherer's specific specialty instead of a generic "Gatherer" in the skill-up and age-retirement lines.
Watch-mode scouts can be set to "Hireable only," skipping staff, crafters, and gatherers whose building you haven't unlocked yet so early-game auto-scouting stops burning weeks on jobs you can't fill. Adventurers stay eligible either way.
Watch-mode scouts can be set to "Favorites only," working only through your starred recruits and going idle once none are left.
Interface icons render as crisp, consistent glyphs, and the clean glyph set now covers the Guild, Markets & Trade, and Factions/Crown/Inbox screens.
Zodiac signs, dragons, crystal balls, grimoires, the Tower, potions, and other symbols now use hand-drawn icons that render consistently everywhere.
Meals and feasts now display their proper crafted-item art instead of a plain emoji.
Cleaned up redundant emoji clutter next to class and building names, where portraits, names, and tier styling already convey identity.
The battle report drops decorative filler icons.
Removed the redundant crest icon shown next to rival guild names, leaving the leader portrait as the anchor.
Dropped the duplicate puzzle icon from the Tactician tag in Tactical Intel panels.
All 60 adventurer Drives are now fully translated across every supported language.
Crossroads menus with many options compact the extra roads into tappable one-line rows while keeping the headline choices — Evolutions and resonant Legends — as full cards.
Escape no longer opens the Settings menu on top of a Trial by Fire, tower observation, or banquet prompt.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Higher difficulty presets now carry a built-in per-combat death chance even on flawless victories: 0.5% at B-Tier, 1.0% at A-Tier, and 1.5% at S-Tier. Applies to new games only.
New recruits now more often share the current ruling sign, and adventurers ask for roughly 8% higher wages during their own sign's season.
Reading an adventurer's zodiac interpretation in their dossier now requires an employed Astrologer; the sign itself stays visible.
Stormcaller is now a Lightning/Arcane dual-type. Its Arcane synergies (Arcane Convergence, Arcane Mastery, The Conclave) and its Static Charge and Conductor passives now actually apply, and it can pick the stronger of its two types on quests.
Tide Shaman is now an Ice/Nature dual-type, wiring up its Nature synergies alongside its existing Ice damage.
Damage-type rebalance across the bestiary: a new Warded Construct resists Holy and Arcane but is weak to Physical and Lightning; Cultists now take extra Physical damage, Mercenaries extra Shadow, the Ancient Golem now resists Holy, and the Lich no longer resists Physical.
Elemental Tower tiers (floors 21–60) now give bosses a themed profile — a boss always resists its own element and usually shows its intuitive counter-element as its headline weakness.
The appointed Commander's personal bonuses now apply up to 15% less injury risk on quests and raids, and up to 10% faster training growth. The defunct "chemistry uplift" display has been removed.
A weaker Commander now misreads some recruits, so their signing verdicts are only as reliable as their leadership.
Retired-Commander legacy buffs now stack only the strongest bonus of each type, closing a loop that let you farm unlimited passive buffs.
Raid and tower results now count toward your Commander's track record, so repeated failures there feed mutiny unrest.
Building upgrades no longer lose bonuses at higher tiers — Armory durability and repair, Bartender desertion reduction, Barracks and Pathfinder's Lodge morale, Expedition HQ raid success, Scouting Post scout speed, and Quarry construction speed all carry forward correctly now.
Allied guilds no longer flatly refuse to buy your F-Tier and D-Tier adventurers; such sales are now weighed like any other.
A gold-focused guild now discovers the Underworld far sooner: discovery chance scales with renown (from ~12% up to 30% per week once renown reaches 25) instead of a flat 5%, and the faction now seeds two clients on discovery so its quests actually appear on the board.
A veteran who retires into a staff, instructor, or crafter role now performs at reduced effective skill while they adjust, starting at roughly 60% and ramping up to their full skill over 12–24 weeks. Their true skill and wage are unchanged.
Ambition-neglect pressure now builds more slowly: the first morale sting and every later stage land several weeks later than before.
Ambition neglect can no longer inflict the Instigator flaw, which spread a guild-wide morale drain from a single sidelined hero. Neglect now only produces flaws that hurt the hero and their party. Instigator can still turn up naturally on free agents.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Fixed the in-Factions joint-operation picker showing a "deployed" message for parties too weak to actually deploy; under-strength parties are now disabled and labeled with the required OVR, and a genuine deploy is confirmed. The Front Desk inbox picker now also confirms a successful deploy.
Emergency event contracts no longer kill adventurers on a critical success, and their mortality rolls now honor Temple death prevention, commander bonuses, survivability, miraculous survival, and the Grimoire of Salvation like every other quest.
The same-party-quests streak is now keyed to the actual party composition, so swapping a member resets it as the goal describes.
Raid sites now sit in real world regions with terrain that matches their geography, replacing terrain rolls that could place a lair in nonexistent arctic or volcanic zones.
Zero-deaths commissions and probation conditions now correctly count adventurers lost in the Tower, and track deaths reliably across the year boundary.
The "top performer" ambition deed now credits the hero who actually contributed most in the fight, weighing tanking, healing, and damage by role, instead of always crediting the highest raw-rated member.
Ambition progress panels no longer show a permanent 0 for equipped-rarity and faction-standing drives.
A hero who abandons a Tier-3 road is no longer stuck forever: that specific road is barred, but they can return to the Crossroads and pursue any other earned Calling.
An ambition obsession flaw now actually takes effect and appears in the dossier when the feed announces it.
Obsession flaws from a neglected Calling are no longer permanent. Deploy the hero in line with their Calling and the flaw fades as their restlessness drains, restoring any flaw they had beforehand.
Adventurers pursuing a quest-count Calling no longer accrue frustration while questing on repeated short deployments; a completed one-week quest now correctly counts as fed.
OVR-threshold deeds now correctly measure base OVR (see QoL).
Level-up ambitions now credit every level gained. Tower battles, party training, faction-contract completions, and instructor drills previously raised a hero's level without counting toward "level up" goals. Existing heroes are retroactively credited to match their current level.
Crown contract and alliance-quest completions now count toward Trail Blazing and Dungeon Mapping survey progress instead of being lost to untracked entries.
Zodiac element compatibility now better shape negotiation priorities, signing chemistry, and dialogue, instead of every adventurer being treated as an Earth sign.
Zodiac seasons, celestial events, and mourning now actually shift party chemistry as the calendar and sky change.
Moon-sign stress and injury reactions now apply to every sign, not just a couple.
The Observatory's astrologer events — Stargazer's Forecast, Shining Star, and From the Brink — now trigger.
The Season's Child trait now grants its birth-season bonus.
Astrologer read-outs are more accurate: a skilled astrologer sharpens the personality verdict while low skill blurs it toward neutral, medium-tolerance signs are no longer wrongly flagged as volatile, and a recruit's teamwork read now reflects how their sign fits your current roster.
Removing your Commander no longer leaves stale state that could open a mutiny ultimatum against a vacant post.
The "strong leadership" recruitment boost no longer fires when no Commander is appointed.
The Commander's party-optimization suggestions no longer offer injured, deployed, or training adventurers whose swap did nothing, and can no longer disrupt a party in the middle of a drill.
A loyal adventurer's resignation now correctly names your Commander.
An empty Academy instructor slot no longer falsely locks behind "Capacity reached" when a fired or departed instructor's stale assignment lingers in the roster.
Academy prospect rival-interest markers are now hidden until you've scouted the prospect, closing an intel leak that revealed an unscouted prospect was C-Tier or better.
Scouts no longer waste weeks watching academy youth prospects when you don't own an Academy, and the locked recruit tab now explains why those prospects are inert.
Adventurers retired to staff after a near-death quest no longer exceed single-slot role caps; a retiree whose best fit is a full role (such as Astrologer) is now placed in an open role instead of pushing the slot past its limit.
Adventurers forced into retirement by a near-death quest now appear in the Honorable Retirement memorial panel.
Retired adventurers from renamed or evolved classes now keep their career-transition skill bonus instead of losing it.
Hiring a Treasurer via hotkey no longer silently fails.
Fixed missing portraits on staff feed entries and academy graduates, which previously fell back to a blank placeholder.
Academy prospect and youth traits, and the build tab's Mastery Paths label, now display their proper names instead of raw internal keys like "family_legacy" and "mastery_path."
Trade material values on the Propose button and in the trade ledger now use per-unit pricing that matches the trade window, instead of diverging with the bulk-purchase premium.
The trade auto-decline value filter now measures the exact ratio shown on the offer card, so a "reject below 1.5×" threshold actually rejects the offers you see as underpaying.
Auto-declined incoming trade offers no longer leave a phantom "Trade Offer" report in your feed.
A rival's top talent that they've actively offered in a trade no longer shows "Untouchable" in the trade panel and profile — the label now matches everywhere, and its Propose Trade button stays available.
Refining no longer consumes your inputs when the output material is already at its storage cap; you get a "Storage full" message instead of silently losing materials, and the max-refine amount now respects available space.
Craft-speed bonuses now apply to jobs already in your queue, not just newly queued ones — you no longer have to clear and re-queue to benefit.
The recipe panel's Craft Time now reflects your chosen technique and station/building speed bonuses, so the estimate matches the actual craft duration.
The station panel no longer advertises recipe-tier unlocks a station upgrade can't grant, and now notes that recipe tiers unlock by upgrading the prerequisite building.
The Deconstruct panel's recent-salvage log now lists every item from a batch salvage instead of only the last one.
The "N specializations pending" counter no longer sticks above the real count; queued entries for items you've sold, salvaged, or traded away are now pruned, so Auto-Spec can clear it to zero.
The gear vault's "Worn+" condition filter now includes Worn-tier items instead of skipping the very tier it names.
Fixed guild economy bonuses (sell prices and buy discounts) compounding endlessly over time.
The Treasury's weekly net now reconciles with income minus expenses. Hiring, termination, training, academy, construction, and faction-purchase flows are properly categorized, and loot-sale bonuses are no longer double-counted.
The Morale Drivers panel's weekly net now includes Instigator and Bully drains and contract-clause penalties, so it no longer shows a positive trend while your roster is actually pinned at the morale floor.
The "all buildings maxed" achievement and Guild Architect milestone are obtainable again and now fire on completion — a disabled building was wrongly counted as required, and the check now triggers the moment the qualifying building finishes.
The Hall of Fame ceremony now shows the levels a hero actually gained rather than their final level.
New Game+ now carries your run's game mode forward, so an Academy-only run no longer silently reverts to Standard (with free recruitment and no Academy) on the fresh run.
Party-of-Heroes quests now show the party's current name everywhere on the board, instead of a stale snapshot that disagreed with the deploy detail after you renamed or reorganized the party.
Winning a sealed bid for a scout in Multiplayer now actually adds the scout to your guild instead of taking your gold and giving you nobody.
The Tower and Raid charters no longer display an outdated "Training Yard T2" requirement that was never actually enforced.
Blocker buttons that were rendering unstyled now display correctly.
Fixed crashes in the correspondence inbox, live feed, and Crown administrator panels caused by entries with missing timestamps on older or corrupted saves.
Founding a guild now writes an autosave immediately, so a crash or power loss during your opening session (before your first Advance Week) no longer wipes the whole guild.
Closing the game window now also saves your active manual slot, not just the autosave, so simply closing the game keeps this guild in your chosen slot — without overwriting a slot holding a different guild or one you deleted this session.
──────────────────────── NEW FEATURES ────────────────────────
- Your Commander now sounds the alarm when a revealed troublemaker is dragging morale down: a recurring crisis briefing names the instigator or bully responsible and escalates its tone the longer the problem festers, and a one-time pop-up explains the drain the first time it bites, with advice to bench, reassign, or release the culprit.
Step Two (of I think 5) in the Garrison system upgrade!
- Garrison duty now announces itself: assigning, recalling, and auto-advancing a garrison each post to the feed, the Week Summary shows a garrison hold line with floors held, weeks on station, and annual renown, and the Tower tab displays how long the party has been on station.
- A garrison posted to hold the Tower now comes under attack. Each week the depths probe your standing party, and the clash resolves as a repel (earns renown), a hard-fought hold (some defenders wounded), or an overrun that routs the squad and leaves the front line exposed.
- Garrison fatigue builds the longer a squad stands watch — Fresh, Worn, Weary, Exhausted — steadily weakening their defense (down to −20% at Exhausted) until you rotate them home.
- Veteran garrisons fight harder: a squad's time in the Tower earns Green → Seasoned → Wardens standing, worth up to +10% defense for a long-held post.
- Recalling a worn-down garrison now costs recovery time — tired defenders return needing rest weeks before they can deploy again, while a fresh squad stands down for free. Wounded and rested garrison members return straight to the wall instead of drifting back to town.
- Dramatic skirmishes play out in an animated replay, auto-presented on an overrun or a Tower Stirs wave defense and replayable anytime from the week summary's "Watch" button, with a per-defender debrief of damage dealt, damage taken, abilities used, and wounds.
- Tap the ✎ button in any column's tab strip to enter Edit Mode and rearrange the Front Desk to your liking. Normal headers are now clean — just the collapse chevron, title, and badge.
- Drag section headers to reorder them within a column, or use the ▲▼ arrows for touch and keyboard.
- Hide any section from the dashboard; hidden sections reappear dimmed in Edit Mode so you can restore them in place.
- Drag whole columns to reorder them, or use the ◀▶ arrows on each column's handle bar.
- Collapse either side column to a thin rail with the − button to hand more room to the feed; click the rail to expand it again.
- Reorder the sub-tabs within each column (Guild/Operations, Feed/Correspondence/Report/Movement, CCL/Realm) by dragging their chips, and hide the ones you don't use — the last visible tab in a strip always stays. Your first visible tab becomes that column's default landing tab.
- An incoming urgent letter automatically un-hides its tab so you never miss it.
- A Reset Layout button in the Edit Mode banner restores every column, section, and tab to its default arrangement.
- New "Death Floor" custom-difficulty slider sets a minimum death chance of up to 5% per adventurer on every quest and raid, so a hero can fall even on a flawless victory — not only when you lose. Defaults off.
- New "Lethal Mode" toggle stamps a deadly lethality preset in one click and trims the survival safety net: miraculous survival is halved and capped at 30%, and the Temple Resurrection Covenant fires once per run instead of once per year. Defaults off.
- The custom Death multiplier slider now reaches 20× (was 10×), and Tower Lethality now reaches 10× (was 5×).
──────────────────────── QUALITY OF LIFE ────────────────────────
- Crafting recipe cards now show the equipment slot each piece fills, so you can tell at a glance without opening every recipe.
- The Recipe Compendium gains a "Craft this" button that jumps straight to the Crafting tab with your highest-skilled crafter of that profession selected; it's disabled with a hint when you own no crafter who can make it.
- Releasing a building-gated staffer (Treasurer, Quartermaster, Instructor, Bartender, Receptionist) now warns you that you won't be able to hire a replacement without the gating building.
- The Bartender and Receptionist "0/1" staff counters are hidden until you've built the Tavern or Reception that lets you hire them.
- Your own roster cards now show the same "how many of this class do I have" composition line that recruit browsing does.
- Mentor selection dropdowns for mastery paths are now sorted alphabetically by name.
- Updated French (gear) and Russian translations.
──────────────────────── BUG FIXES ────────────────────────
- The Patrol Contract now adds a real, identifiable Crown quest to the board the moment you buy it, even when the board is already full — previously a full board absorbed it and you saw nothing.
- Crystal Neutralization's Purchase button now disables and reads "No Crystals to Neutralize" once you have no tower crystals left, instead of firing a fake "Purchased" message when the click did nothing.
- Broken gear at zero durability is now correctly treated and displayed as broken rather than as full condition, so it no longer slips into auto-equip, trades, or durability sorting as if pristine.
- "Zero casualties" recognition — including Aldric's Duty of Care commission and the flawless-season surfaces — now counts real adventurer deaths. Previously it read a counter nothing ever wrote, so it congratulated you on a spotless year no matter how many heroes you actually buried.
──────────────────────── NEW FEATURES ────────────────────────
- Your workshop now builds a guild-wide Craft Reputation, raised by completing commissions and shown in the crafting panel. Climbing the tiers (Recognized, Respected, Renowned, Master Atelier) unlocks artisan events: a Traveling Master's Seminar that gives every hired crafter +1 skill, a Technique Exchange that boosts crafting success and quality for 6 weeks, and a Lost Technique Recovered that permanently improves crafting quality (up to +6%).
- Send an idle crafter to a Seminar to develop their skill over several weeks: a Local Workshop Visit (4 weeks, +2–3 skill, safe) or a Distant Master's Tutelage (8 weeks, +3–5 skill, with a chance the trip yields only a token gain). Crafters away studying can't craft or join build crews, and can be recalled early with no gain.
- Garrison Duty now has its own tab in the Tower, with an explainer of what it does — station a full party to hold your deepest cleared floors so the front line won't decay and the guild earns weekly renown. It's no longer buried at the bottom of the landing screen. THIS feature will evolve in the coming weeks. For now, this is just the framework to open things up a big design-wise. Stay tuned ;)
- A garrison now auto-advances with the front line: when another party clears past its held floors, the garrison's band slides up to keep protecting your deepest cleared floor.
- Custom Difficulty adds three Tower lethality sliders — a minimum per-adventurer death chance no reduction can dip below, an overall multiplier on tower death chance, and extra danger added per floor descended. The global Danger death slider still doesn't touch the Tower.
- New tutorials cover the Thousand-Year Doom countdown and Online Leagues (beta) multiplayer.
──────────────────────── QUALITY OF LIFE ────────────────────────
- The current build version now appears next to Guild Configuration in the Settings menu, so it's easy to find when reporting issues.
- Adventurer dossiers gain a Standout Performances tally that credits the top contributor of a won raid or a cleared tower floor's Hero of the Day, not just quest standouts.
- The portrait quick view now shows the at-ceiling ✓ marker on maxed stats, so you can spot who still has room to grow without opening the full dossier.
- Your guild's custom uploaded art now shows on your side of the adventurer trade negotiation header, matching the standings, top bar, and year-end screens.
- Front Desk sections can now be collapsed and reordered and their layout preference is remembered across saves.
- Front Desk section headers and party rows are now quick-links that jump straight to the relevant screen; party status lines are condensed to status plus a time estimate.
- Material trade cards now show how much of the offered material you already own, matching the stock line already shown on the requested side.
- Quest board rows now flag high-pay, low-reputation sponsors (like the Underworld) with a "High Pay · Low Rep" badge, so the reward tradeoff is visible before you open the writ.
- Broken new-player onboarding tutorials fire again: first-visit deep dives for recruiting, quests, treasury, rivals, and equipment now trigger correctly, and the gear tab guide is no longer dead.
- Corrected numerous factual details across tutorial text (building counts, tier requirements, Academy and Treasury bonuses, Tower unlock conditions), and updated Russian and French translations.
- The Week Summary now has a "Deaths Prevented" section that calls out each adventurer saved from a fatal blow by Royal Escort (Crown protection), so the save is visible instead of buried in the injury list.
- The new-game screen warns you when your autosave still holds a guild that isn't backed up to a save slot, since starting a new game overwrites it — with the guild name, year, and week shown.
- Save and autosave screens now explain that your active slot and autosave are written when you close the game or return to the menu, and that autosave is a single shared safety net separate from your manual slots.
- The party card now headlines the synergy-aware Team OVR (the same number shown in the Parties header), with the plain member average kept as a secondary Avg OVR line. The unhelpful Quests Completed stat has been removed.
- The Copy to Clipboard button now confirms success only when the copy actually goes through, and tells you to use the screenshot option instead when it fails, rather than always claiming success.
──────────────────────── BALANCE ────────────────────────
- A veteran who retires into a staff, instructor, or crafter role now performs at reduced effective skill while they adjust, starting at roughly 60% and ramping up to their full skill over 12-24 weeks. Their true skill and wage are unchanged.
- A gold-focused guild now discovers the Underworld far sooner: discovery chance scales with renown (from ~12% up to 30% per week once renown reaches 25) instead of a flat 5%, and the faction now seeds two clients on discovery so its quests actually appear on the board.
──────────────────────── BUG FIXES ────────────────────────
- A genuinely empty Academy instructor slot no longer falsely locks behind "Capacity reached" when a fired or departed instructor's stale assignment lingers in the roster.
- Trade material values on the Propose button and in the trade ledger now use per-unit pricing that matches the trade window, instead of diverging with the bulk-purchase premium.
- Fixed crashes in the correspondence inbox, live feed, and Crown administrator panels caused by entries with missing timestamps on older or corrupted saves.
- Party-of-Heroes quests now show the party's current name everywhere on the board, instead of a stale snapshot that disagreed with the deploy detail after you renamed or reorganized the party.
- The "N specializations pending" counter no longer sticks above the real count; queued entries for items you've sold, salvaged, or traded away are now pruned, so Auto-Spec can clear it to zero.
- Achievements that check your buildings (such as Guild Architect for maxing every building) now fire when the qualifying building is completed.
- Academy prospect rival-interest markers are now hidden until you've scouted the prospect, closing an intel leak that revealed an unscouted prospect was C-Tier or better.
- Founding a guild now writes an autosave immediately, so a crash or power loss during your opening session (before your first Advance Week) no longer wipes the whole guild.
- Closing the game window now also saves your active manual slot, not just the autosave, so simply closing the game keeps this guild in your chosen slot — without overwriting a slot holding a different guild or one you deleted this session.
──────────────────────── NEW FEATURES ────────────────────────
- New Interface Icons display setting lets you render UI icons as clean monochrome glyphs. We're getting fancy af over here.
- The Commander's Ledger now tracks every recommendation the commander makes, grades it as followed, ignored, expired, right, or misjudged, and shows it all in a new card on the Commander Overview: a running record ("Followed 12 · Ignored 5 · Right 9×"), open advice with a countdown, and resolved history. Entry subjects deep-link to the adventurer, and the swap suggestion jumps to Party Optimization.
- The commander now speaks up in the weekly summary briefing about how past advice turned out, naming the adventurer — praising a call you followed, owning a misjudgment, or noting a warning that held true.
- Elemental raid bosses are now mechanically cooking: a frost boss takes extra damage from Fire and shrugs off Ice, storm fears Nature, venom and shadow fear Holy, and so on. Squad damage-type matchup shifts raid success by up to ±20%, and the raid prepare panel shows the matchup and a hint while you can still change squads.
- Rare crafting components can finally be spent. When you own one, a component picker appears in the workshop below the technique selector — spending it floors the minimum quality and shifts the result upward. Cancelling the job returns the component in full.
- Faction contracts now advance a hero's personal ambitions. A new "faction contracts completed" Drive powers two ambitions: Capricorn's The Oathbound (complete 6) and Virgo's Faithful Service (complete 8).
- Custom difficulty gains a Negative Traits toggle. Switch it off and adventurers never develop flaws — none are rolled at recruitment, none manifest from ambition neglect, and any existing flaws stop affecting your guild. It counts as an easier-than-Normal setting.
- Capricorn Resonance: adventurers born under Capricorn fight with +2 to every stat on Tower floors 90–100, gain a battle narration beat, and earn +2 morale on any non-defeat.
- Party element chemistry: three or more adventurers sharing a zodiac element form an Elemental Trine (+4 chemistry, +6 with four), and a party covering all four elements gains a Balanced Wheel (+5).
- Sun signs now shape weekly morale — optimists recover faster, empaths absorb the party's mood, spotlight-seekers sour when benched, memory-holders bristle beside a rival — and everyone gets a +3 morale lift on their nameday week, each labelled in the Morale tab.
- A celestial dashboard shows the current ruling sign, which of your adventurers are in season, any active sky event, and lets you commission a weekly star reading from your astrologer.
- The in-game Zodiac Guide now teaches the live mechanics: ruling-sign seasons, celestial events, party element compositions, and the astrologer-gated per-sign negotiation table.
- Your Commander now files a weekly Briefing at the top of the Week Summary, written in their own voice and headed by their portrait and name.
- The Commander tab gains a Trust meter — tier label, 0–100 bar, and the next milestone — plus a Service Record chronicling the guild events your Commander remembers, newest first.
- Trust now grows when you act on your Commander's advice — signing recruits they endorse, filling role gaps they flag, applying their party suggestions — and erodes when you ignore warnings or lose adventurers avoidably. A Commander you barely know now also speaks in a more guarded register that previously never appeared at all.
- Reaching a new tenure standing is now celebrated in the feed, noting years served and the new strength of your Commander's bonuses.
- The new-season applicant line now credits how many recruits your Commander's reputation drew in.
- A new guidance task rewards appointing your first Guild Commander.
- Scouting a free agent now reports per-stat ranges (SPD 45–72) and an OVR range instead of exact numbers, and a more skilled scout narrows the band. The true ratings are revealed when you sign them — complete with ▲/▼ surprises against the estimate — or by putting them through Trial by Fire.
──────────────────────── QUALITY OF LIFE ────────────────────────
- A new Ambitions feed tab and Front Desk panel surface heroes who are waiting on you: standing at a Crossroads, with a Proving posted to the board, or growing restless enough to abandon their road. Each row jumps straight to the hero.
- Party screens now show the party-wide passive bonus a Legend radiates, so an ascended hero's payoff is visible after it's earned.
- Evolution road cards preview the target class's signature kit, so you can choose a transformation knowing what abilities it brings.
- Choosing a Calling now shows a "Reversible until the Proving" note directly on the button, not just in a hover tooltip.
- Adventurer Drive and ambition descriptions rewritten for clarity, with a few renamed (Taurus's "The Immovable" is now "Stonewatch").
- Tactician class recommendations now name the adventurers you actually employ who carry the needed damage type — highlighting who's free to deploy versus already committed — instead of pointing at the recruit catalog.
- The age-retirement choice popup now lists every eligible role with its projected score and an expand button, matching the registry's Career Transition panel.
- The weekly report now names a gatherer's specific specialty instead of a generic "Gatherer" in the skill-up and age-retirement lines.
- Tower boss scout intel now labels resistances as "Resists" instead of the misleading "Strength."
- The Guild Hall panel now flags revealed Instigators by name, warning that they drain morale guild-wide.
- New Material Trade Policy toggle: "Ignore my blocks on trades I build myself." When on, you can add a blocked material to a trade you build without unblocking it first — your blocks still hold against rival-initiated and automated trades.
- Sort a rival guild's surplus list by Price, weekly change, or Name in the trade builder, defaulting to cheapest-first so this week's bargains surface on open.
- Auto-balance now fills an offer to the rival's actual acceptance bar, and its button stays available whenever the rival wouldn't yet accept — so you can top up a partially-built trade instead of only starting from scratch.
- View a refinement recipe's details — conversion, value, and required materials — even when you can't currently afford the inputs, matching how equipment recipes already behave.
- The refinement value panel now reads live market prices for inputs and outputs, so a refine's real margin is visible without tabbing to the market.
- Search your portfolio by category — "raw", "refined", "magical", or "rare" — not just by material name.
- Crown contracts and alliance quests now show a home region on their cards.
- Ambitions with a "complete different quest types" drive now show a per-type checklist, marking each of the 24 quest types as cleared or still remaining.
- Dispatch panels now explain why a party can't be sent (garrisoned, in the Tower, on a quest, or not enough members) instead of just labeling it "Unavailable".
- OVR-threshold ambition deeds now state plainly that they require base OVR — gear and chemistry bonuses don't count.
- The Text Size setting now scales the adventurer dossier's ambition text along with the rest of the UI.
- The deploy panel's risk estimate now folds in your party's damage-type matchup against the quest, shown as a 🎯 ±N% chip.
- Temple and Underworld quests now telegraph before you commit whether your party's damage types will please or offend them, along with the reward and standing at stake.
- The party builder now shows which damage types your lineup can deal and which weaknesses it's blind to.
- Interface icons render as crisp, consistent glyphs, and the clean glyph icon set now covers the Guild, Markets & Trade, and Factions/Crown/Inbox screens.
- Zodiac signs, dragons, crystal balls, grimoires, the Tower, potions, and other symbols now use hand-drawn icons that render consistently everywhere.
- Meals and feasts now display their proper crafted-item art instead of a plain emoji.
- Cleaned up redundant emoji clutter next to class and building names, where portraits, names, and tier styling already convey identity.
- The battle report drops decorative filler icons.
- Cleaned up the Tower page: decorative emoji removed throughout, and the top three ranking slots now show plain numbers instead of medals.
- Removed the redundant crest icon shown next to rival guild names, leaving the leader portrait as the anchor.
- Dropped the duplicate puzzle icon from the Tactician tag in Tactical Intel panels.
- Watch-mode scouts can now be set to "Hireable only," skipping staff, crafters, and gatherers whose building you haven't unlocked yet so early-game auto-scouting stops burning weeks on jobs you can't fill. Adventurers stay eligible either way.
- Watch-mode scouts can now be set to "Favorites only," working only through your starred recruits and going idle once none are left.
- Double-click a material row in the Portfolio to buy the most you can safely afford in one gesture, bounded by market stock, your gold, and remaining warehouse space, with a confirm before the spend. A toggle controls whether the buy may push into the bulk-premium price band.
- The Portfolio now remembers your chosen sort column and direction between visits instead of resetting to total value.
- All 60 adventurer Drives are now fully translated across every supported language.
- Crossroads menus with many options compact the extra roads into tappable one-line rows while keeping the headline choices — Evolutions and resonant Legends — as full cards.
- A recruit's Drive now appears on their Overview tab, alongside the evolvable-lineage marker.
- Escape no longer opens the Settings menu on top of a Trial by Fire, tower observation, or banquet prompt.
──────────────────────── BALANCE ────────────────────────
- Stormcaller is now a Lightning/Arcane dual-type. Its Arcane synergies (Arcane Convergence, Arcane Mastery, The Conclave) and its Static Charge and Conductor passives now actually apply, and it can pick the stronger of its two types on quests.
- Tide Shaman is now an Ice/Nature dual-type, wiring up its Nature synergies alongside its existing Ice damage.
- New recruits now more often share the current ruling sign, and adventurers ask for roughly 8% higher wages during their own sign's season.
- Reading an adventurer's zodiac interpretation in their dossier now requires an employed Astrologer; the sign itself stays visible.
- Damage-type rebalance across the bestiary: a new Warded Construct resists Holy and Arcane but is weak to Physical and Lightning; Cultists now take extra Physical damage, Mercenaries extra Shadow, the Ancient Golem now resists Holy, and the Lich no longer resists Physical.
- Elemental Tower tiers (floors 21–60) now give bosses a themed profile — a boss always resists its own element and usually shows its intuitive counter-element as its headline weakness.
- The appointed Commander's personal bonuses now apply up to 15% less injury risk on quests and raids, and up to 10% faster training growth. The defunct "chemistry uplift" display has been removed.
- A weaker Commander now misreads some recruits, so their signing verdicts are only as reliable as their leadership.
- Retired-Commander legacy buffs now stack only the strongest bonus of each type, closing a loop that let you farm unlimited passive buffs.
- Raid and tower results now count toward your Commander's track record, so repeated failures there feed mutiny unrest.
- Building upgrades no longer lose bonuses at higher tiers — Armory durability and repair, Bartender desertion reduction, Barracks and Pathfinder's Lodge morale, Expedition HQ raid success, Scouting Post scout speed, and Quarry construction speed all carry forward correctly now.
- Allied guilds no longer flatly refuse to buy your F-Tier and D-Tier adventurers; such sales are now weighed like any other.
- Ambition-neglect pressure now builds more slowly: the first morale sting and every later stage land several weeks later than before.
- Ambition neglect can no longer inflict the Instigator flaw, which spread a guild-wide morale drain from a single sidelined hero. Neglect now only produces flaws that hurt the hero and their party. Instigator can still turn up naturally on free agents.
──────────────────────── BUG FIXES ────────────────────────
- The "top performer" ambition deed now credits the hero who actually contributed most in the fight, weighing tanking, healing, and damage by role, instead of always crediting the highest raw-rated member.
- The same-party-quests streak is now keyed to the actual party composition, so swapping a member resets it as the goal describes.
- Ambition progress panels no longer show a permanent 0 for equipped-rarity and faction-standing drives.
- A hero who abandons a Tier-3 road is no longer stuck forever: that specific road is barred, but they can return to the Crossroads and pursue any other earned Calling.
- An ambition obsession flaw now actually takes effect and appears in the dossier when the feed announces it.
- Zodiac element compatibility now works correctly — signs once again shape negotiation priorities, signing chemistry, and dialogue, instead of every adventurer being treated as an Earth sign.
- Zodiac seasons, celestial events, and mourning now actually shift party chemistry as the calendar and sky change.
- Moon-sign stress and injury reactions now apply to every sign, not just a couple.
- The Observatory's astrologer events — Stargazer's Forecast, Shining Star, and From the Brink — now trigger.
- The Season's Child trait now grants its birth-season bonus.
- Astrologer read-outs are more accurate: a skilled astrologer sharpens the personality verdict while low skill blurs it toward neutral, medium-tolerance signs are no longer wrongly flagged as volatile, and a recruit's teamwork read now reflects how their sign fits your current roster.
- The "all buildings maxed" achievement and Guild Architect milestone are obtainable again (a disabled building was wrongly counted as required).
- The gear vault's "Worn+" condition filter now includes Worn-tier items instead of skipping the very tier it names.
- Fixed guild economy bonuses (sell prices and buy discounts) compounding endlessly over time.
- Removing your Commander no longer leaves stale state that could open a mutiny ultimatum against a vacant post.
- The "strong leadership" recruitment boost no longer fires when no Commander is appointed.
- The Commander's party-optimization suggestions no longer offer injured, deployed, or training adventurers whose swap did nothing, and can no longer disrupt a party in the middle of a drill.
- Hiring a Treasurer via hotkey no longer silently fails.
- Blocker buttons that were rendering unstyled now display correctly.
- A loyal adventurer's resignation now correctly names your Commander.
- Winning a sealed bid for a scout in Multiplayer now actually adds the scout to your guild instead of taking your gold and giving you nobody.
- Emergency event contracts no longer kill adventurers on a critical successes and their mortality rolls now honor Temple death prevention, commander bonuses, survivability, miraculous survival, and the Grimoire of Salvation like every other quest.
- A rival's top talent that they've actively offered in a trade no longer shows "Untouchable" in the trade panel and profile — the label now matches everywhere, and its Propose Trade button stays available.
- Adventurers pursuing a quest-count Calling no longer accrue frustration while questing on repeated short deployments; a completed one-week quest now correctly counts as fed.
- The Morale Drivers panel's weekly net now includes Instigator and Bully drains and contract-clause penalties, so it no longer shows a positive trend while your roster is actually pinned at the morale floor.
- Fixed missing portraits on staff feed entries and academy graduates, which previously fell back to a blank placeholder.
- Academy prospect and youth traits, and the build tab's Mastery Paths label, now display their proper names instead of raw internal keys like "family_legacy" and "mastery_path."
- Level-up ambitions now credit every level gained. Tower battles, party training, faction contract completions, and instructor drills previously raised a hero's level without counting toward "level up" goals. Existing heroes are retroactively credited to match their current level.
- The trade auto-decline value filter now measures the exact ratio shown on the offer card, so a "reject below 1.5×" threshold actually rejects the offers you see as underpaying.
- Auto-declined incoming trade offers no longer leave a phantom "Trade Offer" report in your feed.
- The Deconstruct panel's recent-salvage log now lists every item from a batch salvage instead of only the last one.
- The Tower and Raid charters no longer display a outdated "Training Yard T2" requirement that was never actually enforced.
- The Treasury's weekly net now reconciles with income minus expenses. Hiring, termination, training, academy, construction, and faction-purchase flows are properly categorized, and loot sale bonuses are no longer double-counted.
- Obsession flaws from a neglected Calling are no longer permanent. Deploy the hero in line with their Calling and the flaw fades as their restlessness drains, restoring any flaw they had beforehand.
- Crown contract and alliance quest completions now count toward Trail Blazing and Dungeon Mapping survey progress instead of being lost to untracked entries.
- Raid sites now sit in real world regions with terrain that matches their geography, replacing terrain rolls that could place a lair in nonexistent arctic or volcanic zones.
- Refining no longer consumes your inputs when the output material is already at its storage cap; you get a "Storage full" message instead of silently losing materials, and the max-refine amount now respects available space.
- Craft-speed bonuses now apply to jobs already in your queue, not just newly queued ones — you no longer have to clear and re-queue to benefit.
- The recipe panel's Craft Time now reflects your chosen technique and station/building speed bonuses, so the estimate matches the actual craft duration.
- The station panel no longer advertises recipe-tier unlocks a station upgrade can't grant, and now notes that recipe tiers unlock by upgrading the prerequisite building.
- Retired adventurers from renamed or evolved classes now keep their career-transition skill bonus instead of losing it.
- The Hall of Fame ceremony now shows the levels a hero actually gained rather than their final level.
With the short patch cycle since Monday's last live patch, the notes are bit shorter than usual ;) That being said, most of July I will be spending revisiting and updating OLDER systems and aspects of the game I've been meaning to upgrade. That means new Features will likely be in August, etc., while I dial in on the current game state.
──────────────────────── NEW FEATURES ────────────────────────
A new Receptionist tab in the Registry surfaces the master renewal controls — enable, budget cap, and priority — without digging into the staff card.
It opens on a Week 48 Renewal Forecast: a Contract Ledger grouped by role that projects every member's wage across the next 10 years, with the Receptionist's live negotiation rate, projected renewal costs, and savings front and center.
Every contract expiring this year shows its outcome at a glance — Renews, At Risk, Blocked (with the reason), or Expires — using the same logic the Week 48 pass actually runs, so the forecast matches what happens.
Arm any expiring contract for auto-renewal with one click on its expiry badge, which flips from red "Expires" to green "Renew." An Auto-Renew All toggle plus budget-cap and priority tuning round out the front office.
The Adventurer Card Morale tab now lists the ongoing weekly forces on each adventurer — guild amenities, Mess Hall menu, Veteran's Wing, legacy gear, natural recovery, difficulty drift, ambition frustration and more — with a per-week value on each and a net weekly trend, so you can see exactly why morale is rising or falling. Deployed heroes show that these effects are paused.
This is the first step of an on-going effort to surface the things that impact Morale.
Filled the endgame equipment gaps with craftable Steel, Battle, Mithril War, and Reaver Axes (standard → master), the Mithril Longbow and Skypiercer Bow (expert/master), the Titan's Maul (master mace), and Mithril Weave and Umbral Shroud light armor (expert/master) for Rogue and Archer builds — closing the "no axes above Basic, no bows above Advanced, no light-armor endgame" gaps. Placeholder art for now.
Save up to 3 custom difficulty presets on the New Game screen — recall, overwrite, or delete a slider set with one click.
Block a material from import in your Material Trade Policy so rivals never offer it, keeping unwanted stock out of your warehouse.
Several kind souls have reached out to me interested in helping improve the quality of the localization work game-wide (Claude is only so good). In turn, I have put together an Localization Atelier as hub to create, review, and submit translation suggestions. If you're interested in gaining access to this tool, please email me at [email protected].
──────────────────────── QUALITY OF LIFE ────────────────────────
Set and Proving contracts now tell you where the required hero currently is — which party they're in, whether they're injured or resting and for how long, or that they're at base unassigned — so you no longer have to hunt the roster.
Set Completion and Party of Heroes contracts now carry a badge on the quest board naming the required hero or party, so you don't have to open the writ to learn it.
Party cards show a countdown until a deployed party returns from its quest or raid, and a "Ready in ~Nw" estimate for parties at base with injured or resting members.
When planning a lineup for a deployed party, the picker now previews the OVR impact of adding each hero, flags which heroes would unlock a new class synergy, and lets you re-add a member you removed from the plan.
A new "Buy all missing materials" button on a recipe buys every in-stock, affordable material you're missing in one click, instead of clicking each row across a dozen crafters every turn.
The technique selector no longer vanishes when you run low on materials — pick your technique up front and queue the craft, and it fires once the materials arrive.
The gatherer detail now shows a "Rare find" row — its tier-gated drop chance (for example, a Miner's "10%/wk Mithril Ore," or "@ Tier N+" when still locked) — alongside the usual yield.
In addition to the free Treasurer at the start of a run, you can now hire a Treasurer from Treasury Tier 1 (was Tier 2) — a guild should have one as soon as it has a Treasury.
Doubled the Treasurer's auto-trade partner caps to 2 / 4 / 6 / 8 / 10 by skill, so a high OVR Treasurer works a real book of partners instead of a punishingly small one.
A new tooltip explains the Treasurer's spread — how far above base market it auto-sells and below it auto-buys, widening with skill.
Youth-prospect scout completions now appear in the Weekly Report under "Prospects Scouted" and in the Hero's Hearth tavern feed; clicking the feed entry jumps to the Academy Prospects tab.
Start a headhunt straight from an idle scout's row with the full search-type picker — role, class, staff, crafter, gatherer — plus auto-repeat.
The Staff recruit tab gains "Headhunted" and dismissed-view filters, and you can restore a dismissed staff, crafter, or gatherer recruit from their detail panel.
Graduating prospects now show their zodiac sign and element in the graduation ceremony and on the graduation cards.
The mentor picker pushes mentors already assigned to another trainee to the bottom, keeping free mentors and this trainee's own mentor on top.
The Parley option no longer hides behind a Temple-standing wall — anyone can open the conversation. Only the deeper Accord still requires the standing or knowledge to broker it.
The rival hover-card button now reads "View Adventurer" instead of "View in Rankings," making clear that rival adventurers can be inspected.
Unfilled synergy slots now read "NOT RECRUITED" with a neutral empty-slot mark instead of "??? NOT FOUND," so a missing class no longer looks like an error.
Scout report OVR now notes it's the recruit's base value from raw stats; once on your roster it rises with guild building bonuses and equipment.
A new Crossroads header button appears whenever heroes are waiting to choose a Calling, showing the count and jumping straight to the decision — and staying hidden when no one is waiting.
The New Game screen's Doom Deadline description no longer contradicts the toggle: it now correctly explains the deadline defaults to 1,000 years, and can be lowered for pressure or turned off entirely.
──────────────────────── BALANCE ────────────────────────
Weekly market stock now scales with your Merchants standing — roughly +25% at Revered, +50% at Exalted, up to a +75% cap at deep Exalted — so the scarce materials that gate late-game crafting become buyable at volume.
Mythic (Tier 10) guilds can now field up to 15 parties (was 13). Existing saves expand automatically on load.
Runic Attunement stat gains on equipment now cap by rarity (Common +8 up to Legendary +48), keeping higher-rarity gear permanently ahead. Items already over the cap keep their current stats.
The Treasury now reduces guild payroll — cumulatively 3% / 6% / 10% at Tier 1 / 2 / 3 — applied consistently to your gold, the ledger, and your weekly net.
Your noble recruit-quality levers finally pay off in Academy mode: Noble Court Influence, Heraldic Update, and difficulty quality now nudge the youth scouting pool toward better prospects, and the Noble Heir Referral delivers a guaranteed A-Tier-potential prospect into the Academy instead of an unhirable free agent.
Faction correspondence, joint-op, and dispatch missions now require a full, valid party like every other deployment, closing an exploit where under-strength parties earned identical rewards.
Completing a faction contract now grants its party a small XP reward scaled by the contract's duration, so tying a party up no longer feels like a wasted slot.
Rivals no longer offer more of a material than they actually hold, and accepting such an offer no longer mints stock the rival never had.
──────────────────────── BUG FIXES ────────────────────────
Rival trade counter-offers no longer deadlock. When you've offered everything you own and the rival wants more, it now rolls the shortfall into a gold demand instead of handing back the same rejected terms — and if it genuinely can't form a different offer, it declines cleanly rather than looping forever.
The Markets "Likely Accept" label now matches the rival's actual accept decision, including the tougher terms a same-division competitor demands, so trades it calls likely are no longer countered or declined.
Trade offer valuations now price both sides at replacement value and per unit, so an even swap reads as even instead of a false big win, and large batches no longer show inflated per-unit worth.
Portfolio cost basis and realized profit/loss are now accurate for trades that mix goods and gold — materials no longer absorb the value of gold exchanged alongside them.
Fallen heroes from emergency quests now appear in the battle log, so a "0 injuries" result no longer hides casualties.
Crown Cup combat narration now matches each fighter's class — archers loose arrows, mages cast spells, melee fighters strike with blades, staplers staple — and names the hero who actually dealt the blow.
Tower critical hits and killing blows now narrate with the attacker's real weapon, so an archer or mage crit no longer reads as a generic melee strike.
The All-Tournament Team's "Best Overall" now goes to the genuine top performer of the whole field instead of the best player on a losing guild.
A healer who wins Best Overall now shows the healing that earned the slot, rather than their damage number.
A friend's name now always shows on the Relationships & Chemistry card, even for bonds formed through party training or after older names were pruned from a save.
Two adventurers of the same class now always show the same class-rarity color; legacy saves with a drifted value are corrected on load.
The quartermaster no longer reports "Insufficient funds" for cheap items whose repair cost rounds to zero — those are now repaired for free, and the warning only shows for a genuine gold shortfall.
Quest milestones now count one per quest completed instead of once per party member, so "10 Quests Completed" and similar milestones no longer fire far too early.
The Risk/ROVR quest sort now orders quests even with no party selected, instead of silently falling back to "most recently posted."
Completing a Crown Contract from the quest board now counts toward the Military "Oath of Arms" obligation.
A manual save or quicksave now confirms the write actually landed on disk before flashing "Saved!"; a failed write reports an error instead of falsely claiming success.
Loading a different guild now warns you when the shared autosave still holds another guild, so advancing a week can't silently overwrite that game's only safety net.
Fixed a year-end crash that could hit a low-gold guild with a commander when the low-gold advice appeared.
Year-end awards no longer claim you're "competing across all guilds" when the only entrants are your own adventurers — they now use guild-scoped framing.
Scout and staff bids that win now actually join your guild: hires are checked against in-flight bids so you can't over-queue, and affordability is measured against the upfront hiring fee instead of the full contract value, so a cash-tight guild's winning bids no longer silently lapse.
──────────────────────── NEW FEATURES ────────────────────────
- A fancy new Receptionist tab in the Registry surfaces the Receptionist's master renewal controls, enable, budget cap, and priority, without digging into the staff card.
- The Receptionist tab opens onto a Week 48 Renewal Forecast: a Contract Ledger grouped by role that projects every member's wage across the next 10 years, with the Receptionist's live negotiation rate, projected renewal costs, and savings front and center.
- Every contract expiring this year shows its outcome at a glance, Renews, At Risk, Blocked (with the reason), or Expires, using the same logic the Week 48 pass actually runs, so the forecast matches what happens.
- Arm any expiring contract for auto-renewal with one click on its expiry badge, which flips from red "Expires" to green "Renew"; an Auto-Renew All master toggle and a budget cap and priority tuning round out the front office.
- Save up to 3 custom difficulty presets on the New Game screen, recall, overwrite, or delete a slider set with one click.
- Block a material from import in the Material Trade Policy so rivals never offer it to you, keeping unwanted stock out of your warehouse.
──────────────────────── QUALITY OF LIFE ────────────────────────
- The Parley option no longer hides behind a Temple-standing wall; anyone can open the conversation. Only the deeper Accord still requires the standing or knowledge to broker it.
- Unfilled synergy slots now read "NOT RECRUITED" with a neutral empty-slot mark instead of "??? NOT FOUND," so a missing class no longer looks like an error.
- Scout report OVR now carries a hint that it's the recruit's base value from raw stats; once on your roster it rises with guild building bonuses and equipment.
- Youth-prospect scout completions now appear in the Weekly Report under "Prospects Scouted" and in the Hero's Hearth Tavern feed; clicking the feed entry jumps to the Academy Prospects tab.
- Start a headhunt straight from an idle scout's row using the full search-type picker: role, class, staff, crafter, gatherer, plus auto-repeat.
- The Staff recruit tab gains "Headhunted" and dismissed-view filters, and you can restore a dismissed staff, crafter, or gatherer recruit from their detail panel.
- Graduating prospects now show their zodiac sign and element in the graduation ceremony and on the graduation cards.
- Set Completion and Party of Heroes contracts now carry a badge on the quest board naming the required hero or party, so you don't have to open the writ to learn it.
- The mentor picker pushes mentors already assigned to another trainee to the bottom, keeping free mentors and this trainee's own mentor on top.
- A new header button appears whenever heroes are waiting at the Crossroads, showing the count and jumping straight to the Calling decision; use the dossier's arrows to browse the rest. It stays hidden when no one is waiting.
──────────────────────── BALANCE ────────────────────────
- In Academy mode, your noble recruit-quality levers finally pay off where you can see them: Noble Court Influence, Heraldic Update, and difficulty quality now nudge the youth scouting pool toward better prospects, and the Noble Heir Referral delivers a guaranteed A-Tier-potential prospect into the Academy instead of an unhirable free agent.
- Faction correspondence, joint-op, and dispatch missions now require a full, valid party like every other deployment, closing an exploit where under-strength parties earned identical rewards.
- Completing a faction contract now grants its party a small XP reward scaled by the contract's duration, so tying a party up no longer feels like a wasted slot.
──────────────────────── BUG FIXES ────────────────────────
- Rival trade counter-offers no longer deadlock. When you've offered everything you own and the rival wants more, it now rolls the shortfall into a gold demand instead of handing back a byte-identical counter forever.
- The Markets "Likely Accept" label now matches the rival's actual accept decision, including the tougher terms a same-division competitor demands, so trades it promises as likely are no longer countered or declined.
- In the trade builder, materials you're offering are now valued at their sell price, matching the figure shown on the counter-offer card.
- Year-end awards in league play no longer claim you're "competing across all guilds" when the only entrants are your own adventurers; they now show guild-scoped framing.
- A manual save or quicksave now confirms the write actually landed on disk before flashing "Saved!"; a failed write reports an error instead of falsely claiming success.
- Loading a different guild now warns you when the shared autosave still holds another guild, so advancing a week can't silently overwrite that game's only safety net.
- Quest milestones now count one per quest completed instead of once per party member, so the "10 Quests Completed" and similar milestones no longer fire far too early.
- The Risk/ROVR quest sort now orders quests even with no party selected, instead of silently falling back to "most recently posted."
- Two adventurers of the same class now always show the same class-rarity color; legacy saves with a drifted rarity value are corrected on load.
- Completing a Crown Contract from the quest board now counts toward the Military "Oath of Arms" obligation.
- Crown Cup combat narration now matches each fighter's class: archers loose arrows, mages cast spells, melee fighters strike with blades, and it names the hero who actually dealt the blow.
- Tower critical hits and killing blows now narrate with the attacker's weapon instead of a generic melee strike, so an archer or mage crit reads correctly.
- Fixed a year-end crash that could trigger for a low-gold guild with a commander when reaching the low-gold advice.
- The Crown Cup All-Tournament Team's ⭐ Best Overall now goes to the genuine top performer of the whole field instead of the best player on a losing guild. I'll be keeping an eye on this one for any funny business.
- A healer winning Best Overall now displays the healing that earned the slot rather than their damage number.
- In multiplayer leagues, scout and staff bids that win now actually join your guild: hires are gated against in-flight bids so you can't over-queue, and affordability is checked against the upfront hiring fee instead of the full contract value, so a cash-tight guild's winning bids no longer silently lapse.
I had a very productive weekend and I just couldn't wait until Wednesday to push these updates ;)
Long story short, I wanted the improved UI/UX for Ambitions Live asap since the first pass was not clear (my apologies), so a sneaky Monday Live patch is upon us. It's a big drop: new apex classes and a further refined evolution system, a rebuilt quest board, a redesigned Adventurer Dossier, a deep pass on Multiplayer, and a long tail of polish and fixes.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Four new apex classes join the roster:
Dryad — an ultra-rare grove-healer who shields the whole party in living bark, roots enemies, and pours out party-wide healing.
Mistwalker — an ultra-rare melee assassin who blinks through fog with high evasion and guaranteed crits, stunning and blinding from the mist.
Embersworn — a fire-wreathed tank who ignites every enemy with burning damage-over-time while soaking blows up front.
Levinguard — a storm-forged lightning tank who hammers all foes with thunderclaps and chained bolts.
Every base class now has a destiny beyond its starting Drive. Each walks a single same-role evolution apex, and classes that can't evolve follow titled Legend paths instead — so no hero is left without a potential brighter future (if they are willing to work for it).
Each Legend path grants a small permanent passive the hero radiates whenever deployed — the Slayer sharpens party damage, the Mentor speeds party XP, the Guardian softens the party's wounds, the Broker draws richer quest gold — and a party of Legends stacks them.
Knights and Warriors fork down elemental roads. Knights can evolve into the Frostguard (the frozen ward) or the shared Embersworn (the burning bulwark) — but the road only opens after the hero personally fells an elemental raid boss, and which element you broke decides which evolution the Crossroads offers. Warriors get their own fork: the Embersworn or the new Levinguard (lightning) — the Calling "The Gathering Charge" opens after completing 12 quests in a row with no party death, and "The Thunderhead" ascension follows after 18 quests in a row without injury.
Raid bosses now wear elemental epithets. Roughly half arrive bearing a marker — Frostbound, Emberforged, Stormcalled, Venomplagued, or Shadowclad — and downing a Frost or Fire one credits every hero in the party toward the Knight's elemental evolution.
The Adventurer Dossier has been fully redesigned with a richer "Guild Dossier" presentation across every tab. It is now fancy AF.
A new Ambition tab lays out each hero's full journey — Drive, Crossroads, Calling, Ascension, and the Proving — with live progress, a plain-language "your next step," side-by-side comparisons of the roads on offer, and a button that jumps straight to the right quest.
A new Chemistry tab gathers status, personality, behavior, bonds, and companions in one place, with bonds shown as a clickable portrait constellation.
Equipment now appears directly on the Profile tab.
Lightning is now a full-fledged damage element with its own strengths and weaknesses — Mercenaries, Harpy Flocks, and Dragons are vulnerable to it while Giants and Ancient Golems shrug it off, it clashes with Nature in roster chemistry, and the Stormcaller now wields it while the Lancer adds it to its strikes.
The great text rewrite is getting there!
The quest board has been rewritten as a stack of illuminated frontier writs — every card and its full detail panel now read like a posted contract.
Every quest type now opens with its own rewritten authored briefing, grounded in the official region named on the card.
Crown contracts, alliance jobs, and raid postings have been rewritten, with twenty fresh subtitles and reworked rumors that quietly hint at the deeper history beneath Hiltcrest.
A new low-combat Frontier Work quest category covers the civilian jobs that keep a town alive — mending storm-struck holdings, relief drives, reopening shut-down workings, and a healer's rounds through sickness — paying in goodwill as much as gold.
Festering contracts now appear on roughly one in five breach-flavored postings: left unanswered they grow harder and richer each week, climbing +3 required power and +10% reward for up to five weeks.
The online zodiac wiki page gains a Sign Compatibility tool — pick a sun sign and see every other sign ranked best to worst.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Every zodiac Drive has been updated sign by sign to be harder and more distinctive. Instead of nearly every Drive asking for more quests or a flat power number, Drives now span raids, Tower floors, faction dispatches, captaining and commanding, morale streaks, forged bonds, league placement, equipped gear quality, and long-term contracts — with no two Drives in a sign duplicating each other.
Each sign gains a fifth possible Drive that pulls a hero toward the deeper game — holding a garrison, climbing the Tower, completing dispatches, courting a faction, leading in the league, or standing beside others at their Proving — so a hero's starting ambition varies more from recruit to recruit.
Gold-earning ambitions now credit gold from raids and the Tower, not just quests, so those deeds progress at a fair pace. Progress already made is preserved.
The serious-injury recovery ambition now counts recovery from major or critical wounds — previously it required an injury so rare that competent players almost never qualified.
Class rarity now confers inherent power — every step up in rarity adds +5 to all stats (and so +5 OVR), making a rarer class fundamentally stronger at the same potential. This applies to recruits, rival adventurers, and evolved heroes alike.
WE HAVE TAUNT, MY DUDES! Tanks now draw the enemy's attention in the Tower — roughly 70% of a boss's blows land on a standing tank instead of your squishier heroes, and the Knight's Taunt hard-locks the boss onto the taunter.
Several classes have been retiered to better match their power: the Berserker is now rare (down from ultra-rare); the Holy Knight, Enchanter, and Stone Druid are now uncommon; and the Drunken Monk and Spellblade are now rare — so they turn up more often when scouting.
Lopsided trades no longer count as "fair" for renown — the fair-trade window has been tightened, curbing renown farming through one-sided deals.
Grimoires now stack up to 15, up from 10.
Custom difficulty can now push the market trade-price spread up to 3× (was 2×) for a harsher economy.
The shared free-agent and staff pool now scales with the number of human players (for real this time), so larger leagues no longer drain crafters, gatherers, and other support staff to nothing.
Strong rival guilds (Tier 6+) now climb the Tower over a season — they get a dedicated tower-run budget instead of being crowded out by quests and stalling at low floors.
Rival guilds now gain renown on merit rather than being rubber-banded toward the middle, so leading rivals can pull ahead and trailing ones stay competitive instead of the league compressing to mid-tier.
Rival renown now scales with the league's chosen difficulty exactly like yours, so AI guilds keep pace on every difficulty.
League divisions now re-shuffle every season, matching single-player — your division genuinely changes year over year, announced by the Crown Herald.
The cap on submitted renown now scales with how many weeks you were away, so catching up after time offline no longer clips your legitimately earned renown down to a single week's worth.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Hero- and party-specific contracts — The Proving, Set Completion, and Party of Heroes — are now pinned to the top of the board, above any active filters, so a hero's once-per-journey trial can't hide behind your filter settings. A banner explains them: each must be run by its specific hero or party, and the commander won't auto-deploy them.
Each quest card now carries its issuing faction's accent color throughout — type and faction read at a glance.
Selecting a quest marks it with a rising-ember effect plus a faction-accent border, brighter ring, and colored glow; hovering any quest, contract, or raid card previews that card's type color.
Tactical guidance from your tacticians and contacts is now larger, higher-contrast, and rendered in the plain UI font instead of small italic serif — easier to read everywhere it appears, including the Damage Type panel.
When several heroes are ready to ascend at once, the board shows a notice naming who is still awaiting their Proving, since only one trial posts each week.
The Dossier now spells out whether a hero will change class (Evolution) or earn a titled destiny (Legend), and even classes that can't evolve get a look-ahead at the Legend paths they're closest to.
At the Crossroads, the Legend road whose deed echoes the hero's completed Drive sorts to the top and wears an "Echoes their Drive" badge, and the panel opens with a callback to the Drive that carried them there.
Heroes can now Reconsider this Calling — step back to the Crossroads and choose a different path, keeping any signature already earned.
Heroes waiting at the Crossroads are flagged on the Registry tab (with a ✦ count), on roster rows, and on the adventurer card — with a "Choose a Calling" shortcut that opens straight to the Ambition tab, where each road's requirements are shown before you commit.
The ambition journey spine got a polish pass: the current step pulses with a glowing ring and orbiting sparkles, step nodes lift on hover, and tooltips snap in cleanly.
A new Auto-train idle button enrolls every idle adventurer in weakness-based training and assigns each a free instructor in a single click — and it no longer wastes training on stats that are already maxed.
The Training panel now highlights each adventurer's main stats, with more program variety to choose from.
Party training now shows the full bonus breakdown in Expected Results: intensity's effect on XP and chemistry, plus the instructor's stat and XP bonuses with the specialization marker.
Party training gains a "Disable Auto" button — the current session finishes but won't auto-repeat, matching individual training.
Trade screens now show an at-a-glance Now% signal — how a material's current price compares to its baseline — inline rather than only in the tooltip.
Incoming trade and poaching offers now spell out what you receive versus what you give up.
Incoming material trade letters now show their deal-quality rating (Excellent Offer, Preferred Partner, Fair Trade, Underpaying, Bad Deal) right in the inbox list, so you can triage offers without opening each one.
Every new guild now begins with a founding Treasurer already on the books. Their auto-trade desk stays off until you choose to enable it.
Your Treasurer now cancels still-pending material offers it can no longer fulfill after auto-accepting trades, instead of leaving dead requests in the inbox.
The Select Adventurers list in the Armory can now be sorted by OVR, role, or party, and each adventurer shows clickable primary-stat chips that filter gear to items improving that stat.
Salvage and refine views now display the stat bonuses each piece of gear grants.
Refinement recipes now show output value, input cost, and net value added.
Crafters assigned to a construction crew now show a 🏗️ indicator in the Crafting panel and are no longer counted as idle.
Inventory and vault capacity are roomier at every Armory tier — inventory is now 50 / 100 / 175 / 250 (up from 30 / 60 / 100 / 150) and the protected vault is now 100 / 200 / 350 / 500 (up from 60 / 120 / 200 / 300).
A new "Vault unequipped" button moves all your loose gear into the vault at once, highest-value first, stopping when it fills (relics are skipped).
When your inventory is over cap, a clear warning shows how many items are over and reminds you the lowest-value excess auto-scraps next week unless you equip, vault, or sell it.
Strip All now notes when deployed adventurers keep their gear — it stays locked while they're out on a mission.
The rising-ember glow that marks your selection on the Quest Board now also lights the card you've opened in Parties, Gear, Crafting, and Factions, tinted to each screen's accent.
Tower and Crown Cup battles gain a 0.5× slow-motion speed plus Pause (I am very proud of the Pause feature) and single-step controls so you can follow the action blow by blow, and the league Rival Challenge gets the full speed cluster (0.5× / 1× / 2× / instant).
The raid Chronicle now marks fallen heroes with a red skull, distinct from the orange marker for injuries, so casualties read clearly at a glance.
The adventurer career chart now labels its number "Base OVR" to make clear it tracks base overall, not the bonus-inclusive party figure.
A new Sign Compatibility reference explains how zodiac signs drive party chemistry. Employing an Astrologer unlocks the precise best- and worst-match reading for each sign.
A held-down or stuck spacebar no longer races through multiple weeks — only deliberate presses advance the turn.
New players now start on the cleaner CleanOS theme by default. Classic, Parchment, and Dossier remain available in Settings.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
A custom name you give an adventurer is now a permanent, guild-wide rename that shows up consistently on every screen — registry, party formations, dossiers, recruit cards, battle reports, the live feed, the tactician's debrief, and year-end summaries — instead of quietly reverting to the original name on some surfaces. (This covers the Limit Break announcement, quest and battle debriefs, the battle log, achievement and injury notices, contract-renewal prompts, and academy semester screens.)
Renames now stick through every life change: you can rename an academy trainee, and you can still re-edit or undo a custom name after a hero is retired into staff, traded to a rival, or graduated.
Uploaded custom portraits no longer revert to procedural artwork after a hero is retired into a staff role, graduated, or otherwise transformed — your chosen portrait follows them through every transition.
Using a Metamorphosis grimoire on a dual-class hero no longer strips the second class's role — dual-class heroes keep both roles and their slot eligibility. Heroes already broken by this are repaired automatically when their save loads.
Heroes are no longer offered a Calling they can never finish — paths that demand an OVR beyond a hero's reach are now hidden at the Crossroads.
Heroes whose chosen Calling was retired in an update are sent back to the Crossroads to pick a new road, keeping any signature they already earned, instead of being stuck with no ambition path.
Ambition descriptions now clearly match their completion requirements.
Ten single-role synergies no longer advertise a fourth tier you could never reach — a party can field at most three of one role, so these now correctly top out at their three-member bonus. The bonuses you already earn are unchanged.
Spellcasters in tower battles are now narrated casting spells instead of firing arrows — backline mages and other arcane classes no longer "loose an arrow" while wielding a staff.
A hero's Proving trial is now unmistakable on the board — it keeps its proper title and wears an ornate greenknot frame no routine contract shares.
The Proving trial of Ascension no longer shows a misleading 0g reward tally — its report now plainly states that the reward is the Ascension itself and you do not receive gold, sorry!
The Guild Commander no longer reports that all parties are running smoothly when your roster is tiny; small guilds now get scale-appropriate commentary.
Year-end hover cards for your own adventurers no longer show "???" for OVR and stats.
An instructor's hidden specialty stays masked in the scouting view until scouting actually reveals it.
Losing a guild tier no longer strands adventurers in now-hidden party slots — idle members in over-capacity slots are released back to availability.
The "Under Construction" panel now shows proper station names (like The Forge or Construction Yard) instead of raw keys, and station names are now localized throughout the game.
Crown Cup ceremony pages (MVP, All-Tournament, and Records) now display custom adventurer portraits correctly.
Treasurer market trades now appear in your trade history and treasury ledger.
The audio toggle on the main menu now starts music on the first click after a restart, instead of needing two clicks.
Scrounged starter gear no longer falls apart after a mission or two — it arrives worn but sturdy and wears down gradually over many quests like any other equipment, so green recruits stop stripping naked after every job.
Removed an in-development Dwarven Forgeworks feature that had begun appearing in the live game by accident — I'm a ways off from completing that, sorry!
Native Linux builds that failed to open on certain Wayland compositors now recover on their own: after a launch that never renders, the game falls back through XWayland and other graphics modes, writes a launch-error log, and remembers whatever fix worked — and you can force XWayland yourself from Settings.
Crown Cup League standings are now shared and identical across every guildmaster: divisions are built the moment a league is created, so the lobby shows the same brackets before the first week and every guild can see each other and track each other's annual renown. Your guild now reliably appears in the standings even in an older league whose brackets had already formed.
Placing a sealed bid on a free agent or staff member no longer flashes a premature "signed" celebration — the modal reads "Sealed Bid Ready" and waits for the league to resolve the contest before anyone is hired.
Headhunted recruits you paid a scout to find no longer vanish before you can sign them — these private finds now hire instantly instead of being thrown into a league-wide bid that always failed.
Accepting a series of countered trade offers now correctly counts against your weekly trade-caravan limit, closing an exploit that let you exceed your Trade Routes capacity.
Renaming your guild now propagates to every other player, showing your new name in their standings and rosters.
Rival recent-activity feeds, year-end review standings, and the leaderboards now match across every guildmaster, drawn from the shared league ledger instead of a private, divergent copy.
Crown Cup history is now recorded per year (so a multi-year catch-up no longer loses a season's result), wins and victory ceremonies are delivered durably even to players who were offline when the cup concluded, and the server-resolved cup opens a watchable results screen showing the four champions and your placement.
Rival guilds propose material trades again on the Guild Trading screen, anonymized enemies now read as "Hidden Knight" rather than a bare class name, winning the Crown Cup counts toward your achievement stat, and division champions use the same tiebreaker the standings display.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Four new apex classes join the roster: the Dryad (an ultra-rare grove-healer who shields the whole party in living bark, roots enemies, and pours out party-wide healing), the Mistwalker (an ultra-rare melee assassin who blinks through fog with high evasion and guaranteed crits, stunning and blinding from the mist), the Embersworn (a fire-wreathed tank who ignites every enemy with burning damage-over-time while soaking blows up front), and the Levinguard (a storm-forged lightning tank who hammers all foes with thunderclaps and chained bolts).
Every base class now walks a clear path past its starting Drive — each has a single same-role evolution apex, and classes that can't evolve follow titled Legend paths instead, so no hero is left without a destiny.
Legends now arrive with more than a title: each Legend path grants a small permanent party-wide passive the hero radiates whenever deployed — the Slayer sharpens party damage, the Mentor speeds party XP, the Guardian softens the party's wounds, the Broker draws richer quest gold — and a party of Legends stacks them.
Knights can now evolve down an elemental road, into the Frostguard (the frozen ward) or the Embersworn (the burning bulwark) — but the road only opens after the hero has personally felled an elemental raid boss, and which element you've broken decides which evolution the Crossroads offers.
Roughly half of raid bosses now arrive bearing an elemental epithet — Frostbound, Emberforged, Stormcalled, Venomplagued, or Shadowclad — and downing a Frost or Fire one credits every hero in the party toward the Knight's elemental evolution.
Lightning is now a full-fledged damage element with its own strengths and weaknesses — Mercenaries, Harpy Flocks, and Dragons are vulnerable to it while Giants and Ancient Golems shrug it off, it clashes with Nature in roster chemistry, and the Stormcaller now wields it while the Lancer adds it to its strikes.
The quest board has been rebuilt as a stack of illuminated frontier writs — every card and its full detail panel now read like a posted contract, with manuscript fonts across both Contract Details and Tactical Intel.
The process of re-writing all of the game's text is getting there! Every quest type now opens with its own authored briefing grounded in the official region named on the card.
Crown contracts, alliance jobs, and raid postings have been rewritten, with twenty fresh subtitles and reworked rumors that quietly hint at the deeper history beneath Hiltcrest.
A new low-combat Frontier Work quest category covers the civilian jobs that keep a town alive — mending storm-struck holdings, relief drives, reopening shut-down workings, and a healer's rounds through sickness — paying in goodwill as much as gold.
Festering contracts now appear on roughly one in five breach-flavored postings: left unanswered they grow harder and richer each week, climbing +3 required power and +10% reward for up to five weeks.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Every adventurer's zodiac Drive — their first life-goal — has been reworked sign by sign to be harder and more distinctive: instead of nearly every Drive asking for more quests or a flat power number, Drives now span raids, Tower floors, faction dispatches, captaining and commanding, morale streaks, forged bonds, league placement, equipped gear quality, and long-term contracts, with no two Drives in a sign duplicating each other.
Each zodiac sign gains a fifth possible Drive that pulls a hero toward the deeper game — holding a garrison, climbing the Tower, completing dispatches, courting a faction, leading in the league, or standing beside others at their Proving — so a hero's starting ambition now varies more from recruit to recruit.
Class rarity now confers inherent power — every step up in rarity adds +5 to all stats (and so +5 OVR), making a rarer class fundamentally stronger at the same potential. This applies to recruits, rival adventurers, and evolved heroes alike.
Tanks now draw the enemy's attention in the Tower — roughly 70% of a boss's blows land on a standing tank instead of your squishier heroes, and the Knight's Taunt hard-locks the boss onto the taunter.
Several classes have been retiered to better match their power: the Berserker is now rare (down from ultra-rare), the Holy Knight, Enchanter, and Stone Druid are now uncommon, and the Drunken Monk and Spellblade are now rare — so they turn up more often when scouting.
The shared free-agent and staff pool now scales with the number of human players (for real this time), so larger leagues no longer drain crafters, gatherers, and other support staff to nothing.
Strong rival guilds (Tier 6+) now more effectively climb the Tower over a season — they get a dedicated tower-run budget instead of being crowded out by quests and stalling at low floors.
Rival guilds now gain renown on merit rather than being rubber-banded toward the middle, so leading rivals can genuinely pull ahead and trailing ones stay competitive instead of the league compressing to mid-tier.
Rival guild renown now scales with the league's chosen difficulty exactly like yours, so AI guilds keep pace on every difficulty.
League divisions now re-shuffle every season, matching single-player — your guild's division genuinely changes year over year, announced by the Crown Herald.
The cap on submitted renown now scales with how many weeks you were away, so catching up after several weeks offline no longer clips your legitimately earned renown down to a single week's worth.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Each quest card now carries its issuing faction's accent color throughout — type and faction read at a glance instead of from a faction-colored side bar and emoji.
Selecting a quest marks it with a rising-ember effect and a soft accent glow, and hovering any quest, contract, or raid card previews that card's type color.
The hero Dossier now spells out whether a hero will change class (Evolution) or earn a titled destiny (Legend), and even classes that can't evolve get a look-ahead at the Legend paths they're closest to.
At the Crossroads, the Legend road whose deed echoes the hero's completed Drive sorts to the top and wears an "Echoes their Drive" badge, and the panel opens with a callback to the Drive that carried them there.
The Dossier's ambition journey spine got a polish pass: the current step pulses with a glowing ring and orbiting sparkles, step nodes lift on hover, and tooltips snap in cleanly.
The rising-ember glow that marks your selection on the Quest Board now also lights the card you've opened in Parties, Gear, Crafting, and Factions, tinted to each screen's accent.
Tower and Crown Cup battles gain a 0.5× slow-motion speed plus Pause and single-step controls so you can follow the action blow by blow, and the league Rival Challenge gets the full speed cluster (0.5× / 1× / 2× / instant).
The raid Chronicle now marks fallen heroes with a red skull, distinct from the orange marker for injuries, so casualties read clearly at a glance.
When several heroes are ready to ascend at once, the quest board shows a notice naming who is still awaiting their Proving, since only one trial posts each week.
Accepting a series of countered trade offers now correctly counts against your weekly trade-caravan limit, closing an exploit that let you exceed your Trade Routes capacity.
The adventurer career chart now labels its number "Base OVR" to make clear it tracks base overall, not the bonus-inclusive party figure.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
A custom name you give an adventurer is now a permanent, guild-wide rename that shows up consistently on every screen — the registry, party formations, dossiers, and recruit cards — instead of quietly reverting to the original name on some surfaces.
Renames now stick through every life change: you can rename an academy trainee, and you can still re-edit or undo a custom name after a hero is retired into staff, traded to a rival, or graduated.
Battle reports, the live feed, and the tactician's debrief now refer to your heroes by their custom names instead of the names they were born with.
Uploaded custom portraits no longer revert to procedural artwork after a hero is retired into a staff role, graduated, or otherwise transformed — your chosen portrait follows them through every transition.
A hero's Proving trial is now unmistakable on the board — it keeps its proper title and wears an ornate greenknot frame no routine contract shares.
The Proving trial of Ascension no longer shows a misleading 0g reward tally — its report now plainly states that the reward is the Ascension itself and you do not receive gold, sorry!
Scrounged starter gear no longer falls apart after a mission or two — it arrives worn but sturdy and wears down gradually over many quests like any other equipment, so green recruits stop stripping naked after every job.
Native Linux builds that failed to open on certain Wayland compositors now recover on their own: after a launch that never renders, the game automatically falls back through XWayland and other graphics modes, writes a launch-error log, and remembers whatever fix worked — and you can also force XWayland yourself from Settings.
Removed an in-development Dwarven Forge feature that had begun appearing in the live game on accident — I'm a ways off from completing that, sorry!
Crown Cup League standings are now shared and identical across every guildmaster: divisions are built the moment a league is created, so the lobby shows the same brackets before the first week and every guild can see each other and track each other's annual renown.
Placing a sealed bid on a free agent or staff member no longer flashes a premature "signed" celebration — the modal reads "Sealed Bid Ready" and waits for the league to resolve the contest before anyone is hired.
Headhunted recruits you paid a scout to find no longer vanish before you can sign them — these private finds now hire instantly instead of being thrown into a league-wide bid that always failed.
Renaming your guild now propagates to every other player, showing your new name in their standings and rosters.
Your guild now reliably appears in the standings even in an older league whose brackets had already formed — missing guilds are re-placed into a division automatically.
Rival recent-activity feeds, year-end review standings, and the leaderboards now match across every guildmaster, drawn from the shared league ledger instead of a private, divergent copy.
Crown Cup history is recorded per year (so a multi-year catch-up no longer loses a season's result), wins and victory ceremonies are delivered durably even to players who were offline when the cup concluded, and the server-resolved cup now opens a watchable results screen showing the four champions and your placement.
Rival guilds propose material trades again on the Guild Trading screen, anonymized enemies now read as "Hidden Knight" rather than a bare class name, winning the Crown Cup counts toward your achievement stat, and division champions use the same tiebreaker the standings display.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
The Adventurer Dossier has been fully redesigned with a richer "Guild Dossier" presentation across every tab. It is now fancy AF.
A new Ambition tab lays out each hero's full journey — Drive, Crossroads, Calling, Ascension, and the Proving — with live progress, a plain-language "your next step," side-by-side comparisons of the roads on offer, and a button that jumps straight to the right quest.
A new Chemistry tab gathers status, personality, behavior, bonds, and companions in one place. Bonds are shown as a clickable portrait constellation.
Equipment now appears directly on the Profile tab.
The online zodiac wiki page gains a Sign Compatibility tool — pick a sun sign and see every other sign ranked best to worst.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Hero- and party-specific contracts — The Proving, Set Completion, and Party of Heroes — are now pinned to the top of the board, above any active filters, so a hero's once-per-journey trial can't hide behind your filter settings.
A banner explains these special contracts: each must be run by its specific hero or party, and the commander won't auto-deploy them.
A new Auto-train idle button enrolls every idle adventurer in weakness-based training and assigns each a free instructor in a single click — and it no longer wastes training on stats that are already maxed.
The Training panel highlights each adventurer's main stats, with more program variety to choose from.
Heroes can now Reconsider this Calling — step back to the Crossroads and choose a different path. Any signature already earned is kept.
Trade screens now show an at-a-glance Now% signal — how a material's current price compares to its baseline — inline rather than only in the tooltip.
Incoming trade and poaching offers now spell out what you receive versus what you give up.
Every new guild now begins with a founding Treasurer already on the books. Their auto-trade desk stays off until you choose to enable it.
A new Sign Compatibility reference explains how zodiac signs drive party chemistry. Employing an Astrologer unlocks the precise best- and worst-match reading for each sign.
A held-down or stuck spacebar no longer races through multiple weeks — only deliberate presses advance the turn.
New players now start on the cleaner CleanOS theme by default. Classic, Parchment, and Dossier remain available in Settings.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Lopsided trades no longer count as "fair" for renown — the fair-trade window has been tightened, curbing renown farming through one-sided deals.
Gold-earning ambitions now credit gold earned from raids and the Tower, not just quests, so those deeds progress at a fair pace. Progress already made is preserved.
The serious-injury recovery ambition now counts recovery from major or critical wounds — previously it required a critical injury so rare that competent players almost never qualified.
Custom difficulty can now push the market trade-price spread up to 3× (was 2×) for a harsher economy.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Using a Metamorphosis grimoire on a dual-class hero no longer strips the second class's role — dual-class heroes keep both roles and their slot eligibility. Heroes already broken by this are repaired automatically when their save loads.
Heroes are no longer offered a Calling they can never finish — paths that demand an OVR beyond a hero's reach are now hidden at the Crossroads.
Player-assigned nicknames now display correctly in the Limit Break announcement, quest and battle debriefs, the battle log, achievement and injury notices, contract-renewal prompts, and academy semester screens.
The year-end summaries and the "under construction" list now show custom names instead of raw internal labels.
Treasurer market trades now appear in your trade history and treasury ledger.
An instructor's hidden specialty stays masked in the scouting view until scouting actually reveals it.
Year-end hover cards for your own adventurers no longer show "???" for OVR and stats.
Losing a guild tier no longer strands adventurers in now-hidden party slots — idle members in over-capacity slots are released back to availability.
This week marks another big step in the Class/Abilities/Synergies rework that I've been batching each week: Ambitions are now properly online. Long story short, focus on the individual adventurer is top priority for me currently (outside of Multiplayer yooooo) and I finally sat down to build the infrastructure I've been dreaming of for the Ambition System and it ties in beautifully with the new Ability pools and new Classes. (I also got all the goods up on the Wiki).
──────────────────────── NEW FEATURES ────────────────────────
This is the big one — the infrastructure I've been dreaming about, finally online and tied beautifully into the new Ability pools and Classes. Class Evolution lets your strongest adventurers permanently transform — changing into a new advanced class with a new ability kit, or becoming a Legend of their existing class. Progress is driven by what a hero does in the field, and the final step has to be earned through a personal trial.
Every adventurer has an Ambition tied to their zodiac sign. It plays out in three tiers:
The Drive — A personal goal (an OVR threshold, a quest count, etc.). Completing it brings the hero to a Crossroads. (+10 Fame)
The Calling — At the Crossroads, you choose the hero's path. They immediately gain a signature trait and +4 to their primary stats, then have to fulfill the Calling through deeds. (+30 Fame)
The Ascension — The final payoff, unlocked by passing The Proving
When you pick a Calling, you decide which kind of payoff the hero is working toward. The hero changes into a new advanced class, gains a newly rolled ability kit, and gets +3 to all stats (uncapped — it exceeds normal stat ceilings).
To start: 48 Drives (two per zodiac sign), 7 class-evolution lineages with 14 forked roads, and 24 Legend archetypes spanning combat, character, and lore destinies. More are coming in every category — I wanted to get these out the door to get a feel for them and hear your feedback.
The Proving: a hero's final ascension is no longer handed over passively. When they meet the deed-gate for Tier-3, a road-themed Proving quest appears on the board — and the hero must be in the deployed party and personally complete the trial to ascend. The journey ends on an earned climax instead of a quiet flip.
A hero can never die at the Proving. A fatal blow becomes a critical injury — battered, but alive. Failure is a real but recoverable setback: a morale hit, a fresh Proving spawns, and the journey is delayed, never lost.
Ascension grants an evolved class with a new signature ability kit, a prestige Title, and a permanent across-the-board stat buff that pushes past normal ceilings (+3 for an Evolution, +4 for a Legend) — your hero comes out broadly stronger, every time.
A hero's potential evolution roads are shown up front in their dossier, with live progress toward the deeds that unlock each one — plus a dedicated The Proving stage card during the final trial (target, contestable difficulty, deploy nudge, failed-attempt count).
Lore Callings unspool a piece of canon into the Lore Archive on ascension — eight new revelations tied to the Crown, the Temple, the Underworld, the Tower, and more.
Stakes: neglect an active Calling and the hero grows restless, souring their mood and risking abandonment. Abandon a Tier-2 Calling and they return to the Crossroads; falter at the Tier-3 Proving and that road closes forever.
Two heroes who have both walked the full journey form a distinct "Legends together" party bond.
The guild's first-ever ascension is recorded as a new Hall of Fame milestone: "A Legend Forged." Ascensions are celebrated in the Week Summary, and milestones/abandonments/obsessions surface in the Live Feed as they happen.
Class Evolution gives your best adventurers a distinct identity shaped by their record and your choices. A maxed-out veteran still has a major step left to take.
The multiplayer build-out continues — here's the full picture as it stands now:
One shared world. Every player in a league reads rival standings, division ranks, and the other humans' guilds from the same server, so two players never see different placements for the same rival. League standings are visible in-game from week 1 in the CCL Rankings area.
Shared, contested recruiting. The free-agent pool, support staff (crafters, gatherers, scouts, astrologers, tacticians, and more), and Academy youth prospects are now a single shared pool across the league — every guild browses the same recruits, and they no longer dwindle to empty over a season. Signing a free agent, hiring a staffer, or enrolling a youth means bidding against rival guildmasters — only one guild lands each one, and you can pay a premium to outbid for a prized prospect. Keep me posted on this — if you're not seeing enough prospects (or too many), let me know and I'll tweak.
The Crown Cup is decided once for the whole league — same qualifiers, same champion, for every guildmaster.
Scout your rivals. Clicking a fellow guildmaster's profile shows their roster size, average power, and strongest adventurers by class — their full builds, equipment, and economy stay behind the fog of war.
Dispatches. Write free-text letters to other guildmasters. They travel by weekly courier into your Front Desk inbox with their own League filter tab, unread badges, and read/unread tracking — no shared world state changes hands.
A real trade composer. Offer materials, request anything from the catalog, and read a fairness meter so you're not negotiating blind. Incoming offers now show proper material names and icons.
Host Controls (in My League): force-advance a stalled week (absent guildmasters are commander-played), pause/resume, change the turn timer mid-game, kick a member, or hand off the host role — which also passes automatically if the host leaves. Hosts can start a season early with whoever's shown up; empty human slots are dropped. Idle leagues no longer stall — once the timer runs out, the week advances on its own.
Invite friends with a shareable link. The lobby's Copy Invite button bundles your code, a join link, and instructions; a friend who opens it lands on the Multiplayer screen with the code pre-filled and validated.
A season-ending victory ceremony plays out as a cinematic with final standings, and founding/joining a league opens a styled welcome card explaining what's different in multiplayer.
Morale meter (on the dashboard and trainee detail): drifts weekly toward how well a trainee is supported — role-matched instructors, mentors, and a better dormitory lift it; grueling regimens and cross-training drag it down. High morale speeds training, low morale slows it, and a trainee's mood across their years shapes the disposition trait they graduate with.
In-semester events: small, frequent moments — sharp sessions, festivals, scoldings, homesickness — fire throughout each semester and gather in a per-trainee "Recent Events" timeline alongside the bigger semester-end events.
Early graduation: once a trainee is 18 with a full year (two semesters) done, you can pull them from the Academy and field them today, trading remaining growth for an adventurer you can use now. A non-binding projection previews their likely class, potential, and estimated overall before you commit.
Class Affinity meter: shows how strongly a trainee is locked onto their career-track class. It fills as they train on-role, replacing the old hidden weighting — a fully built-up track makes graduating as that class nearly assured.
Training Commissions arrive from factions and rivals, asking your established Academy to raise a trainee to a target role and potential tier by a deadline — deliver on spec for a renown reward, or miss and take a renown hit.
Each Tower floor's boss may now react to your chosen combat strategy. A Punishing or Defensive boss makes reckless assaults far riskier and rewards caution; a Cunning or Offensive boss punishes patience and rewards aggression. Balanced is always the safe hedge. The floor's reaction (and how it shifts each strategy's risk/reward) is shown before you commit — so Aggressive is no longer the automatic best choice on every floor. I'm still working on balance here, so it'll evolve over the coming weeks.
Toggle the 1,000-year deadline on/off, or drop it to 50 years to turn up the pressure. Turn it off entirely to play forever. (Crown Cup League mode keeps the Portal sealed, so the deadline doesn't apply there.)
Cloud saves now restore across machines. Start the game on a new PC and your Steam Cloud saves appear and load automatically, even with no local copy. At startup the game adopts a cloud save only when it represents strictly greater progress, so a full local save is never overwritten by a smaller cloud copy after a crash. Steam has broken my heart before, so try this out and let me know how it goes. It should work — but Steam Cloud is a moving target.
Ability-ready portrait glow: a subtle cyan glow appears behind a portrait when a hero's signature active is charged and ready to fire on their next deployment — visible anywhere the portrait shows. (Not for you? Settings → Display → Ability Ready Glow.)
Trophy Room: your Crown Cup pedigree now has its own dedicated 🏆 sub-tab on the CCL screen — podium history, postgame Era of Champions titles, and a Hall of Fame summary in one case. Click any guild to see their Trophy Room too (championships, runner-up/third finishes, total appearances). (I'll make this fancier over the next few patches.)
──────────────────────── QUALITY OF LIFE ────────────────────────
One-click best scout: clicking the primary Scout button on a recruit immediately assigns your best idle scout instead of opening a picker.
New "Send All Idle Scouts" button on recruitment pages puts all idle scouts on board-watch for that recruit type at once (scouts already on orders are never disturbed), plus a "Stop All Watching" button to return every board-watcher to idle in one click.
A scout with a watch-priority template attached now keeps a template dropdown in its expanded row, so you can swap templates without detaching first.
Each Academy instructor now carries a "Teaches " badge (Tank/Healer/Melee/Ranged) at hire time — visible even before scouting, so you know who staffs what before you spend gold.
One-click Auto Train: a prominent "⚡ Auto Train (picks best program)" button enrolls a hero in auto-training with the best program in a single click.
Set auto-renew at hire and extension: a "🔄 Auto-renew this contract" checkbox now appears when hiring adventurers, hiring/retiring staff, and extending contracts.
The Academy faculty UI now shows which instructor actually teaches each trainee, warns accurately (a strong "losing potential" alert only when no faculty is assigned, a gentler advisory when a role slot is empty but a fallback covers it), lets you swap an instructor in place without clearing the slot first, and shows a clear locked tile for faculty slots beyond your Academy's capacity. The Career Track picker now confirms before charging gold, and the curriculum unfolds by semester (broad foundations early, specialized focuses as a trainee matures).
Party notes now stay the way you left them (open or collapsed) across navigation and save/load. Party filters on the Training, Roster, and Leaders screens correctly match the selected party again.
The Gear picker has two new filters — In Training and Locked Out — each with a live count. Bulk-equip rows in the Sets panel respect field-locks (a deployed hero's row greys out with a reason on hover).
Material trade price trends now ride right where you weigh the deal — an inline weekly trend chip and a Wk%/Now% tooltip on incoming offers (Markets and Front Desk), plus the Guild Trading builder rows — the same numbers you read in the Portfolio, everywhere. No more tab-flipping.
Accept-All button beside Decline-All bulk-accepts every affordable material-trade offer across all guilds (poaching and incoming-adventurer trades are excluded and handled individually; out-of-resources mid-batch is skipped safely).
The trade builder no longer shifts under your cursor (source list and selected items sit side by side). The "Trade Complete" toast auto-dismisses and no longer reflows the form; selling a portfolio asset in full keeps it selected; completing a trade clears the rival's lingering counters. The material dropdown keeps a stable alphabetical order, and Portfolio-pinned materials are marked there too.
Trade offers now stay off the Front Desk inbox by default (handled on the Markets tab so they don't drown out faction/Crown/Sage letters — opt back in via Trade Filters), which also gain a value-ratio floor that auto-declines lowball offers. The Treasurer's auto-decline threshold can be set above breakeven, and a new trade-status banner explains why no trades are happening.
Clearer Crown certification: the Crown Admin screen lists every requirement for your next tier — roster, quests, raids, Tower progress, and Crown Cup results, not just Renown and Gold. Apply with field requirements unmet and you're warned that denial is likely (and would start a reapply cooldown). A too-small-roster rejection now names the exact minimum required.
Draggable Founding Tasks overlay — drag it anywhere, clamps to the viewport, remembers its position (matching the Growth Tasks panel).
The Tower's Auto-Provision button gains an opt-in checkbox to also auto-source Feast Before Battle, with per-component craft/buy buttons.
"Don't ask again" on reversible confirmations now survives a reload, and clearing a party is suppressible. The staff contract screen responds to \ to make an offer. The hotkeys on/off toggle now lives in Settings → Hotkeys (and surfaces when you search settings for "disable"/"turn off"). The deal-assessment banner stays visible on short screens.
The waiting banner and lobby member list show who's online — an active guildmaster taking their turn vs. one last seen hours ago — plus an at-a-glance "3/5 ready to advance" summary. Connection trouble is visible now (a persistent "reconnecting" notice keeps your turn safe; a league gone after a server restart shows a clear "can't find this league" recovery message).
Lost sealed bids explain themselves (outbid / disqualified for insufficient gold / recruit left the pool) and league free-agent results — won, outbid, disqualified, or lapsed — appear plainly in your Weekly Report. A declined/expired/failed league trade now surfaces a toast. Events resolved while you were away (accepted trades, delivered letters, won signings) are no longer lost when the world advances several weeks — a won bid no longer reads as "Bid Expired." A pending Academy claim shows a CLAIM badge.
──────────────────────── BALANCE ────────────────────────
Several evolution-target classes now have refined abilities: the Reaper's passive grants its +15% crit to the whole party; the Watcher and Spellblade project real party-wide damage/survivability auras; the Singularity Mage slows enemies and shields the party; and the Spellward trades its filler attack for a genuine damage-reduction-plus-healing bastion and a party shield.
Party combat passives now apply everywhere. Crit bonuses, crowd-control, loot bonuses, synergy crit, and party-bond effects carry into raids, the Tower, and the Crown Cup (with quest-matching caps) — so a crit-focused, control-heavy, or tightly-bonded party finally earns its specialty outside of questing.
"Clashing creeds": opposed combat philosophies now create roster friction. A Holy crusader and a Shadow-wielder, or a Divine and an Occult hero, pull a party in different directions — surfaced as a chemistry penalty in the breakdown panel.
Factions react to your party's damage flavor: the Temple rewards Holy and frowns on Shadow; the Underworld is the reverse — adjusting the gold and standing from their contracts, with a feed line explaining why.
Auto-training class affinities match real classes again (eight programs were silently giving no class bonus), and capped runaway party damage stacking so mono-class aura comps can't manufacture an unbounded multiplier. On Ascension, a hero rolls a fresh ability kit from the new class's full option set with a rarity floor at their current tier — usually the signature, sometimes a pool variant for variety, never a downgrade.
Loyal veterans in New Game+: the party you carry into NG+ now serves at a loyalty rate (~75% off market wage) instead of full end-game pricing that bricked a fresh Tier-1 treasury — they followed you back through the Portal out of belief, not coin. Later extensions re-price at market once your economy can sustain it. The party-select screen previews each party's weekly loyalty payroll and your starting treasury. You can also now deliberately pick your NG+ blessing (the random "Surprise Me" roll is still there).
A max-tier Academy now funds a 4th instructor slot, so all four role disciplines (Tank/Healer/Melee/Ranged) can each have a dedicated instructor.
Academy-Only mode starts with a survivable runway: a founding class of five recent graduates on contract (with guaranteed coverage for every party role), guaranteed fast-track prospects, and a one-time 15,000-gold cushion to bridge to your first home-grown graduates. The whole opening is reframed — more room for stories. Scouting Templates can now target Crafters, Staff, and Gatherers, and irrelevant scopes/recruit chatter no longer clutter the mode.
The weekly Standing Bonus no longer hard-caps at 5,000 gold. Past the soft cap, renown keeps paying out on a 30% diminishing tail up to a 25,000-gold ceiling — so the late game's headline progression stat keeps rewarding you. Early/mid-game income is unchanged.
The early recruit pool offers more variety: Paladin, Barbarian, Ranger, and Harmony Druid join the common class pool (doubling early common healer options). Selling gear from the Gear tab now pays the same market-based price as the Market tab (broken/worn gear no longer sells for full value; guild sell bonuses still stack).
Buffed Rival Guilds a bit 😉 — they climb the Tower more reliably (capable mid-strength guilds actually attempt floors, and hard-won early progress holds longer between attempts).
New Custom Difficulty sliders: Rival Activity (how many quests/raids/tower runs rivals attempt yearly, to keep the CCL competitive deeper into a run) and Passive Morale Drift (idle adventurers gain/lose morale weekly).
In a no-timer league, an inactive host is automatically handed off to the most recently active player, so a dropped host can't freeze the whole league.
──────────────────────── BUG FIXES ────────────────────────
Fixed a Commander auto-deploy directive grabbing a hero's Proving quest and resolving it as an ordinary contract — which left the hero permanently stuck short of ascension.
A hero acquired by trade now reflects their Ascension stat boost in their Overall immediately, instead of a stale value until reload.
The Crown Cup's deciding overtime now respects your party's synergy, chemistry, guild, and captain edges — a clearly stronger party no longer loses on raw averages alone.
More traits do exactly what their tooltips promise: Charismatic's renown bonus and Vanguard's party-damage bonus now apply, while Giant Slayer, Prodigy, Lone Wolf, and Team Player check their stated conditions instead of always firing.
Battle animations narrate faithfully — shields render as buffs, heals as healing, and the Necromancer's undead legion as a shadow assault, instead of being shown as enemy attacks.
The peak-training notification reads "1.5×" to match the panel, and the "Party Time, Excellent" easter-egg synergy shows a sparkle instead of a misleading "+0% OVR."
Renamed adventurers now show their chosen names everywhere it matters — level-up, injury, death, and memorial entries across the Live Feed, Reports, Week Summary, and modals. (I hate this bug.)
Defeating Floor 100 now ends the Tower for good — no re-fight of the final floor, no repeating "Tower Conquered" message or renown faucet; your run continues in the Crown Cup era. The Crown's Tier-8 certification no longer hands out an impossible "advance 5 floors" task when the Tower is maxed/conquered/severed/sealed.
Renown and CCL scores no longer show stray decimals (raid-victory renown from quality-boosted buildings is properly rounded everywhere). The Quartermaster's durability warning triggers on percentage of max durability, so full-condition starter gear isn't flagged as cracked. The inventory-overflow warning reads under an "Inventory" header instead of "Armory."
The salvage result popup no longer re-fires on revisiting the gear tab or loading an old save. The wiki Party Simulator is editable again once every slot is filled. Russian Tower localization is far more consistent (unified Strength/Weakness intel labels, Russian lore + War Room name, translated gear names in tooltips/vault/salvage/market).
Deleted saves stay deleted — deleting your active slot in-game no longer resurrects it on the main menu, and can't overwrite a new game.
Guild Block filters fixed: dismiss/restore rivals from the rival detail panel (so the "Dismissed" filter has something to show), and "Won't deal" correctly surfaces rivals who refuse to trade.
Counteroffers on material-for-gold trades respond sensibly instead of demanding absurd material amounts. Selling an adventurer to an allied guild reports the rejection against the tier shown in the sell list. A rival adventurer offered in a trade routes "View in Rankings" correctly, and the rival recruit panel labels acquisition cost as "Value" rather than "Wage/yr."
The Advance Week button no longer gets stuck on "⏳ League…" after you leave a league mid-wait — take your turn immediately, no reload needed.
Fixed a league wedging when a guildmaster left and rejoined (which spawned a duplicate player + orphan bot and stopped the week advancing); returning players reclaim their original guild cleanly. Fixed a host being permanently pinned one week behind their co-player. Simultaneous joins and ready calls no longer lose data, and malformed world data can't wedge a league into a permanent error state.
Dispatches to a guildmaster who left/was kicked now bounce back with an "undeliverable" notice instead of silently vanishing. Leagues are hardened against cheating clients — another player can't defraud you in a trade or steal contested signings with gold they don't actually have. In league mode, hired staff no longer reappear in the recruit pool to be hired into duplicates.
The Treasurer's inbound-offer auto-accept valuation now matches the value shown on the offer card — favorable-looking offers are no longer silently left pending.
──────────────────────── NEW FEATURES ────────────────────────
This week marks another big step in the Class/Abilities/Synergies rework that I've been batching each week: Ambitions are now properly online. Long story short, focus on the individual adventurer is top priority for me currently (outside of Multiplayer yooooo) and I finally sat down to build the infrastructure I've been dreaming of for the Ambition System and it ties in beautifully with the new Ability pools and new Classes. (I also got all the goods up on the Wiki).
NOTE: This is just step one of many, so things will definitely change and evolve.
- Every adventurer's path now stretches far beyond a single zodiac goal. Fulfilling their Drive brings them to a Crossroads, where you choose a Calling — a multi-year specialization that ends in either a class Evolution or the forging of a Legend.
- To start, there are 48 Drives (two per zodiac sign), 7 classes evolution lineages with 14 forked roads, and 24 Legend archetypes spanning combat, character, and lore destinies. More will come in each category, I wanted to get these 7 out the door to get a feel for it and hear feedback from you guys.
- Completing the full journey grants an Ascension: an evolved class with a new ability kit, a prestige Title, and a permanent across-the-board stat buff that pushes past normal ceilings (+3 for an evolution, +4 for a Legend) — your hero comes out broadly stronger, every time.
- A hero's potential evolution roads are shown up front in their dossier, with live progress toward the deeds that unlock each one, so you can build toward a transformation from the very start.
- Lore Callings unspool a piece of canon into the Lore Archive when they ascend — eight new revelations tied to the Crown, the Temple, the Underworld, the Tower, and more.
- The journey has stakes: neglect a hero's active Calling and they grow restless, souring their mood and risking abandonment of the road. Abandon a Tier-2 Calling and they return to the Crossroads; falter at the Tier-3 Ascension and that road closes forever.
- Two adventurers who have both walked the whole journey to Ascension form a distinct "Legends together" party bond.
- Ascensions are celebrated as legendary moments in the Week Summary, and the journey's milestones, abandonments, and obsessions surface in the Live Feed as they happen.
- Hosts can now start a season early with the guildmasters who've shown up, instead of waiting forever on a friend who never joins — empty human slots are simply dropped.
- Idle leagues no longer stall: once the turn timer runs out, the week advances on its own, and reloading mid-wait now catches your guild up automatically.
- A new trade composer lets you offer materials, request anything from the catalog, and read a fairness meter so you're not negotiating blind. Incoming offers now show proper material names and icons instead of raw codes.
- Scout your rivals: a fellow guildmaster's profile now shows their roster size, average power, and strongest adventurers by class — their full builds, equipment, and economy stay hidden behind the fog of war.
- A season-ending victory ceremony now plays out as a cinematic with final standings, and founding or joining a league opens a styled welcome card that explains what's different in multiplayer.
──────────────────────── QUALITY OF LIFE ────────────────────────
- League free-agent results — won, outbid, disqualified, or lapsed — now appear plainly in your Weekly Report, so a recruit no longer just silently vanishes from the shared pool.
- The Gear screen's adventurer picker has two new filters: In Training and Locked Out, each with a live count.
- Trade offers now stay off the Front Desk inbox by default, handled exclusively on the Markets tab so they no longer drown out faction, Crown, and Sage letters. You can opt them back in from the Trade Filters tab.
- Trade Filters gain a value-ratio floor that auto-declines lowball material offers, and the Treasurer's auto-decline threshold can now be set above breakeven to discard marginal deals.
- The Tower's Auto-Provision button gains an opt-in checkbox to also auto-source and select Feast Before Battle, with per-component craft/buy buttons.
- "Don't ask again" on reversible confirmations now survives a reload, and clearing a party is now suppressible.
- An adventurer with a pending Academy claim now shows a CLAIM badge, and the league trade-order count no longer includes invisible system orders.
──────────────────────── BALANCE ────────────────────────
- The weekly Standing Bonus no longer hard-caps at 5,000 gold. Past the soft cap your renown keeps paying out on a 30% diminishing tail up to a 25,000-gold ceiling, so the late game's headline progression stat finally keeps rewarding you. Early and mid-game income is unchanged.
- Buffed Rival Guilds a bit ;)
- New Custom Difficulty sliders: Rival Activity (how many quests, raids, and tower runs rivals attempt each year, to keep the CCL competitive deeper into a run) and Passive Morale Drift (idle adventurers gain or lose morale each week).
- Rival guilds now climb the Tower more reliably — capable mid-strength guilds actually attempt floors, and hard-won early progress holds longer between sporadic attempts.
- Class evolution is now guaranteed to be a net power gain even on a fully-maxed hero, with the buff spilling onto stats that still have headroom.
──────────────────────── BUG FIXES ────────────────────────
- Your guild's renown and CCL score no longer show stray decimals — raid-victory renown from quality-boosted buildings is now properly rounded everywhere it's displayed.
- The Quartermaster's durability warning now triggers on the percentage of an item's max durability, so full-condition starter gear is no longer flagged as cracked — and gear is priced and labeled by condition correctly.
- Party filters on the Training, Roster, and Leaders screens now correctly match the selected party again.
- Counteroffers on material-for-gold trades now respond sensibly instead of demanding absurd amounts of materials.
- The inventory-overflow warning now reads under an "Inventory" header instead of "Armory," clearing up the mistaken impression that a building was needed to scrap.
──────────────────────── NEW FEATURES ────────────────────────
- Every player in a league now sees the same world. Rival standings, division ranks, and the other humans' guilds are read from the shared server, so two players no longer see different placements for the same rival.
- Clicking a rival in a league now opens a full profile — their top adventurers, classes, stats, and ratings — instead of an empty roster.
- The Crown Cup is now decided once for the whole league. Qualifiers and the crowned champion are the same for every guildmaster.
- The free-agent pool, support staff (crafters, gatherers, scouts, astrologers, tacticians, and more), and Academy youth prospects are now a single shared pool across the league — every guild browses the same recruits, and they no longer dwindle to empty as a season runs.
NOTE: Keep me posted on on this front, if you're not seeing enough prospects (or too many), let me know and I'll do some tweaking.
- Shared recruits are now contested. Sign a free agent, hire a support staffer, or enroll an Academy youth and you're bidding against rival guildmasters — only one guild lands each one. You can pay a premium above base to outbid rivals for a prized youth prospect.
──────────────────────── QUALITY OF LIFE ────────────────────────
- Renamed adventurers now show their chosen names everywhere it matters — level-up, injury, death, and memorial entries in the Live Feed, Reports, Week Summary, and modals all use your name instead of the original. I hate this bug.
- A scout that already has a watch-priority template attached now keeps a template dropdown in its expanded row, so you can swap directly between templates without detaching first.
- Bulk-equip rows in the Sets panel now respect field-locks: a deployed adventurer's row is greyed out with a clear reason on hover instead of silently doing nothing.
- The deal-assessment banner in the trade panel now stays visible on short screens.
- Lost sealed bids now explain themselves. A bid that lost gets a clear reason — outbid by a higher offer, disqualified because it exceeded your available gold, or the recruit left the pool — instead of a single vague message.
- A league trade that's declined, expired, or fails to complete now surfaces a toast, so a proposed offer no longer vanishes without a word.
- Events resolved while you were away — accepted trades, delivered letters, won signings — are no longer lost when the world advances several weeks during your absence. A won free-agent bid no longer reads as "Bid Expired."
──────────────────────── BALANCE ────────────────────────
- The early recruit pool now offers more variety. Paladin, Barbarian, Ranger, and Harmony Druid join the common class pool, broadening the classes that show up among early applicants and doubling the common healer options.
- Selling gear from the Gear tab now pays the same market-based price as the Market tab — broken or worn gear no longer sells for full value, and guild sell bonuses still stack on top.
- In a no-timer league, an inactive host is now automatically handed off to the most recently active player, so a dropped host can no longer freeze the whole league.
──────────────────────── BUG FIXES ────────────────────────
- Defeating Floor 100 now ends the Tower for good. The Tower no longer offers a re-fight of the final floor, and the repeating "Tower Conquered" message and renown faucet are gone — your run continues in the Crown Cup era.
- The Crown's Tier-8 certification no longer hands out an impossible "advance 5 floors in the Tower" task when the Tower is already maxed, conquered, severed, or sealed.
- Selling an adventurer to an allied guild now reports the rejection against the tier shown in the sell list, so a prospect no longer displays one tier but is rejected as a lower one.
- The salvage result popup no longer re-fires every time you revisit the gear tab or load an old save — it only shows for a fresh salvage.
- A rival adventurer offered in a trade now routes "View in Rankings" correctly instead of a dead "View Dossier" link.
- The rival recruit panel now labels acquisition cost as "Value" rather than "Wage/yr," since it's a one-time value, not a yearly wage.
- The wiki Party Simulator is editable again once every slot is filled — drag a class onto a compatible member to swap it in.
──────────────────────── NEW FEATURES ────────────────────────
- Doom Deadline is now optional. Toggle on/off the 1,000 year deadline or drop it to 50 years to turn up the pressure. Toggle it off entirely to play forever. The Crown Cup League mode keeps the Portal sealed, so the deadline doesn't apply there.
- Tower boss reactions. Each Tower floor's boss may now react to your chosen combat strategy. A Punishing or Defensive boss makes reckless assaults far riskier and rewards caution; a Cunning or Offensive boss punishes patience and rewards aggression. Balanced is always the safe hedge. The floor's reaction and how it shifts each strategy's risk and reward are shown before you commit, so Aggressive is no longer the automatic best choice on every floor.
NOTE: I'm working on balance on this, so it will evolve in the coming weeks.
- Ability-ready portrait glow. A subtle cyan glow now appears behind an adventurer's portrait when their signature active ability is charged and ready to fire on their next deployment — visible anywhere the portrait shows, from the party builder to the roster. NOTE: Don't like it? Turn it off under Settings → Display → Ability Ready Glow.
- Trophy Room. Your Crown Cup pedigree now has its own dedicated 🏆 Trophy Room sub-tab on the CCL screen, gathering your podium history, postgame Era of Champions titles, and a summary of your Hall of Fame milestones into a single trophy case. NOTE: I'll make this look more fancy over the next few patches.
──────────────────────── QUALITY OF LIFE ────────────────────────
- One-click Auto Train. Select an adventurer and a prominent "⚡ Auto Train (picks best program)" button now enrolls them in auto-training with the best program in a single click — no more picking a program, toggling, and starting separately.
- One-click best scout. Clicking the primary Scout button on a recruit now immediately assigns your best idle scout, instead of opening a picker to scroll through.
- Set auto-renew at hire and extension. A "🔄 Auto-renew this contract" checkbox now appears when hiring adventurers, hiring or retiring staff, and extending contracts — so you can set the renew flag right there instead of returning to the registry afterward.
- Accept all incoming trades. Markets now have an Accept-All button beside Decline-All that bulk-accepts every affordable material-trade offer across all guilds at once. High-stakes deals — poaching and incoming-adventurer trades — are excluded and still handled individually. If resources run out mid-batch, the rest are skipped safely.
- Draggable Founding Tasks. The Founding Tasks overlay shown after starting a new guild can now be dragged freely around the screen, clamps to the viewport, and remembers its position — matching the Growth Tasks panel.
- Clearer Crown certification requirements. The Crown Admin screen now lists every requirement for your next tier — active roster, quests, raids, Tower progress, and Crown Cup results — not just Renown and Gold. If you apply with field requirements unmet, you'll be warned that denial is likely and would start a reapply cooldown.
- A roster rejection that names a number. When the Crown denies certification for too small a roster, the letter now states the exact minimum required instead of vaguely citing "minimum operational capacity."
──────────────────────── BALANCE ────────────────────────
- Loyal veterans in New Game+. The party you carry into New Game+ now serves at a loyalty rate — roughly 75% off market wage — instead of full end-game pricing that bricked a fresh Tier-1 treasury. They followed you back through the Portal out of belief, not coin. The discount applies to their initial contract; later extensions re-price at market once your economy can sustain it. The party-select screen now previews each party's weekly loyalty payroll and your starting treasury.
- Choose your New Game+ blessing. The Sage's Gift in New Game+ now lets you deliberately pick which blessing carries your legends forward, with the random "Surprise Me" roll still available for those who want to leave it to fate.
- Early graduation actually works. Academy trainees can now graduate early once they've completed one full year of study (two semesters), rather than waiting for age 18 — which previously left almost no window before they graduated on schedule anyway.
- Ambition rewards always land. Completing an ambition now reliably delivers its reward. Permanent stat bonuses raise the relevant stat ceiling (up to the hard cap) so a maxed adventurer no longer loses the gain, and morale rewards no longer vanish against the cap.
NOTE: Ambitions are really important in this universe, but that importance is not felt in the game as it is now. Expect to see me messing with these to enhance the impact of these bad boys. Teaser: A more in-depth ambition that results in evolvinh the adventurer's class into another.
──────────────────────── BUG FIXES ────────────────────────
- Deleted saves stay deleted. Deleting your active save slot in-game no longer resurrects it when you return to the main menu — and can no longer overwrite a new game you've started.
- Guild Block filters fixed. You can now dismiss and restore rivals directly from the rival detail panel, so the "Dismissed" filter finally has something to show. The "Won't deal" filter now correctly surfaces rivals who refuse to trade with you.
- League staff duplication. In league mode, scouts, crafters, and other staff you've hired no longer reappear in the recruit pool each tick where they could be hired again into duplicates.
Write to other guildmasters. Send free-text dispatches to anyone in your league. Letters travel by weekly courier and arrive in your Front Desk inbox alongside your other correspondence, with their own League filter tab, unread badges, and read/unread tracking — no shared world state ever changes hands.
Host Controls. League hosts get a control panel in My League: force-advance a stalled week (absent guildmasters are commander-played), pause and resume the league, change the turn timer mid-game, kick a member, or hand off the host role. If the host leaves, the role passes to the next player automatically.
Invite with a link. The lobby's Copy Invite button copies your code, a join link, and instructions in one go — and a friend who opens the link lands straight on the Multiplayer screen with the code pre-filled and validated.
Standings in-game from week 1. See every guildmaster in your league — divisions, annual renown, and tower progress — right in the CCL Rankings area, instead of only inside the lobby.
Trainee morale. A new morale meter (on the dashboard and trainee detail) drifts each week toward how well a trainee is supported. Role-matched instructors, mentors, and a better dormitory lift it; grueling regimens and cross-training drag it down. High morale speeds up weekly training, low morale slows it, and a trainee's mood across their Academy years shapes the disposition trait they graduate with.
In-semester events. Small, frequent moments — sharp sessions, festivals, scoldings, homesickness — fire throughout each semester and gather in a per-trainee "Recent Events" timeline alongside the bigger semester-end events.
Graduate early. Once a trainee is 18 with a full year done, you can pull them from the Academy and field them today, trading their remaining growth for an adventurer you can use immediately. A non-binding projection previews their likely class, potential, and estimated overall before you commit.
Class Affinity meter. A new meter shows how strongly a trainee is locked onto their career-track class. It fills as they train on-role and replaces the old hidden weighting — a fresh track already pulls toward its target, and a fully built-up track makes graduating as that class nearly assured.
Training Commissions. Factions and rivals now commission your established Academy to raise a trainee to a target role and potential tier by a deadline. Assign a trainee, deliver on spec for a renown reward, or miss and take a renown hit.
Cloud saves restore across machines. Start the game on a new PC and your Steam Cloud saves appear and load automatically, even with no local copy. At startup the game adopts a cloud save only when it represents strictly greater progress, so a full local save is never overwritten by a smaller cloud copy after a crash or hard shutdown.
NOTE: Steam has broken my heart before. So, try this out and let me know how it goes. It should work, but Steam Cloud Saves is a moving target.
Trophy Room. Click any guild to see its Trophy Room — Crown Cup championships, runner-up and third-place finishes, and total appearances. Your own pedigree appears at the top of your Crown Cup history in the same medals.
See who's around. The week-advance waiting banner and the lobby member list now show who's online — an active guildmaster taking their turn versus one last seen hours ago — plus an at-a-glance "3/5 ready to advance" summary, so you know whether to wait or force the tick.
Connection trouble is visible. A persistent outage now shows a "can't reach the league server — reconnecting" notice (your turn stays safe) instead of looking like an endless wait, and a league that's gone after a server restart shows a clear "can't find this league" message pointing you to recovery.
See who's teaching whom. The faculty UI now shows which instructor actually teaches each trainee, and warns more accurately: a strong "losing potential" alert only when no faculty is assigned at all, and a gentler advisory when a trainee's exact role slot is empty but a fallback instructor still covers them. Faculty slots beyond your Academy's capacity show a clear locked tile explaining you must upgrade.
Career Track picker confirms before charging. Browse target classes without paying — a trainee's first career track is free, and clearing and re-setting later costs the normal fee.
Curriculum unfolds by semester. Early semesters offer broad foundations, with specialized focuses unlocking as a trainee matures, instead of showing every option from day one.
Swap instructors in place. Change the instructor on a filled faculty slot with a single control, instead of having to clear the slot first.
Stop All Watching returns every board-watching scout to idle in one click.
Send All Idle Scouts on recruitment pages puts all your idle scouts on board-watch for that recruit type at once. Scouts already on orders are never disturbed.
Stable trade builder. The source list and your selected items now sit side by side, so clicking an item to add it no longer pushes the list out from under your cursor.
Calmer trade flow. The "Trade Complete" toast auto-dismisses after a few seconds and no longer reflows the form. Selling a portfolio asset in full keeps it selected instead of snapping the view to the top, and completing a trade clears the rival's lingering counter-offers.
Steady material dropdown. The Guild Trading material list keeps a stable alphabetical order instead of reshuffling each week, and materials pinned in your Portfolio are marked here too.
Treasurer trade-status banner. The Treasurer now explains why no trades are happening — whether market auto-trading is off, or you've enabled it but haven't added any rules yet — and clarifies that Inbound Offer Handling is a separate, independent system.
Party notes remember their state. Your party notes box now stays the way you left it — open or collapsed — across navigation and save/load, instead of always reopening.
\ makes an offer on the staff contract screen, matching the button's prompt.
Easier hotkeys toggle. The on/off switch for keyboard shortcuts now lives in Settings → Hotkeys, next to the shortcut reference, and surfaces when you search settings for "disable" or "turn off" — useful if you keep nudging Space by accident.
A-Tier difficulty preset now displays its proper "A-Tier" label instead of a raw text key.
Fourth instructor slot. A max-tier Academy now funds a 4th instructor slot, so all four role disciplines (Tank / Healer / Melee / Ranged) can each have a dedicated instructor.
A survivable opening. Academy-only games now start with a founding class of five recent Academy graduates on contract to earn quest income while you raise the next class, guaranteed fast-track prospects, and a one-time starting-gold cushion (15,000) to bridge to your first home-grown graduates. Your founding five guarantee coverage for every party role, so you can always form a working party instead of being stuck with idle, wage-draining adventurers.
More room for stories. The whole academy-only opening has been reframed.
Scouting Templates fit the mode. In Academy-only mode, Scouting Templates can now target Crafters, Staff, and Gatherers — the supported scopes are the visible ones, and scopes that did nothing in this mode no longer clutter the picker.
No off-limits chatter. Rival recruitment chatter (a rival signed a free agent, rivals are eyeing someone) is no longer shown in academy-only mode, where you can't sign from the free-agent pool anyway.
Fixed a league wedging when a guildmaster left and rejoined, which spawned a duplicate player and an orphan bot and stopped the week from advancing. Returning players now reclaim their original guild cleanly.
Fixed a host being permanently pinned one week behind the shared world while their co-player stayed in sync.
Dispatches sent to a guildmaster who has left or been kicked now bounce back with an "undeliverable" courier notice, so you know to resend, instead of silently vanishing.
Hardened leagues against cheating clients: another player can no longer defraud you in a trade or steal contested signings with gold they don't actually have.
Online leagues are far more stable overall — simultaneous joins and ready calls no longer lose data, and malformed world data can no longer wedge a league into a permanent error state.
Party passives apply everywhere. Crit bonuses, crowd-control, loot bonuses, synergy crit, and party-bond effects now carry into raids, the Tower, and the Crown Cup (with quest-matching caps), so a crit-focused, control-heavy, or tightly-bonded party finally earns its specialty outside of questing.
Crown Cup overtime respects your edges. The deciding overtime phase now factors in your party's synergy, chemistry, guild, and captain bonuses, so a clearly stronger party no longer loses on raw averages alone.
Traits do what their tooltips promise. Charismatic's renown bonus and Vanguard's party-damage bonus now apply, while Giant Slayer, Prodigy, Lone Wolf, and Team Player now check their stated conditions instead of always firing.
Faithful battle animations. Shields, heals, and summons now narrate correctly — protective buffs render as buffs, heals as healing, and the Necromancer's undead legion as a shadow assault, instead of being shown as enemy attacks.
Watch-mode scouts no longer get stuck "Observing" un-hirable external adventurers, and stray external adventurers, veteran recruits, and "incoming S-Tier" warnings no longer appear where they can't be hired.
Fixed the Treasurer's inbound-offer auto-accept valuation so it matches the value shown on the offer card. Offers that looked favorable to you are no longer silently left pending.
Russian localization for the Tower is more consistent: Strength/Weakness intel labels are unified, lore text and the War Room name now display in Russian, and gear names show translated everywhere — tooltips, vault, salvage, and market included.
──────────────────────── NEW FEATURES ────────────────────────
- Write free-text dispatches to other guildmasters in your league. Letters travel by weekly courier and land in your Front Desk inbox alongside your other correspondence, with their own League filter tab, unread badges, and read/unread tracking — no shared world state ever changes hands.
- League hosts now have a Host Controls panel in My League: force-advance a stalled week (absent guildmasters are commander-played), pause and resume the league, change the turn timer mid-game, kick a member, or hand off the host role. The host role passes to the next player automatically if the host leaves.
- Invite friends with a shareable link. The lobby's Copy Invite button copies your code, a join link, and instructions in one go — and a friend who opens the link lands straight on the Multiplayer screen with the code pre-filled and validated.
- Click any guild to see its Trophy Room — Crown Cup championships, runner-up and third-place finishes, and total appearances. Your own pedigree appears at the top of your Crown Cup history in the same medals.
──────────────────────── QUALITY OF LIFE ────────────────────────
- The week-advance waiting banner and the lobby member list now show who's online: an active guildmaster taking their turn versus one last seen hours ago, plus an at-a-glance "3/5 ready to advance" summary — so you know whether to wait or force the tick.
- Connection trouble is now visible instead of looking like an endless wait. A persistent outage shows a "can't reach the league server — reconnecting" notice (your turn stays safe), and a league that's gone after a server restart shows a clear "can't find this league" message pointing you to recovery.
- New "Stop All Watching" button returns every board-watching scout to idle in one click.
- New "Send All Idle Scouts" button on recruitment pages puts all your idle scouts on board-watch for that recruit type at once. Scouts already on orders are never disturbed.
- Added a trade-status banner to the Treasurer that explains why no trades are happening — whether market auto-trading is off, or you've enabled it but haven't added any rules yet — and clarifies that Inbound Offer Handling is a separate, independent system.
- Your party notes box now stays the way you left it (open or collapsed) across navigation and save/load, instead of always reopening.
- The Academy faculty UI now shows which instructor actually teaches each trainee, and warns more accurately: a strong "losing potential" alert only when no faculty is assigned at all, and a gentler advisory when a trainee's exact role slot is empty but a fallback instructor still covers them. Faculty slots beyond your Academy's capacity now show a clear locked tile explaining you must upgrade.
- The A-Tier difficulty preset now displays its proper "A-Tier" label instead of a raw text key.
──────────────────────── BALANCE ────────────────────────
- A max-tier Academy now funds a 4th instructor slot, so all four role disciplines (Tank/Healer/Melee/Ranged) can each have a dedicated instructor.
- Academy-only games now start with a survivable runway: a founding class of five recent Academy graduates on contract to earn quest income while you raise the next class, guaranteed fast-track prospects, and a one-time starting-gold cushion (15,000) to bridge to your first home-grown graduates.
- The whole academy-only opening is reframed. More room for stories!
- Rival recruitment chatter (a rival signed a free agent, rivals are eyeing someone) is no longer shown in academy-only mode, where you can't sign from the free-agent pool anyway.
──────────────────────── BUG FIXES ────────────────────────
- Fixed a league wedging when a guildmaster left and rejoined, which spawned a duplicate player and an orphan bot and stopped the week from advancing. Returning players now reclaim their original guild cleanly.
- Dispatches sent to a guildmaster who has left or been kicked now bounce back with an "undeliverable" courier notice, so you know to resend, instead of silently vanishing.
- Hardened leagues against cheating clients: another player can no longer defraud you in a trade or steal contested signings with gold they don't actually have.
- Fixed the Treasurer's inbound-offer auto-accept valuation so it matches the value shown on the offer card. Offers that looked favorable to you are no longer silently left pending.
I am 1,798 builds into the 2.0 beta and holy moly today's update feels like it's just straight-up V3 now.
If you've been following me or the game since launch, you'll notice I like to work on some secret parts of the game and drop them out of nowhere — and today somehow came together with many of those items finishing all in the same week.
A true ending, an endless post-Tower era, a ground-up Class Abilities rework, a dedicated game mode system with two new modes, battle engine upgrades applied from the upcoming DLC, online leagues, a web-based and in-game Wiki with oodles of tools, a brand new website, an iPad version (submitted to the App Store) and a free Steam demo — plus a long tail of quality-of-life, balance, and bug-fix work.
Oh, and MULTIPLAYER.
This week was something special. Let's get into it.
──────────────────────── NEW FEATURES ────────────────────────
The Severance Ritual (true ending): after defeating Floor 100, guilds that completed the Codex & Ritual whisper chain can perform the Severance Ritual. Choose well and the realm enters an Age of Hope — a permanent legacy of greater renown, higher morale, and fewer dark events.
Era of Champions: once the Tower is conquered, rivals push harder for the Crown Cup, an era banner tracks the reigning champion and dynasties, and new Hall of Fame honors await the first era cup and three-in-a-row dynasties.
Game Modes: choose a Game Mode on the New Game screen alongside difficulty — the two combine into your run, with a live summary showing exactly what you're starting:
Academy Only: recruit no one from the outside. Your champions are grown entirely through the Academy, which begins already built with a full week-one prospect pool. External hiring, trades, and free-agent recruiting are closed off, and scouting focuses purely on youth prospects. Bloodline kin who'd normally join the open market are routed into the Academy to carry the next generation.
Crown Cup League: the Tower is sealed — its fall is now legend — and the league becomes the whole game, an endless run for league glory with no time limit. A new intro letter from Ser Aldric sets the premise, your tier climb is certified through the league instead of the Tower, and rival guilds compete harder.
────────────────────────────────────────────────────────────────────
This week sees the continuation of the massive Classes, Synergies, and Skills overhaul that I started releasing two weeks ago. The below is essentially a mini blog inside this blog, so grab some coffee.
Your guild draws from 42 classes, each with its own identity, combat role, and rarity.
Roles — Tank, Melee, Ranged, and Healer. A balanced party covers all four; a specialized one leans hard into a plan.
Rarity — from everyday classes up to rare and legendary ones. Rarer classes are harder to find and bring stronger kits — the legendary Aegis Warden sits at the very top (more on them below).
Class is the bedrock of who an adventurer is. But two heroes of the same class are no longer interchangeable — because of what comes next.
This is the heart of the update. Every adventurer awakens two abilities — one Passive and one Active — rolled from their class's pool when they join you. Across the 42 classes there are 336 possible abilities to awaken.
Passives are always on, and they're specific:
A Knight might awaken Iron Will (−10% damage taken, always) or the rarer Guardian's Vow (intercepts blows meant for allies, cutting their damage by 12%).
A Fire Mage might get Living Flame (+20% fire damage) or Cinder Heart (+8% crit on everything).
A Priest might awaken Aegis of Faith — the whole party takes 6% less damage just by having them along.
Actives are ultimates — powerful effects that charge over time and fire when ready, and the rarer the roll, the bigger the swing:
That's the same class, four wildly different heroes. It's most vivid on damage: one Fire Mage's ultimate is Ring of Cinders (120% to all enemies); another awakens The Burning Sky (280%). Same class — more than double the payoff.
Under the Hood — the roll
Each slot is weighted by rarity: common 100 · uncommon 40 · rare 14 · epic 5 · legendary 2. The class default is the likeliest result, so plenty of heroes share a common kit — which is exactly why a rare or epic awakening is a find. On average, ~29% of an average hero's rolls land above common, and ~8% hit rare-or-better. Potential tilts the odds hard: an S-tier prospect carries a 2.5× multiplier on the rarer tiers, pushing them to ~50% above-common and ~14% rare-or-better. Scouting for potential is now, in part, hunting for a rare ability.
Ultimates and cooldowns
Ultimates aren't spammable — they charge over weeks while a hero rests and trains between deployments, fire once when ready, then reset. Charge times scale with power: a quick active recharges in ~3 weeks; the big nukes and party-savers (The Burning Sky, Salvation, Indomitable) sit at 10–12 weeks. A charged hero is a loaded weapon — the decision is which fight you spend them on.
Under the Hood — charging
Cooldowns tick down while a hero is resting, idle, or training, and freeze while they're deployed. Send a charged hero out, and their ultimate fires at the resolution of that fight — then the clock resets and starts again.
The Aegis Warden
The legendary Aegis Warden is built different. Their base passive alone — Unyielding Presence — grants the entire party +20% damage reduction and shores up morale. Their whole ability pool is protective. And on top of their rolled abilities, they always carry Aegis of the Absolute: a guaranteed second ultimate that makes the entire party invincible for one battle — no injuries, no deaths, in quests, raids, and the tower.
It has two costs: a 12-week cooldown, and the Warden is left exhausted (a multi-week injury) afterward. Time it for a brutal tower floor or a do-or-die raid and it wins runs single-handedly.
https://gargadusa.com/classes/synergy-web/
Individual abilities are only half the party. Field the right combination of classes and the whole group gets a party-wide multiplier that stacks on top of everyone's abilities. There are 43 synergies in all (currently).
Sacred Vanguard — a holy frontline (Knights, Paladins, the Aegis Warden): +5% / +8% / +11% party power at 3 / 4 / 5 of its classes.
Nature's Bond — druids, shamans, and wardens: +4% / +5% / +7% at 3 / 4 / 5.
Spirit Bond — beast masters, druids, shamans, wardens, and rangers channel the wilds together: +5% / +8% / +11% at just 2 / 3 / 4.
Most synergies trigger at 2+ of the right classes; the big role-diverse ones (like Sacred Vanguard) need 3+. The full catalog lives in Sage's Wisdom → Advanced Mechanics → Class Synergies (press H). The takeaway: your party is now more than the sum of its parts, and tuning that mix is real power left on the table if you ignore it.
Awakened abilities are powerful, but you're not stuck with a bad roll. Skill Reawakening lets you re-roll a single ability slot — and it's a keep-or-take decision: you see the new ability before you commit, and the re-roll always offers a genuinely different option, so you can never burn a charge on the same ability you already had.
Reawaken charges are precious, earned two ways:
Tome of Awakening — a rare drop (~8%) from successful raids. Spend one to grant a hero a charge.
The Mastery Path — a hero proves themselves under a mentor of your choosing: complete a certain number of quests and raids with that mentor leading the party, and the protégé earns a charge through sheer shared experience.
The Mastery Path is unlocked by a new building, The Wellspring, which also raises how many heroes can walk the path at once — 1 at Tier 1, up to 3 at Tier 3.
https://gargadusa.com/classes/
The big promise: your heroes' abilities count in every kind of fight — quests, raids, the Tower, the Crown Cup, and rival challenges. No more abilities that only mattered on paper.
I've been working hard on a new battle engine for the next DLC and it's pretty great. In turn, I've taken a few bedrock elements of that engine and brought them to GT1 and now you'll see a much more robust, accurate, and logical battle sim.
How it actually resolves (the part that used to be a black box): your party's effective power is built from base stats plus every passive, plus any charged ultimate that fires, plus active synergies and captain bonuses. That number is weighed against the quest or floor's difficulty to decide the outcome. Offensive abilities push that number up; defensive ones cut your party's injury and death chances directly — capped so no single ability trivializes content (injury and defense each cap at 30% reduction, death saves at 50%). It's a real system you can build around, not a coin flip.
A few things worth knowing:
You can see your moves land. Quest reports now show which signature ability fired — a badge right on the hero's row, so you finally watch your investment pay off.
The Tower respects your kit. Each floor is its own fight, and ultimates charge between attempts — so a saved nuke (or a ready Aegis) can carry a wall you couldn't brute-force. Pick your moment.
Every build has a place — even in the arena. The Crown Cup now honors defensive and healing abilities, not just raw damage. A tanky, well-supported party can grind out a win it couldn't have before (mitigation caps at 30%, healing boosts at 50%).
Your rivals are real opponents. Rival guilds awaken abilities too, and those abilities now feed their results in their own quests and raids — so scouting an enemy's kit tells you their true strength before you ever trade blows.
Outcomes are sealed. When you send a party out on a quest, raid, or tower run, the result is locked the moment they leave — reloading won't fish you a luckier roll. The way to win a fight you're losing is to come back stronger, not to retry the dice.
Here's the loop, start to finish:
Scout an S-tier Fire Mage prospect — high potential means real odds at a rare awakening.
They roll Living Flame (+20% fire damage) and the epic The Burning Sky (280% to all enemies).
Build around them — slot them into a party that triggers a synergy for another +8%, with a Priest's Aegis of Faith softening incoming hits.
Charge their ultimate over ~10 weeks while they train.
Deploy them onto a brutal tower floor at full charge — The Burning Sky detonates for 280%, the floor falls, and the report shows exactly which move broke it.
────────────────────────────────────────────────────────────────────
Okay, back to the broader patch.
Academy Career Track: aim a trainee at a target graduation class. Cross-role targets convert over multiple semesters (resisted by natural affinity), with a live odds panel and a final roll that keeps some variance.
New training curricula: two paths join Scholar's Path — Fighter's Path (physical and combat stats +40%) and Mender's Path (vitality stats +40% for tanks and healers) — each a gentler, focused nudge toward a career.
Leadership Instructor specialization: teaches charisma, leadership, and the social bonds that hold a guild together — so bards, knights, paladins, commanders and the like now train the social stat block at last.
Living World: rivals now have storylines (leadership crises, fire sales that flood the trading block with discounted contracts, patron windfalls). Adventurers who leave you remember it — old faces resurface with fond letters or bitter taunts, and grudge guilds are likelier to be drawn as your wildcard rival. Fallen heroes can leave kin who arrive years later.
Dedicated Training Parties: drill a squad for stats and loyalty on the Parties tab without spending a combat slot; Training Yard grants +1 training-party slot per tier (max 3).
Multiplayer (Beta): create or join an online league — shared market, free-agent pool, and Crown Cup League, with weeks advancing once every guildmaster is ready. Up to 32 guilds, configurable turn timer and victory conditions, browse public leagues or join by code, and league-wide difficulty for fair standings. (NOTE: This is definitely an early beta freature — rough edges expected.)
Ranked leagues: found a competitive-integrity league from the main menu or in-game lobby, restricting play to verified accounts and unmodded saves, with clear, plain-language reasons when a member is turned away.
Turn-ready notifications: get alerted when your league turn comes up even if you've stepped away to the main menu or another save. When the app or tab is in the background, a real OS notification fires on web and desktop the moment your league starts, advances a week, or concludes.
Ghost Guilds & Season Chronicle: export your guild as a code and import a friend's as a fully-simulated rival in the Crown League — no networking required. One click in the year-end celebration saves a shareable image of your year.
In-game Wiki & Site Hub: a full localized Wiki (Systems, Buildings, Factions, Stats, Traits, Zodiac, Materials, Crafting, Ambitions, Rivals, Tower Bestiary) with an interactive Party Simulator, plus a unified franchise site header and Timeline page.
iPad version completed and submitted for App Store review.
Free demo now live on Steam.
──────────────────────── QUALITY OF LIFE ────────────────────────
Rival capability intel (Combat/Operations/Tower) is now gated by your Scouting Post — T2 estimates, T3 reveals exact.
The "Headhunted" recruit filter and a roster-picker "Deployable only" filter make finding the right hire faster.
Academy summary shows per-trainee countdowns to mid-semester checkpoint and semester end.
The Academy now warns you when prospects are training with no instructor for their role, and flags low-tier instructors whose teaching slows growth — harm that used to happen silently.
Released graduates count as neutral (not a rejection), so develop-and-sell no longer drags Academy reputation.
A persistent Mercenary Reputation badge now sits in the Guild Hall while the brand is active, showing the −20 recruiting penalty and a live countdown to when it lifts.
Party cards show a color-coded synergy-count badge; commander auto-fill is synergy-aware.
Tower readiness now measures your strongest deployable party instead of your whole-roster average, so a capable team no longer reads as "Not Ready" because of benchwarmers.
Pinned Tower Preparation / Begin Descent buttons keep the key actions in reach.
The Crown Cup registration screen now makes clear that party slots are suggestions, not hard requirements — stack damage, double healers, or go tankless.
Gear names now localize (procedural, crafted, and set names, with grammatical agreement) — existing gear too.
Empty gear slots are now labeled distinctly as "Accessory 1" and "Accessory 2" in feed warnings and the Craft panel.
The "Improvable only" gear filter updates immediately; click the green loadout slot to equip directly.
The Reforge action is now wired into the Armory, letting you downgrade a piece one quality tier to restore its full durability (requires a Salvage Station and a hired Blacksmith or Armorer).
Workshop auto-refine gains a per-recipe block toggle and an "auto via" label; Quartermaster auto-fulfill gains a "Max tier" setting so A/S-tier gear isn't auto-consumed.
New crafting recipes: Cooks "Prepare Seafood" from shellfish; Alchemists "Extract Medicinal" from medicinal crops.
Treasurer Trade Desk: auto-accept clearly-favorable material deals within a gold budget and auto-decline clearly-unfavorable ones (adventurer/poaching offers are never auto-handled).
The Crown Requisition Shop is always visible now, with a hint on how to earn tokens, instead of vanishing entirely at a zero balance.
Faction commission cards name the commissioning faction; an oath-broken badge appears on the Factions tab; the royal armory section stays visible when filtering the vendor by Gear/Consumables.
A clickable Treasurer link on the Treasury ledger jumps straight to the source.
Quest Board: pin priority quests to the top.
Guild Block supports multiple named shortlists beyond Favorites and hides banished rivals by default (with a restore toggle).
Report-panel shortcuts now jump to the right place: the scout row goes to Recruit → Scouting, and party-training rows open the Party training sub-tab.
Feed entries deep-link to dossiers and guild profiles.
Sage's Wisdom adds "How Combat Works & Battle Logs"; a first-quest nudge points new commanders to the debrief; Week Summary invites a click to the Tactical Debrief.
Sage's Wisdom now opens cleanly on top of the Dossier when you click a class link, and Escape closes them in the expected order.
Class Field Guide adds Recommended Gear; the Training Log badge counts only unread entries.
Online League waiting-room banner after Ready (who's in, who you're waiting on, an advance flash, and a commander-cover countdown), plus a "league not found" message.
Skip Celebrations (Quick Advance) no longer drops the post-week warning chain — auto-renewal, clause-danger, and contract-expiration alerts still reach you.
Week Summary now shows an adventurer's current name if you renamed them after the week was tallied.
On desktop, Ctrl/Cmd with the +, −, and 0 keys now zoom in, out, and reset — previously you could zoom out but not back in.
──────────────────────── BALANCE ────────────────────────
Higher-rarity loot rolls extra stats from the slot's thematic pool (sell values unchanged).
Deep-floor Tower loot quality ceilings are raised so the Tower keeps dropping better gear all the way down.
Party-pooled trait bonuses now pay their full advertised value per holder (Treasure Hunter, Lucky Find, Scavenger, and Collector were under-delivering).
Many signature abilities now contribute their true damage (multi-hit, life-drain, marked, sacrifice, chain, extra-turn) — and previously-inert effects (pets, summons, totems, revives, shields, anthems, regen, freeze/slow/armor-shred/vulnerability) now factor into fights.
Smite, Judgment, Galvanic Lash and other elemental signature actives are now credited by their full effective damage instead of a sliver, bringing them in line with other damage abilities.
Active abilities no longer charge for free while an adventurer is parked on a contract, dispatch, garrison, or event — closing an exploit that let powerful ultimates like Aegis be stockpiled at no cost.
Rivals with damage passives are modestly stronger.
Tower pacing: the mid-climb (floors 20–90) is steeper so it stays contested instead of plateauing, with a tougher ramp into the Capricorn wall at floor 100.
Tower damage types: a versatile fighter who hits both a floor's weakness and its resistance now gets the full effectiveness bonus rather than netting to zero — only hitting a resistance with no matching weakness incurs the penalty.
The open market pushes back on bulk dumping (warehouse-scale liquidation gets softer prices and saturation; normal quest-loot batches stay penalty-free).
The dead Underworld upgrades (permanent rival intel, top-rival renown sabotage) are now active.
The Herbalist's advertised medical-cost savings are now fixed and actually applied, stacking with the Infirmary under a combined cap.
The Merchant Consortium's "Trade Empire" tithe is now genuinely collected from quest gold, as its oath always implied.
Deliberate lowball trades are always rejected (with a "Will Reject" preview).
High-risk gatherers (Salvagers, Essence Harvesters) can now suffer injuries and even death on the job — their risk level is no longer just decorative.
Training Yard and Academy instructor slots now stack.
The Diplomatic Summit quest appears whenever you have an unresolved nemesis.
The Floor-30 Surface Dungeon Crisis enforces one-faction commitment.
──────────────────────── BUG FIXES ────────────────────────
Closed a Guild Block clone exploit (signing a rival could duplicate them); affected saves are healed with unique roster IDs.
League creation now always runs Standard mode, so a host can no longer start their own game in Academy-Only or Crown Cup League while everyone else plays Standard.
Competitive-league integrity is hardened: a forged tower-victory message can no longer win a league on its own, score totals are now computed authoritatively by the server rather than trusted from the client, and order floods are capped.
Ctrl/Cmd+C no longer triggers the recruit hire/enroll hotkeys.
Fixed a per-week lag spike on large saves and restored fast quicksave/manual saves.
Continue Game now loads your latest save instead of a stale pre-NG+ run.
Tower: an adventurer who fell in an early phase of a won multi-phase boss chain is now correctly counted as dead across every phase.
Trade-acquired adventurers keep their full career-stat history.
Fixed sub-tab and other menu labels staying in the previous language after a mid-session language switch.
Russian localization: the Great Sage and several system messages now address the player with the polite, genderless "вы" instead of the informal, male-assuming "ты"; the Tower reclamation lore now renders properly translated; and the transliteration of Gargadusa on the Tower banner/victory feeds is corrected.
Dedicated training parties stay visible and cancellable while training, and training-party assignment now shows on the Training tabs.
Recipe discovery via quests/tower works again (retroactively unlocking already-earned blueprints).
Forged Documents text corrected; nicknames display consistently; the Granary seasonal-harvest description is corrected (+25% Autumn gathering); Commander commentary no longer prints raw code; an aged-rival portrait no longer reverts to placeholder.
The demo correctly stops at the Year-1 wall, and the web demo has moved to its own /demo/ address.
──────────────────────── NEW FEATURES ────────────────────────
- BIG rework this week. Read the full article here.
- Every adventurer now rolls a unique passive and active ability from their class pool. Two heroes of the same class can wield entirely different signature skills — and the rarer the roll, the stronger the skill. Rarity ranges from Common all the way to Epic, with quality driven by potential, so Academy investment improves the odds of rare abilities.
- Your existing roster keeps the abilities it already had — only fresh recruits, graduates, and free agents roll new ones, so no veteran is downgraded.
- Abilities now fire everywhere combat happens — quests, raids, the Tower, the Crown Cup, and rival challenges. Rivals roll abilities too, so scouting their kit finally tells you something real, and their own quest and raid outcomes reflect the skills they carry.
- Crowd control is now a genuine strategic axis. Stuns, freezes, slows, and roots don't just blunt enemy attacks — they sap the enemy's effective power, making fights flat-out easier to win. Control-bruiser classes like the Earth Shaman and the Warden are built around it.
- Unhappy with a hero's rolled ability? You can now re-roll a single slot through Skill Reawakening. Every re-roll is keep-or-take — you see the new option side by side with the old one and never lose a good skill against your will.
- Tomes of Awakening drop from successful raids (8%). Use one on an adventurer to grant a Reawaken charge, then re-roll a passive or active from their class banner.
- A new building, The Wellspring, unlocks the Mastery Path — the earned re-roll. Pair a protégé with a mentor, then prove the protégé in the field: clear quests under the mentor's captaincy and raids with the mentor in the squad to earn a Reawaken charge through deeds alone. Each path's objectives are personalized to the protégé's talent and ambition — gifted heroes prove themselves faster, while grander ambitions demand more.
- New Academy Career Track: aim a trainee at a specific graduation class. The Academy develops them toward it — but it's never a guaranteed lock. Cross-role targets must first convert their role over multiple semesters, resisted by the prospect's natural affinity, and the final graduation roll always keeps a little variance. A live odds panel shows your on-track chance and suggests how to improve it (Elective Studies and matching instructors).
- A full in-game Wiki is now live on the website, the Great Sage's knowledge on the web. It covers Systems & Mechanics, Buildings, Factions, Stats, Traits & Flaws, Zodiac signs, Materials, Crafting, Ambitions, Rival Guilds, and the Tower Bestiary. Global search spans every section, and the whole thing is localized across 18 languages.
- New interactive Party Simulator: drag and drop five classes to see exactly which synergies and bonuses that composition unlocks, matching the game's own synergy math.
- The website is now a proper franchise hub with a unified header linking the Game, Book, Soundtrack, Wiki, and more, plus a new Timeline page laying out the saga's events on a single canonical axis.
──────────────────────── QUALITY OF LIFE ────────────────────────
- Gear names now localize into your chosen language — procedurally-generated names, crafted item names, and equipment set names all read in your language, including proper grammatical agreement. Existing gear in your save localizes too.
- The Treasurer can now triage the flood of inbound trade offers for you. Enable the Trade Desk in Markets → Treasurer to auto-accept clearly-favorable material deals (within a gold budget you set) and auto-decline clearly-unfavorable ones, leaving the middle ground for your call. Adventurer and poaching offers are never auto-handled.
- The Guild Block now supports multiple named shortlists beyond Favorites, so you can organize the rivals you're watching into separate curated lists.
- Click the highlighted green loadout slot to equip the item you've selected — the obvious target now works, not just the side button.
- The relocation note on the Treasury ledger is now a clickable link that jumps you straight to the Treasurer panel in Markets.
- Renamed adventurers now show their nickname on the New Game+ carryover screen instead of their old name.
- The Training Log badge now counts only unread entries and clears when you view the log, instead of sticking at its cap.
- The Royal Armory / Military Arsenal section now stays visible when you filter the faction vendor to Gear or Consumables.
- Feed alerts about rivals scouting a free agent or signing a recruit now deep-link straight to that adventurer's dossier or the rival's guild profile.
- Released graduates now count as a neutral placement rather than a rejection, so a develop-and-sell playstyle no longer drags your Academy reputation down.
- The Class Field Guide now has a Recommended Gear panel for each class.
──────────────────────── BALANCE ────────────────────────
- Deliberately stingy trade offers are now always rejected outright. Any offer whose chance falls below the floor shows "Will Reject" before you submit, so spamming lowballs can no longer occasionally slip through.
- The Floor-30 Surface Dungeon Crisis now enforces its one-commitment rule: once you fully commit to a faction, the Full Commitment option is locked for the others. You can no longer collect every faction's full reward at once.
- Rivals carrying damage passives are now modestly stronger in their own quest and raid outcomes.
──────────────────────── BUG FIXES ────────────────────────
- Fixed the Steam demo not actually stopping at the Year-1 hard wall — demo players could previously keep advancing into Year 2 and beyond.
- The web demo now lives at its own /demo/ address, so the marketing landing page no longer gets taken over by the game on refresh.
- Fixed a portrait reverting to a placeholder in the Guild Dossier for adventurers acquired from rivals after they'd aged across an age bracket.
- Fixed the Guild Commander's weekly commentary occasionally printing raw code instead of readable text.
- The Granary's seasonal harvest description now matches what it actually does (a +25% Autumn gathering bonus).
- Multiplayer now gives an honest, actionable message when a league can't be found on the server, instead of telling you to keep retrying forever.
• Online Leagues now show a waiting-room banner after you hit Ready: see who's in, who you're still waiting on, a "✓ resolved" flash when the week advances, and a countdown to when the commander covers absent guilds. The Ready button itself now reads how many guildmasters are in.
• Pin quests to the top of the Quest Board with a new star toggle so your priority contracts stay in view.
• A new "🎯 Headhunted" filter on the Recruit tab shows only recruits a headhunter delivered.
• The Factions tab now flags broken oaths with a warning badge so you can act before standing slips further.
• The Crafting tab now shows your roster's empty equipment slots at a glance, so you know what to forge without hopping to the Gear tab.
• The Quartermaster's auto-fulfill now has a "Max tier" setting, so your best A- and S-tier gear is never auto-consumed by commissions.
• When auto-training stops because a hero's stats are maxed, the alert now tells you to enroll them manually to keep earning XP.
• A new Sage's Wisdom entry, "How Combat Works & Battle Logs," explains some of the hidden details around fights. I'll be adding more to this over time.
• The first time a quest resolves, a one-time nudge points new commanders to the battle debrief.
• Completed quests in the Week Summary now clearly invite a click to read their Tactical Debrief.
• Training Yard and Academy instructor slots now stack instead of taking the larger of the two, raising your instructor ceiling when you own both buildings.
• The Diplomatic Summit quest now appears on your Quest Board whenever you have an unresolved nemesis — not only during a specific Crown certification.
• Several class abilities that were previously inert now do what they say: pet attacks, summons, totems, revives, protective shields, party anthems, regeneration songs, and crowd-control effects like freeze, slow, armor-shred, and vulnerability all now factor into how fights resolve.
NOTE: This is all due to my Class/Skills/Synergies overhaul and more things like this are coming ;)
• Dedicated training parties no longer vanish from the Party Training panel while training — they stay visible and cancellable, so an auto-repeating party can no longer get stuck mid-training.
• Recipe discovery works again: blueprints can now be unlocked through quests and tower progress as intended, and any you'd already earned are unlocked retroactively.
• Continue Game now loads your actual latest save instead of resurrecting an old pre-New Game Plus run, and it stops overwriting your save with that stale game. Sorry about this one, very annoying.
• Forged Documents now correctly state they grant +50 standing with The Underworld rather than "any faction," and shared faction boosts now note that only one of each type is active at a time.
• Adventurer nicknames now display consistently across training results, sale dialogs, and other panels that previously showed the original name.
• Dedicated training party members now show their party assignment on the Training tabs, and the instructor-workload and tab badges count them correctly.
──────────────────────── NEW FEATURES ────────────────────────
The free demo is now available on Steam, tell your buds!
- After the defeat of Floor 100, guilds that have completed the Codex & Ritual whisper chain can perform the "Severance Ritual" — a true ending. You must make a decision and if you choose correctly, the realm enters an Age of Hope: a permanent legacy of greater renown, higher morale, and fewer dark events. No spoilers here.
- The four deep-lore whisper chains now unlock earlier in a normal playthrough and ompleting a deep-lore whisper chain now grants a closing letter. No spoilers.
- The Era of Champions: once the Tower is conquered, the realm turns from survival to glory. Rivals push harder for the Crown Cup, an era banner tracks the reigning champion and dynasties, and new Hall of Fame honors await the first era cup and three-in-a-row dynasties.
- Rival guilds now have storylines and personality: a leadership crisis can gut a guild's operations, a fire sale floods the trading block with discounted contracts, and a wealthy patron can vault a rival to aggressive expansion overnight.
- Adventurers who leave your guild — poached, sold, swapped, or deserted — now remember where they came from. Old faces resurface with fond letters or bitter taunts, and grudge-holding guilds are far more likely to be drawn as your wildcard rival.
- Fallen heroes can now leave kin who arrive years later to take up the blade.
- Rival capability intel is now gated behind your Scouting Post: a Tier 2 post estimates a rival's Combat, Operations, and Tower scores; Tier 3 reveals them exactly.
- Training-only parties now live on the Parties tab — drill a squad for stats and loyalty without spending a combat party slot. The Training tab is always visible (with a teaser when locked), and the Training Yard grants +1 training-party slot per tier, up to 3.
- Ghost Guilds: export your guild as a shareable code and import a friend's to bring their guild into your realm as a fully-simulated rival in the Crown League. No networking required — just trade codes. Located in your CCL tab.
- Season Chronicle: one click in the year-end celebration saves a shareable image of your year — quests, raids, tower floors, gold, renown, honors, and losses.
- A new Multiplayer option on the main menu lets you create or join an online league — a shared world with one market, one free-agent pool, and one Crown Cup League, where weeks advance once every guildmaster is ready. Configure up to 32 guilds (human and AI), a turn timer, and victory conditions, then invite friends with a league code. Browse public leagues or join by code, with a league-wide difficulty that keeps standings fair.
NOTE: Mutliplayer is not done yet. Today's push is the first steps I need up so I can start testing with some players. That being said, things are working well on my end, but there are a ton of gremlins for me to still work through. In turn, it's labeled "Beta", but I'll have it cleaned up in the coming weeks.
I have officially finished the tablet version of the game and have applied for an App Store Dev account. It may take a minute to get everything launched on the iOS app store, but it's sooner rather than later, now!
──────────────────────── QUALITY OF LIFE ────────────────────────
- Each party card now shows a color-coded synergy-count badge, so active class synergies read at a glance across your whole party list.
- The Academy summary now shows a per-trainee countdown to the mid-semester checkpoint and to semester's end.
- The Parties roster picker now has a "Deployable only" filter to hide injured and resting members, and commander auto-fill is now synergy-aware.
- The Workshop's auto-refine gains a "per-recipe block toggle" so wasteful or resource-protective recipes can be excluded, plus an "auto via" label showing exactly which recipe will fire.
- The Guild Block now respects dismissals: banished rivals are hidden by default, with a toggle to review and restore them.
- Tower Raid Preparation and Begin Descent buttons are now pinned in view instead of buried below long lore columns, and the Tower landing's rankings and party lists are more compact.
- Faction Commission cards now name the commissioning faction.
- The Gear tab's "Improvable only" filter now updates immediately when toggled, and improvement-slot indicators render as clearer squares.
- Trade auto-balance now respects your excluded materials — blocked goods are never auto-offered.
- Two new crafting recipes: Cooks can "Prepare Seafood" from shellfish, and Alchemists can *"Extract Medicinal" from medicinal crops.
──────────────────────── BALANCE ────────────────────────
- Higher-rarity loot drops now roll extra stats beyond their base pair, drawn from the slot's own thematic pool. Sell values are unchanged.
- Party-pooled trait bonuses now deliver their full advertised value per holder. Treasure Hunter's gold bonus, Lucky Find, Scavenger, and Collector were quietly delivering a fraction of their tooltip; they now pay out in full.
- Several signature active abilities — multi-hit, life-drain, marked, sacrifice, chain, and extra-turn strikes — now contribute their true damage, making classes like the Berserker, Warlock, Assassin, and Sorcerer hit as hard as their kit suggests.
- The open market now pushes back on bulk dumping: warehouse-scale liquidation feels softer sell prices and saturation, while normal quest-loot batches stay penalty-free. Dead Underworld upgrades (permanent rival intel, top-rival renown sabotage) are now active.
──────────────────────── BUG FIXES ────────────────────────
- Closed a guild-block clone exploit where signing a rival could duplicate them; affected saves are healed and every roster member is given a unique id. Ctrl+C / Cmd+C no longer accidentally triggers the recruit hire and enroll hotkeys.
- Fixed a Tower bug where an adventurer who fell in an early phase of a won multi-phase boss chain was silently kept alive — the dead are now correctly counted across every phase.
- Fixed two crashes that could send the game to the error screen on starting or loading a save.
- Fixed a per-turn lag spike that froze the game each week on large saves, and made quicksave and manual saves fast again instead of taking several seconds.
- Trade-acquired adventurers no longer lose their career stat history; transferred stars keep their full record.
- Fixed Guild sub-tab labels (and several other menus) staying in the previous language after switching languages mid-session.
- Corrected the Russian transliteration of Gargadusa on the Tower banner and victory feeds.
Another big weekly live patch today, but I am very excited to report that the focus has been shifting away from Bugs (there are fewer now, yay!) and towards QoL and Feature updates. So! Rather than seeing 200 small changes, you'll start seeing 10 big changes.
This week, the headline is the opt-in Composition & Risk ruleset — a ground-up rework of how party power, growth, and guild morale fit together — landing alongside Part 1 of a multi-patch Class & Synergy overhaul. Around them: a new Material Trade Policy system, gatherers that finally level up properly, one-click party optimization, and a long run of quality-of-life, balance, and bug-fix work. More Class & Synergy updates are coming over the next week or two (teaser: each class is getting rolled abilities from a pool of 3 passives and 5 actives rather than the same 1 active and 1 passive. I'm shooting for next week for this update).
A reworked composition-and-risk model is now the default for new games; existing saves can opt in from Settings → Rebalance Ruleset. It reshapes party power, growth, and guild morale, described below. Heads-up: enabling it on an existing save will shift your current parties' effective OVR.
Composition is king — Party power now runs on a two-pool model. Chemistry contributes a flat, stat-independent bonus that compresses the gap between weak and elite parties, while synergies, captain, morale, traits and the rest scale with your base. Toxic or discordant chemistry suppresses your positive bonuses — a roster of stars that won't coordinate underperforms.
Risk pays — Win a fight that was genuinely dangerous for your party — a quest, a deep tower floor, or a lethal raid above your weight — and the survivors earn bonus stat growth scaled to the risk. Near-ceiling veterans can even shatter their potential limit (up to twice), raising their ceiling, complete with a Limit Break celebration.
Bad apples spoil the guild bunch — A new guild-cohesion measure tracks your roster's morale and bad-apple problems; low cohesion makes troublemakers' morale drain compound, with a Commander warning when cohesion frays.
Ego clashes and jealousy — A large skill gap between two adventurers can breed resentment on a shared quest or raid — or, if both are loyal and trusting, the star takes the lesser under their wing as a mentor instead.
Earlier, recurring rivalries — Nemesis guilds can now emerge from guild tier 4 (instead of only at tier 7), and a fresh rivalry begins after a previous one resolves.
Toxic parties can lose members — A party left in sustained toxic chemistry builds social volatility, with two escalating Commander warnings before its unhappiest member walks out of the guild entirely. Volatility decays once chemistry recovers, so you can always pull a party back from the brink — and a new Social Volatility difficulty slider tunes how fast it builds.
The first pass of an ongoing upgrade to Classes, Synergies, and Abilities. This one rounds out damage-type coverage, gives every damage dealer a synergy that rewards its element, and makes rarer heroes genuinely more valuable to build around.
Four new party synergies
Astral Sight — Oracle · Chronomancer · Geomancer · Totem Shaman → +4% / +7% result floor (more consistent outcomes; softens bad luck).
Apex Predators — Northern Ranger · Beast Master · Hexblade · Dragoon · Blood Knight → +4% / +6% critical success chance.
Living Legends — Oath Paladin · Drunken Monk · Berserker · Aegis Warden · Hexblade → +4% / +7% party morale.
Verdant Wardens — Stone Druid · Warden · Tide Shaman · Beast Master · Harmony Druid → +4% / +7% injury reduction.
Damage-type coverage fixes
Some classes had no synergy that actually rewarded the damage they deal.
Frost Mage now wields Ice and Arcane — opening up Ice+Arcane parties for the first time, and tapping the Arcane synergies its frost magic always should have.
Rogue & Assassin finally count toward Shadow Cabal — the iconic shadow killers now benefit from a Shadow-damage synergy.
Totem Shaman now routes into Arcane Mastery (alongside Geomancer).
Ranger now joins Spirit Bond for a proper Nature-damage route.
Arcane Mage now contributes to the pure-Arcane Arcane Mastery synergy, matching every other dedicated caster's pure-type route.
Rarity rebalance — your rare heroes pull more weight
Previously every class had roughly the same number of synergies regardless of rarity, so a couple of common staples dominated team-building. Now the rarer the class, the more synergies it tends to anchor.
Commons trimmed slightly — Knight steps out of a healing synergy and Warrior out of a morale synergy. They're still strong, just no longer the densest nodes on the board.
Rare, Ultra-Rare and Legendary classes gain more routes — via the new synergies above plus expanded membership for Berserker, Geomancer, Oracle, Chronomancer, Arch Priest, Summoner, Holy Knight, Balance Monk, Bard, and the legendary Aegis Warden.
Net effect — building around a marquee hero like Hexblade, Northern Ranger, Oath Paladin or Aegis Warden now opens up noticeably more synergy potential. No class was left behind — every hero still has multiple viable synergy routes.
Synergy fixes
Prophetic Freeze (Frost Mage + Oracle → +7% result floor) now displays its proper translated name everywhere instead of a placeholder in some languages.
All synergy names and descriptions are now fully localized across every supported language.
Material Trade Policy panel — A new panel in Markets → Trade Filters lets you set a per-material policy for the whole warehouse: Block a material so rivals never request it, or set a Floor ("keep ≥ N") so rivals only ask for the surplus above what you want to hold. An Export Outlook header shows rival export interest, projected export gold value, and how many materials are blocked or floored. Browse all 76 materials (owned or not, so you can pre-configure) with tier tabs, smart filters, search, and bulk "keep ≥ 100 / 250 / 500" presets.
Gatherers now grow with experience — Hired Gatherers earn XP each week from their hauls and level up, raising their skill toward their potential ceiling, which directly increases their yield over time. Their level now shows on the Staff panel.
One-click Party Optimization swaps — The Commander → Personnel optimizer's chemistry-driven swap suggestions are now clickable. Click a suggestion (or focus it and press Enter) and the swap is performed for you, including the cross-party trades you used to have to set up by hand.
Quest Board — Gold/Wk — A new Gold/Wk sort and a Gold Efficiency Commander auto-deploy focus rank contracts by gold earned per occupied week (job length plus rest) rather than raw payout.
Two new difficulty sliders — "Training Speed" and "Ceiling Slowdown" let you tune how fast stats grow from training and how sharply training tapers near a stat's potential ceiling.
Tower Reclamation Status clarity — Front-line floor, resonance bar, and weeks until your cleared floors are retaken now sit at the top of the Scout Intelligence column, so your tower-reset timer is visible at a glance instead of buried at the bottom.
Patron quests are easy to spot — Patron contracts now carry a clear "PATRON 2×" badge on quest cards and in the quest details, and your division's patron faction is shown in the compact Crown Cup League standings.
Full level-up stat list — The level-up entry in an adventurer's Recent Activity now lists every stat that increased, instead of cutting off after the first four.
Rename parties on the road — You can now rename a party while it's out on a quest, raid, or contract — a name is purely cosmetic, so it's no longer locked during deployment. The composition controls stay locked until the party returns.
Teaching talents show real numbers — Every Academy talent now surfaces the concrete effect it produces (stat growth per week, graduation bonuses, event chances, and more), and "Efficient Methods" is re-labeled to describe what it actually does — boosting the dormitory's trainee training (faster stat growth) — instead of a morale bonus that was never shown.
Operations dashboard reads like a checklist — Each Academy row shows the trainee's semester week and flags a ⚠ when a mid-semester Intervention is available; clicking an Academy row jumps straight to the Prospects (Youth) tab; and a new Markets line shows your remaining weekly Guild Trades.
Clearer party-notes field — Empty party-notes are easier to spot as editable: the placeholder prompt and expand chevron now read as an interactive control rather than a disabled field.
Runesmith accessories in Sage's Wisdom — A new entry explains the Runesmith's craftable Runestones and Glyphs as wearable Accessory items — their tiers, stat leans, crafting, and how they differ from rune inscriptions.
Black Market Contacts clarified — The perk description now makes clear the 2× sell bonus on Rare+ gear is automatic, with no toggle.
More of the game translated — Zodiac sign names, season labels, damage-type names, personality descriptors, adventurer stat names, Recruitment Office and scout-status labels, performance-report roles, movement-log entries, the commander's brief, and Live Feed timestamps now display in your chosen language.
Chemistry tab disambiguated — The Registry's Chemistry tab label now reads clearly as "party chemistry" (not the school subject) in several languages.
Training no longer hits a wall — The flat-rate-then-hard-stop training curve is replaced with diminishing returns near a stat's potential ceiling: reaching roughly 85% of a ceiling stays at today's pace, but pushing a stat to its absolute max is now a long-term grind — always reachable, never fully stalled.
Academy graduates rebalanced — B is now the reliable academy output; A/S potential requires deep, sustained investment. Potential fluctuation alone can no longer move more than one tier from a prospect's raw potential, and the cheap focus-stacking that manufactured A/S grads has been closed.
Role-fit matters more on quests — The old flat ±5% stat-affinity bonus is now continuous: a true specialist who brings the right stats for a quest can earn up to +12%, while a mismatched party is penalized up to −10%.
Tower Limit Breaks are rarer and more meaningful — Instead of rolling for every surviving raider on every floor (which forged a break nearly every floor and made A→S upgrades common), the tower now forges at most one Limit Break per floor, with the chance scaled by tier — lower tiers break readily while an A→S forge is deliberately extremely rare. Quest and raid Limit Breaks are unchanged.
Alpha Trophies now grant XP — Harvesting an Alpha Trophy on a combat quest awards XP to every squad member, and a Trapper who brings one down gets bonus gathering XP. To keep them scarce, Alpha Trophy drop rates were trimmed about 25% on both the quest-loot and Trapper paths.
Tactical Instructor specialist credit — A Tactical Instructor now gets the specialist treatment (the +25% stat/XP bonus and Specialist badge) on the Advanced Tactics program, which was previously only credited to Combat Instructors despite being a tactics program.
Shared ambitions stop clashing — Two adventurers who share an ambition no longer suffer the "Competing ambitions" chemistry penalty once either of them has completed it; finished ambitions now turn into mutual respect, inspiration, or aligned drive as intended.
Trade counter-offer exploit closed — Countering a pending offer no longer leaves the original offer's Accept button live, so you can't bank two deals (one slot-free) against a single guild. You can no longer accept an offer while you're countering it.
Force-retired survivors show in the debrief — When a party wipes but some members are retired into staff roles instead of killed, they now appear in a "Retired to Staff" section instead of silently vanishing from the result screen.
Academy teaching talents now work — Well-Rounded, Iron Fundamentals, Battle Instinct, Inner Fire and Fleet Footwork previously gave no benefit; their small per-week stat bonuses now accumulate across the semester instead of being lost to weekly rounding.
Watch-mode scouts re-evaluate targets — Scouts no longer get stuck on lower-priority targets (like scouting rival guilds while ignoring newly-available academy prospects); they now switch to a higher-priority target when one becomes available, without a manual restart.
Retired adventurers keep their real social stats — Converting an adventurer to a staff role no longer inflates Leadership, Charisma, Teamwork and the rest toward the role's ceiling; they carry over unchanged.
Blocked materials are respected — The "not for trade" / blocked-material list now actually works — rivals no longer keep requesting materials you've blocked.
Tower fights build chemistry — Fighting together in the tower now counts toward "quests together" and refreshes shared history, just like quests and raids, so chemistry no longer decays during long tower campaigns.
Gatherer & Scout XP bars — They previously overshot the bar and showed a negative "XP to next level"; they now show progress into the current level against that level's cost, matching other staff.
"N recipes ready" badge accuracy — For crafters assigned to construction projects, the badge no longer counts equipment recipes they're blocked from making — it now reflects only the work they can actually do.
Desktop/Steam save reliability — Several save-data-loss issues fixed: a save that failed to write to disk no longer falsely reports success, anti-reversion protection now works on compressed saves so progress can't silently regress, and a durable fallback save is written before the disk write so a failed save surfaces a real warning instead of being swallowed.
Crown Cup division names — Standings now match the guide: the Merchants, Temple, Military, and Nobles Divisions (the inconsistent "Consortium" and "Holy" labels are gone).
Nemesis strategy tips corrected — The tips now make plain that only completing the Diplomatic Summit quest clears the Council's Tier 7 certification condition (out-earning, counter-poaching, and Celestial Ward are competitive or defensive only), the alliance tip is correctly noted as a Tier 9 unlock, and the Celestial Ward is sourced from the Temple vendor.
Localization fixes — The first-raid warning header now shows a proper ⚠️ icon instead of literal entity text, the Russian spelling of Гаргадуза is normalized across all text per the translation community's agreed convention, and a Russian astrologer line was corrected.
Today is a feature-focused patch! This is something I've been looking forward to because it means there are now so few bugs that patches can expand scope to address the QoL and Balance things that have been driving me crazy. On top of that, I have many features I still want to push, so I've been cooking.
I am deep into upgrading Classes, Synergies, and Abilities. Today, I'm pushing a pass over the class system to make damage-type coverage more complete, give every damage dealer a synergy that rewards its element, and make rarer heroes genuinely more valuable to build around.
I'll be pushing more updates like this over the next week or two as I finish up expanding the Class systems ;)
Four new synergies join the roster, all aimed at the rarer classes that previously had fewer ways to combo: Astral Sight Oracle · Chronomancer · Geomancer · Totem Shaman +4% / +7% result floor (more consistent outcomes — softens bad luck) Apex Predators Northern Ranger · Beast Master · Hexblade · Dragoon · Blood Knight +4% / +6% critical success chance Living Legends Oath Paladin · Drunken Monk · Berserker · Aegis Warden · Hexblade +4% / +7% party morale Verdant Wardens Stone Druid · Warden · Tide Shaman · Beast Master · Harmony Druid +4% / +7% injury reduction
Some classes had no synergy that actually rewarded the damage they deal. Fixed:
Frost Mage now wields Ice and Arcane — opening up Ice+Arcane parties for the first time, and tapping the Arcane synergies its frost magic always should have.
Rogue & Assassin finally count toward Shadow Cabal — the iconic shadow killers now benefit from a Shadow-damage synergy.
Totem Shaman now routes into Arcane Mastery (alongside Geomancer).
Ranger now joins Spirit Bond for a proper Nature-damage route.
Previously every class had roughly the same number of synergies regardless of rarity, so a couple of common staples dominated team-building. Now the rarer the class, the more synergies it tends to anchor:
Commons trimmed slightly so they're no longer the densest nodes on the board — Knight steps out of a healing synergy, Warrior out of a morale synergy. They're still strong, just no longer outshining everything.
Rare, Ultra-Rare and Legendary classes get more combo routes, via the new synergies above plus expanded membership for Berserker, Geomancer, Oracle, Chronomancer, Arch Priest, Summoner, Holy Knight, Balance Monk, Bard, and the legendary Aegis Warden.
Net effect: building around a marquee hero like Hexblade, Northern Ranger, Oath Paladin or Aegis Warden now opens up noticeably more synergy potential. No class was left behind — every hero still has multiple viable synergy routes.
Prophetic Freeze (Frost Mage + Oracle → +7% result floor) now displays its proper translated name everywhere instead of a placeholder in some languages.
All synergy names and descriptions are fully localized across every supported language.
──────────────────────── QUALITY OF LIFE ────────────────────────
- The Tower Reclamation Status — front-line floor, resonance bar, and weeks until your cleared floors are retaken — now sits at the top of the Scout Intelligence column, so you can see your tower-reset timer at a glance instead of scrolling to the bottom.
- Patron quests now carry a clear "PATRON 2×" badge on quest cards and in the quest details, so you can spot the contracts that pay double Annual Renown at a glance. Your division's patron faction is also now shown in the compact Crown Cup League standings.
- The level-up entry in an adventurer's Recent Activity now lists every stat that increased, instead of cutting off after the first four.
- Fixed a few Zodiac icon spots to make a bit more sense clarity-wise.
──────────────────────── BALANCE ────────────────────────
- Two adventurers who share an ambition no longer suffer the "Competing ambitions" chemistry penalty once either of them has completed it — finished ambitions now turn into mutual respect, inspiration, or aligned drive as intended.
──────────────────────── BUG FIXES ────────────────────────
- Crown Cup League division names now match the guide: the Merchants, Temple, Military, and Nobles Divisions (previously "Consortium" and "Holy" were used inconsistently).
- The nemesis rivalry strategy tips have been corrected and clarified — they now make plain that only completing the Diplomatic Summit quest clears the Council's Tier 7 certification condition, while out-earning, counter-poaching, and Celestial Ward are competitive or defensive only. The alliance tip is now correctly noted as a Tier 9 unlock, and the Celestial Ward is now sourced from the Temple vendor.
- Fixed the Russian spelling of Гаргадуза, normalizing it across all text per the translation community's agreed convention.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Gargadusa's Tower, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Gargadusa's Tower statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.