HomeGamesUpdatesPricingMethodology
Steam News13 May 20261mo ago

Patch Notes: v2.0.0-beta.1503 (Live Version)

A consolidated view of every change shipped across beta.1472, beta.1473, beta.1482, beta.1500, and beta.1503. New Features Academy & Training Per-role instructor slots.

In this update15

Full notes

Full Gargadusa's Tower update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes13 additions20 changes9 removals
  • Compatibility
  • Gameplay
  • Events
  • Balance
  • UI and audio
  • Performance
changedA consolidated view of every change shipped across beta.1472, beta.1473, beta.1482, beta.1500, and beta.1503.
addedAcademy & TrainingNew "Class Role" auto-training mode. Picks the program that best matches each adventurer's class role (Tank / Healer / Melee / Ranged). Gated on Training Yard T2.
changedAcademy & Training"Disable All Auto-Training" bulk action on the Academy header (with confirm modal) — useful when taking manual control mid-season.
addedTutorials & Sage's WisdomNew Damage Types guide — physical / elemental / arcane / etc. and how multi-type combat resolves.
addedTutorials & Sage's WisdomNew Class explainers for all 42 classes.
addedTutorials & Sage's WisdomNew Gear Improvement Synergies entry under Equipment & Crafting. Documents all 8 synergies grouped by slot family, plus the "??? Unknown Synergy" discovery flow.

Gargadusa's Tower changes

changedA consolidated view of every change shipped across beta.1472, beta.1473, beta.1482, beta.1500, and beta.1503.
addedNew "Class Role" auto-training mode. Picks the program that best matches each adventurer's class role (Tank / Healer / Melee / Ranged). Gated on Training Yard T2.
changed"Disable All Auto-Training" bulk action on the Academy header (with confirm modal) — useful when taking manual control mid-season.
addedNew Damage Types guide — physical / elemental / arcane / etc. and how multi-type combat resolves.
addedNew Class explainers for all 42 classes.

A consolidated view of every change shipped across beta.1472, beta.1473, beta.1482, beta.1500, and beta.1503.

New Features

Academy & Training

  • Per-role instructor slots. Faculty is now keyed by role (Tank / Healer / Melee / Ranged). Each trainee draws teaching primarily from the instructor in their role slot, falling back to the highest-skilled assigned instructor when their slot is empty. Existing saves migrate automatically — instructors land in their specialization-matched slot, sorted by skill on ties.

  • Adventurer-mentor selector got a sort dropdown (Level / OVR / Potential / Role) and inline trait pills so you can pick the right personality for a struggling trainee at a glance.

  • Mid-semester intervention badge ⚠ now propagates to the top-level TRAIN nav — no more digging into the Academy just to learn a trainee needs attention.

  • New "Class Role" auto-training mode. Picks the program that best matches each adventurer's class role (Tank / Healer / Melee / Ranged). Gated on Training Yard T2.

  • "Disable All Auto-Training" bulk action on the Academy header (with confirm modal) — useful when taking manual control mid-season.

Tutorials & Sage's Wisdom

  • New Damage Types guide — physical / elemental / arcane / etc. and how multi-type combat resolves.

  • New Class explainers for all 42 classes.

  • New Gear Improvement Synergies entry under Equipment & Crafting. Documents all 8 synergies grouped by slot family, plus the "??? Unknown Synergy" discovery flow.

Trade & Markets

  • "Block poach trade offers" toggle in Trade Filters. Sibling to the existing Block Materials and Block Adventurer Trades switches. Stops rivals from offering to buy your adventurers without forcing you to mark every roster member Untouchable. Does not affect nemesis poach attempts (those remain blockable only via the Celestial Ward vendor buff).

  • Material offer cards:"expires soon" badge + offer-type filter.

  • Per-material "Auto-fill to Possible / Likely" buttons in trade negotiation — sizes each line to where the deal becomes acceptable.

  • Quest cards show tactician-quality-gated damage type intel — higher-quality tacticians surface enemy resistances inline.

Contracts & Clauses

  • Party Preference Clause — adds +1% party power per honored member in the party. A reason to keep your favorites grouped.

UI & System

  • Japanese and Simplified Chinese is now available languages in Settings. Each is about 90% complete. Take note that translation work is being done by Claude, so it's pretty good, but not perfect. I'll be fixing weirdness as reports come in.

  • Window position, size, and maximized state persist across launches. No more resizing the window every time you start the game.

  • Party notes — small free-text pad per party. Type something, click Save (or blur) to commit.

Recruit & Operations

  • Scout Operations target name is clickable — drills into the target's detail (free agent / academy prospect / rival / trading block).

  • Recruit STAFF sub-tab is sticky across adventurer navigation — switching adventurers no longer resets you back to "Adventurers."

  • Full Dossier got tooltips matching the minimized view.

  • Color standardization across skill / key-stat / maxed indicators — amber no longer means three different things at once.

Weekly Summary

  • Bulk Sell/Salvage on the OTHERS panel with confirm gate.

  • Inline favorite / dismiss buttons on scouted recruits.

  • Sole gatherer name shown inline so you know who you're talking about without opening a panel.

Crafting & Gear

  • All / Crafters / Refiners filter on the artisan sidebar.

  • Socket dots rendered in the ItemCard improvement indicator so socket count is legible from the list.

Front Desk

  • Poach Accept blockers surfaced in Front Desk Correspondence — when Accept is grayed out you can see why.

Balance

  • Master's Apprenticeship now boosts the union of all assigned instructors' specialties, capped at +100% per stat. Three instructors at distinct specialties → ~13 stats at +100% (previously only 5, since only the highest-skill instructor's specialty mattered). This might be OP, so enjoy it for the week, I'll likely nerf it.

  • Elective Studies role drift is meaningfully more reactive — the chance of an adventurer drifting toward their elective role is bumped from 25% to 40% per semester. Roughly ~12.5% → ~20% effective rate at high role affinity.

Quality of Life

Trade & Markets

  • Trade negotiation gold preset buttons (+1k / +5k / +10k / +25k / +50k) now ADD to your current offer instead of replacing it. Click +10k twice to reach 20k, click +1k three times to reach 23k. New"Clear" button resets the offer to 0 in one click.

  • Trade Filter subtitle wording tightened. The existing Block Materials and Block Adventurer Trades subtitles previously said "Poach offers ... still flow" — accurate before, misleading once you have a poach toggle. Now reads "each blockable separately."

  • The Adventurer Trades tab now includes an "Adventurer Transfers" section showing every adventurer who left your guild for a rival — poached, sold, traded, or swapped — alongside the existing "Direct Trade Negotiations" section (renamed for clarity). Shows the rival guild, transfer type, date, and gold value. Capped at 50 most-recent transfers.

Signing & Recruitment

  • Signing and contract extension modals now pre-select the adventurer's requested clauses by default.

  • Recruit list (Adventurers sub-tab) now shows Commander Score and Notes columns — scan candidates the same way you scan your existing roster. Work in progress; feedback welcome.

  • Contract Expiration alert now shows a Potential tier column so you can judge "is this person worth renewing?" without opening the dossier.

Crafting

  • Crafting Panel's materials list now has a Craft button right alongside the existing Buy button.

Deployment

  • Auto-deploy directives now cover Military Joint Operations alongside the other deployment types.

Auto-Training

  • Auto-training scoring formula now scores by delivered gain, not raw headroom."Toughness Training" (3 weeks, 1-2 pts × 3 stats) no longer beats "Basic Conditioning" (1 week, 1-2 pts × 2 stats) when the targets are mostly already trained.

  • Weakness Training filter relaxed — programs with >80% of targets at ceiling are skipped (not just 100%) so fringe-trainable programs stop crowding out genuinely productive ones.

  • Maxed-stat indicator in program list — you can see at a glance which programs would be wasted because all their targets are at ceiling.

Scouting

  • Scout watch priority: academy-first when filter is "All Recruits"— unscouted youth prospects come before favorites in the watch queue.

Crown Admin

  • Crown Admin probationary condition rewritten from the vague "outstanding disputes with rival guilds" to "Resolve your nemesis rivalry within 6 weeks (see Nemesis tab in CCL)." An ⚔️ Open Nemesis Tab → button on the notice jumps you straight there to monitor the rivalry and the auto-spawned Diplomatic Summit quest.

Display & Performance

  • New "Background Throttling" opt-out toggle in Settings → Display for Windows users experiencing the OS efficiency mode slowing the game when minimized or in the background. Off by default; restart required when toggled.

Bug Fixes

Building Display

  • Reception Tier 3's "Recruit Applicants" effect now correctly displays as +100% (was "+1"). Training Yard Tier 3's "Veteran XP" bonus now also displays as +100%. The buildings always worked this way; only the on-screen number was wrong.

Academy

  • Master's Apprenticeship in the Academy curriculum panel now shows the same stats it actually trains. Previously the highlighted stats and the training results could disagree depending on which instructors you'd assigned.

  • The Master's Apprenticeship highlight is honest when no instructor is assigned (was previously falling back to misleading role-core stats).

  • Academy "Trait Emergence" and "Flaw Discovered" semester events no longer silently fail when the rolled trait or flaw is one the trainee already has. The event now picks from a filtered pool, so the result is always a meaningful change.

Recruit Pool

  • The free agent pool no longer slowly fills up with adventurers and starves staff, crafter, and gatherer recruits over time. Existing affected saves heal automatically on load.

  • Weekly Recruit summary no longer over-reports new applicants ("82 new applicants" when the pool cap clamped insertions to 26) — now counts actual insertions.

  • Adventurer spawn rate no longer collapses mid-save. Dismissed recruits now properly free up space in your applicant pool so new spawns can land, and accumulated dismissed entries age out aggressively over 1-2 seasons. This was the big issue creating applicant droughts, let me know how this feels as you play.

Parties & Construction

  • Construction laborers no longer get accidentally pulled into parties via auto-fill or the per-slot picker dropdowns. They stay visible in the Party Manager sidebar with their 🏗️ badge so you can see who's busy.

Contracts

  • Contract negotiations now correctly evaluate your offer against the asking price for the term length you actually selected. Previously, applicants whose preferred term wasn't 3 years (most of them) were judging your offers against an internal value that didn't match what the chart was showing.

  • Registry Wage column now displays the correct value.

Front Desk & Live Feed

  • Mid-quest desertions now show up in the Live Feed AND the Front Desk Commander module ("Commander's Notes"), so you can see who left, when, and why. Previously the only persistent record was buried in the weekly summary modal.

  • Poach offers in your Front Desk inbox now show a clear reason when they can't be accepted ("Currently deployed — recall before selling" / "Assigned to construction — remove from project before selling"). Previously the Sell button just silently did nothing.

  • Tommin's welcome letter no longer contradicts established lore.

Treasury & Logs

  • Treasury transactions now stamp with the date of the activity that produced them, not the tick that processed them — the ledger reads chronologically again.

  • Movement Log captures trade events from all five trade handlers (some sales/swaps were silently unlogged).

  • Movement Log now covers two handlers and two renderer cases that previously fell through cracks — entries that used to vanish or render blank now display correctly.

Auto-Training

  • Auto-training stops cleanly when a manually-locked program's stats have all reached their ceiling, instead of churning idly week after week.

Trade System

  • Trade auto-decline OVR threshold no longer rejects material-only trades because they have no "OVR" to score — auto-decline now only applies to adventurer trades.

Tooltips & Stat Catalog

  • Fixed RES (Arcane Resistance) tooltip incorrectly saying "Resolve — mental fortitude"— tooltip now matches the stat.

  • Fixed RES tooltip drift between stat catalog and dossier.

Scout Navigation

  • Fixed a regression where clicking a scout's target in the Scout Operations panel could land you on a blank screen — the target now opens the correct Recruit tab for free agents, academy prospects, and rival roster members.

Crafted Gear

  • Crafted gear now displays its item name in the proper rarity color (Epic = purple, Legendary = orange, etc.) on the detail panel, not the default white. Includes a defensive fallback so legacy crafted items in existing saves render correctly without any migration.

Renovation

  • The Tier 3 Masterwork renovation panel no longer gets stuck on buildings that are already effectively at Masterwork quality. You can also now dismiss the renovation suggestion with an explicit × button — it'll reappear if your building's quality changes (tier upgrade or repair).

New Game+

  • New Game+ carried-over adventurers now have their wages rebased to your new game's economy. No more starting an NG+ run effectively bankrupt because your veterans demand end-game wages on a fresh treasury.

Source

Steam News / 13 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.