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Steam News20 May 20261mo ago

Patch Notes: v2.0.0-beta.1510 (Live)

The big highlights from this week's Live Patch: 1.) Steam Cloud Save works 2.) New Scout Dashboard is Live 3.) The Academy now unlocks at Guild Tier 2 (was Tier 4) 4.) A new Pop-Pp Alerts toggle menu in Settings 5.

In this update10

Full notes

Full Gargadusa's Tower update

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

What changed

6 fixes7 additions31 changes6 removals
  • UI and audio
  • Performance
  • Fixes
  • Balance
  • Gameplay
  • Events
addedThe big highlights from this week's Live Patch: 1.) Steam Cloud Save works 2.) New Scout Dashboard is Live 3.) The Academy now unlocks at Guild Tier 2 (was Tier 4) 4.) A new Pop-Pp Alerts toggle menu in Settings 5.) Up to 90% coverage on 10 Claude-translated languages ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
fixedStabilityFixed a Week-47→48 crash for guilds with per-member auto-renewal flags set but no Receptionist hired. The auto-renewal report now renders correctly with a generic "Receptionist" byline, and the weekly tick completes cleanly.
fixedStabilityFixed a long-running save crash in the markets/rivals section, which manifested as the weekly report appearing to process while no state advanced.
changedStabilitySteam Cloud Save now actually writes to the cloud. Every cloud write previously failed silently, so no machine could ever restore from cloud — even though the read/restore path was correct.
fixedCombat & TowerBoss elemental weaknesses and strengths have been fixed up.
fixedCombat & TowerBoss weakness/strength intel only lists damage types has been fixed to accurately reflect the boss.
Fixed a Week-4748Fixed a Week increased, buff

Gargadusa's Tower changes

addedThe big highlights from this week's Live Patch: 1.) Steam Cloud Save works 2.) New Scout Dashboard is Live 3.) The Academy now unlocks at Guild Tier 2 (was Tier 4) 4.) A new Pop-Pp Alerts toggle menu in Settings 5.) Up to 90% coverage on 10 Claude-translated languages ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
fixedFixed a Week-47→48 crash for guilds with per-member auto-renewal flags set but no Receptionist hired. The auto-renewal report now renders correctly with a generic "Receptionist" byline, and the weekly tick completes cleanly.
fixedFixed a long-running save crash in the markets/rivals section, which manifested as the weekly report appearing to process while no state advanced.
changedSteam Cloud Save now actually writes to the cloud. Every cloud write previously failed silently, so no machine could ever restore from cloud — even though the read/restore path was correct.
fixedBoss elemental weaknesses and strengths have been fixed up.

The big highlights from this week's Live Patch: 1.) Steam Cloud Save works 2.) New Scout Dashboard is Live 3.) The Academy now unlocks at Guild Tier 2 (was Tier 4) 4.) A new Pop-Pp Alerts toggle menu in Settings 5.) Up to 90% coverage on 10 Claude-translated languages ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BUG FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Stability

  • Fixed a Week-47→48 crash for guilds with per-member auto-renewal flags set but no Receptionist hired. The auto-renewal report now renders correctly with a generic "Receptionist" byline, and the weekly tick completes cleanly.

  • Fixed a long-running save crash in the markets/rivals section, which manifested as the weekly report appearing to process while no state advanced.

  • Steam Cloud Save now actually writes to the cloud. Every cloud write previously failed silently, so no machine could ever restore from cloud — even though the read/restore path was correct.

Combat & Tower

  • Boss elemental weaknesses and strengths have been fixed up.

  • Boss weakness/strength intel only lists damage types has been fixed to accurately reflect the boss.

Trade, Treasury & Markets

  • All trade-completion paths now feed the Treasury Income breakdown. Five handlers that received gold from trades previously credited the treasury but skipped the categorized Income line.

  • Auto-spec now actually drains the pending-specialization queue each week.

  • A material excluded from the Guild Trade builder's "You Offer" list now stays visible (with an "Excluded" badge) and can be restored in place. Previously the material vanished entirely; the only way back was a different tab.

Guild, Construction & Buildings

  • Building tier-effects now persist across save/load cleanly.

  • Construction laborer slots are now abstract paid Hired Hands instead of consuming roster adventurers. Build speed at average roster stats is unchanged; the prior body opportunity-cost is priced in as gold/week. Let me know how you feel about this one -- I received a lot of feedback that this was a feelsbad system originally, so I made this move to reduce that friction.

  • The Academy now unlocks the Instructor role (previously only the Training Yard did, so the Academy could allocate an instructor slot it couldn't fill).

  • The "Resolve Disputes" certification condition is now gated behind Tier 7, where the Nemesis system actually exists. Earlier promotions can no longer roll a condition pointing at a tab the guild can't open.

NG+

  • The "Reborn" perk has been fixed and now carries your kept adventurers' equipped gear into the new game.

  • The Reborn perk has been fixed and now rebases wages after the perk applies, so a perked-down adventurer no longer walks into the new game carrying an end-game wage their guild can't afford.

Identity, Names & Portraits

  • Custom names and portraits now propagate consistently across the game — Hall of Fame nominee dropdown, dossier, quest board, construction crew, poaching cards, graduation, Correspondence subjects, and Hall of Fame legend tiles.

  • Cleaning up custom names and portraits was a big focus this week, so please let me know if I missed anything.

Memorial & Reports

  • Nemesis-poach desertions now appear in the end-of-week summary (previously they appeared only in the live feed and movement log).

  • Mid-tick free-agent scouting reveal no longer mismatches the live pool when the agent rotates.

  • Annual Report renown is now persisted per-year correctly.

  • The displayed training cost now reflects the difficulty trainingCostMult, matching the gold actually deducted.

  • The dossier's "Injury Cost" / GVA stat now carries a tooltip explaining it's a per-adventurer season ledger, not the weekly Medical bill. The math is unchanged; the two unrelated "injury cost" numbers are no longer ambiguous.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

  • Low morale now meaningfully drives poaching. Rivals' poach-target scoring adds max(0, 50 − morale) × poachMoraleMult. A new Custom Difficulty slider — Poaching Discontent (soft default 0.3; set to 0 to disable) — tunes the effect. A new "Morale Alert" card in Commander's Notes flags adventurers most at risk.

  • Career length now depends on role. Backliners (Ranged, Healer) peak and decline later than frontline roles, and their decline is gentler. Frontline cadence is unchanged.

  • Free agents arrive more often with prior experience — level/stat boosts that match a "seen some action" profile, instead of every agent rolling in at Level 1 with blank stats.

  • The Academy now unlocks at Guild Tier 2 (was Tier 4). Trainee shaping is accessible much earlier.

  • Retirement role choices have been expanded from 5 to 10 options.

  • Vault capacity is now bigger than active inventory at every Armory tier (base 60 / T1 120 / T2 200 / T3 300, was 5/10/15/25). The protected long-term store finally outsizes the on-character inventory.

  • Earned-only traits no longer leak into the random pool. Family Legacy, Proven, Scarred Survivor, Weekly Champion, and Academy Graduate are now only obtainable via gameplay; recruits and headhunts can no longer roll them.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Scouting Dashboard

  • Today marks the launch of the Scouting Dashboard. There are a lot of new little features tied into this, so please hit me with your feedback as I am still tinkering with it in hopes of making it supremely useful. Also, please let me know if you hit any bugs or weird interactions.

  • The new Dashboard is the default sub-tab on the Recruit screen. Manage every scout in one place: stats bar with idle counts, filter chips, sortable rows with current target / progress / portrait, inline watch-mode priority editor, and a Recently Scouted log.

  • Scout potential and likelihood are now shown on scout rows (matching the rest of the staff UI) instead of a tier word.

  • Headhunt rows have an Auto-repeat toggle inline. The empty-state has a Read Scouting Guide shortcut to Sage's Wisdom.

  • Idle scouts can be activated directly from their row: Scout a Favorite, Start Watching, or Headhunt.

  • A Scout/Target toggle on the scout detail panel flips between the scout's dossier and the dossier of whatever they're currently scouting, without leaving the screen.

  • Recently Scouted rows show source badges (Free Agent / Rival / Academy / Trading Block) and link to the right sub-tab where the target lives.

Templates

  • Named scout priority templates. Build a watch priority once, attach it to many scouts at once, and edit the template later to re-apply the new priority to every attached scout in one move.

UI

  • A 🌐 language switcher in the header opens a quick locale-pick menu, mirrored inside Sage's Wisdom (?) so you can switch language mid-tutorial. This is a short-term update that I'll remove after languages get to a good spot (a couple months).

  • The Gear screen's adventurer-select cards now show a 👑 captain badge with a tooltip naming the captain's party.

  • A browsable"Retirements"section appears on the Guild → Memorial sub-tab alongside the fallen, derived from your movement log.

  • The Roster advanced filter gains a Transfer status chipAny / Available / On the Block / Untouchable.
  • A "Dismiss All (filtered)" one-click button in Recruit panels.

  • The Academy → Graduation tab persists across navigation.

  • A filter to show only inventory items that still have a free improvement slot.

  • An unseen-gear indicator (small ! badge) marks newly acquired loot and crafts in the inventory list; clicking the item dismisses it.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

  • Spacebar dismisses the weekly report — and the per-quest/raid report screens that come before it — no more alternating Space→Enter→Space rhythm.

  • Pop-up Alerts (Settings → Gameplay): toggle off routine readout modals you find spammy — Contract Expiration, Clause Danger, Auto-Renewal Report, Rival-Poach Digest, Bankruptcy Warning. Cinematics, narrative beats, and blocking-decision modals are deliberately not toggleable. If there are any alerts you'd like to see in this menu, please let me know.

  • Crafting "Materials Required"now reflects the selected technique's material multiplier — Experimental and other costlier techniques no longer show "enough" while the Craft button stays blocked.

  • Recruitment headers' Name column is now click-to-sort (A→Z first click) on Adventurers and Academy Prospects.

  • Idle scouts auto-Watch by default. New opt-out toggle on the Scouting Dashboard.

  • Typed quantity input alongside the slider on Guild Trading "You Request" material rows.

  • MAX button added to "You Request" material rows (mirrors "You Offer").

  • Pinned materials sort first in market panels.

  • The Templates toggle on the Scouting Dashboard now lives in the stats bar, immediately left of Hire Scout.

  • Language selection persists across launches in Steam.

  • The Gear screen header gains a clearer "💡 Hover any item to compare stats" hint, and Ops construction visibility is improved.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ LOCALIZATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

  • German, French, Polish, Russian, Korean, Dutch, Brazilian Portuguese, and Japanese are now at about 90% coverage across every gameplay namespace and more are on the way. Simplified Chinese (zh-CN) is full-locale as well. This is an evolving thing and I'm pretty sure these translations are far from perfect, but Claude has done his best. I don't think I will advertise that there are other languages available for some time as I think these translations will take time to get to "good enough".

  • German, French, Polish, Russian, Korean, Dutch, Brazilian Portuguese, and Japanese are now at about 90% coverage across every gameplay namespace and more are on the way. Simplified Chinese (zh-CN) is full-locale as well. This is an evolving thing and I'm pretty sure these translations are far from perfect, but Claude has done his best. I don't think I will advertise that there are other languages available for some time as I think these translations will take time to get to "good enough".

Source

Steam News / 20 May 2026

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