In this update3
Full notes
Full Gargadusa's Tower update
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What changed
- Balance
- UI and audio
- Performance
- Events
Gargadusa's Tower changes
──────────────────────── NEW FEATURES ──────────────────────── - A dedicated quicksave slot has been added which is saved to by hitting your F5 key. It's a special third card on the Load Game screen — fully separate from your manual slots and the autosave — so it never overwrites your organized saves. - Bulk-send buttons on the letter composer: congratulate every eligible rival in one click, or share intel with every eligible faction at once. Recipients on cooldown or below the standing requirement are skipped, and a toast reports the sent/skipped counts.
The Live Feed now posts a single "📨 Correspondence available" notice when any letter cooldown rolls off, so you stop missing the window to send.
A new filter strip on the Quest tab adds Duration filters (Short / Med / Long), explicit sort by Risk / Gold / Duration with an ↑↓ direction toggle, and a "Bonus Obj" toggle that hides everything except quests with a bonus objective.
When no party is selected, the quest list defaults to newest-first so the board feels organized at a glance. Selecting a party reactivates risk-based sorting.
The scout picker on every recruit now splits into three sections — "Idle", *"Queueable" (will append to that scout's queue), and "Unavailable" (with a per-mode reason: 🔭 Watching / 🎯 Headhunting / 🤝 Trading block / 🤝 Rival roster / 🎓 Academy prospect / 📜 On contract). Idle scouts always rise to the top.
Recruit list rows that need attention now lead with a ⚠ icon and sort to the top of the pool.
Hiring an Overseer now automatically reassigns them to any builds you'd paused with `_foremanDismissed`, complete with a feed report.
Custom Difficulty now exposes a "Nemesis Poaching" slider. It multiplies after the existing Rival Aggression setting, so you can dial rival behavior down — or all the way to zero — without flattening the rest of the rival pressure curve.
──────────────────────── QUALITY OF LIFE ────────────────────────
Rival Guild Improvements
I've mentioned this a bit in the Discord over the last couple of weeks, but I've been putting in a lot of time working to make Rivals smarter and more real. It's definitely been hit or miss so far. This week (I hope) marks a pretty big step forward in both smarts and feels.
Rival guilds now carry visible "Combat / Operations / Tower" infrastructure scores instead of a flat tier multiplier. Every rival bonus — quest gold, party power, raid success, tower damage, and the weekly renown multiplier — now derives from those scores.
Rival weekly renown gains are the source of a lot of "Rivals Cheat" perception, so I've added a hover tooltip in the standings, broken down by source (quests / raids / tower / infrastructure / patron bonus / garrison) — the same view you already have for your own row. That way you can call bullshit and send me screenshots ;)
Rival guilds in the Tower are now performing better. Their effective tower OVR grows gently with time and the best Tier 10s will eventually beat the Tower if you don't.
Hall of Fame & Memorials
Custom adventurer portraits now appear on the Contract Renegotiation modal, the Year-End Celebration awards, and Hall of Fame yearly award snapshots.
The Death Memorial, Tower battle casualty list, Battle Report deaths, and Annual In Memoriam now show "age at death" next to each fallen adventurer.
The Battle Report no longer leaks a renamed adventurer's old name, and per-member damage/healing/damage-taken stats render correctly on quest reports instead of showing zeros.
Other QoL Items
A second clear of a Tower floor no longer secretly heals an injured party. If the post-battle handler hits an internal error, parties now return for a proper one-week rest instead of being instantly redeployable, the issue surfaces as a critical warning in the Live Feed, and a diagnostic is captured for "Copy Last Error" -- send that to me if you ever see it!
The Quality Bonuses section on building panels has been renamed to "Quality Bonuses — already included above", so it's clear those numbers are reflected in the main effect line rather than being additional.
The Adventurer Dossier popover now resolves applicants from the free-agent pool, the academy queue, and active trainees — so links from those surfaces stop dead-ending.
The Academy's profile-panel semester counter now matches the trainee-list display.
The Quest Board's Front Desk Commander Orders chip is now a clear 3-state toggle (cyan on / grey off).
Commander commentary, Receptionist year-end auto-renewal dialogue, and Aldric Thorne's certification denial letter are now translated in all maintained languages — previously these ran in English regardless of your selected locale.
Crafting UI is now translated for Brazilian Portuguese, Latin American Spanish, Vietnamese, and Thai.
──────────────────────── BALANCE ────────────────────────
The Nemesis poach AI now only targets adventurers whose contracts have actually expired, matching the regular rival poach filter. You still get a full year of lead-time warning via Receptionist insights when a member's contract drops to its final year.
Nemesis poach desertion and refused-offer events now post under the **Rivals** feed channel (instead of routine guild chatter), so they line up with the matching offer alert and stop slipping past players who filter the feed.
──────────────────────── BUG FIXES ────────────────────────
Steam now respects your in-game language choice. Previously, the Steam client language was re-applied about a second after boot, causing non-English UI to "flip back to English" briefly. Steam's auto-detect now only sets a default on first launch when you have no stored preference.
Adventurers in `party_training` or `training` status can no longer be released through Termination, which used to leave the party stuck in a zombie locked state. The release attempt now explains why it's blocked. A backstop in the weekly tick also heals out stale `currentPartyTraining` references on existing saves.
Source
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