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Steam News7 June 202622d ago

Patch Notes: 2.0.0-beta.1753 (Beta)

──────────────────────── NEW FEATURES ──────────────────────── A new Material Trade Policy panel lives in Markets → Trade Filters.

Full notes

Full Gargadusa's Tower update

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

What changed

4 fixes9 additions13 changes5 removals
  • Gameplay
  • Performance
  • Compatibility
  • Balance
  • Security
added──────────────────────── NEW FEATURES ────────────────────────
addedA new Material Trade Policy panel lives in Markets → Trade Filters. 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.
changedParty Optimization swaps are now one click. The Commander → Personnel optimizer's chemistry-driven swap suggestions are clickable — click a suggestion (or focus it and press Enter) and the swap is performed for you, including cross-party trades you used to have to set up by hand.
addedComposition & Risk Ruleset Beta Upgrade (enable in Settings)A reworked composition-and-risk model is now the default for new games (existing saves can opt in from Settings → Rebalance Ruleset). It reshapes how party power, growth, and guild morale work, described in the sections below. Note: enabling it on an existing save will shift your current parties' effective OVR.
changedComposition & Risk Ruleset Beta Upgrade (enable in Settings)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. A team with toxic or discordant chemistry has its positive bonuses suppressed. A roster of stars that won't coordinate underperforms.
changedComposition & Risk Ruleset Beta Upgrade (enable in Settings)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 surviving members 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.

──────────────────────── NEW FEATURES ────────────────────────

  • A new Material Trade Policy panel lives in Markets → Trade Filters. 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.

  • Hire a Gatherer and they now properly grow with experience. 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.

  • Party Optimization swaps are now one click. The Commander → Personnel optimizer's chemistry-driven swap suggestions are clickable — click a suggestion (or focus it and press Enter) and the swap is performed for you, including cross-party trades you used to have to set up by hand.

Composition & Risk Ruleset Beta Upgrade (enable in Settings)

  • A reworked composition-and-risk model is now the default for new games (existing saves can opt in from Settings → Rebalance Ruleset). It reshapes how party power, growth, and guild morale work, described in the sections below. Note: 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. A team with toxic or discordant chemistry has its positive bonuses suppressed. 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 surviving members 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 rot the guild. 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.

──────────────────────── QUALITY OF LIFE ────────────────────────

  • The Quest Board has a new Gold/Wk sort and a Gold Efficiency Commander auto-deploy focus, ranking contracts by gold earned per occupied week (job length plus rest) rather than raw payout.

  • Two new custom 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.

  • The Runesmith's craftable accessories now have a Sage's Wisdom entry — Runestones and Glyphs are explained as wearable Accessory items, with their tiers, stat leans, crafting and how they differ from rune inscriptions.

  • The Black Market Contacts perk description now makes clear the 2x sell bonus on Rare+ gear is automatic with no toggle.

  • More of the game is now 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.

  • The Registry's Chemistry tab label has been disambiguated in several languages so it reads as "party chemistry," not the school subject.

──────────────────────── BALANCE ────────────────────────

  • 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%.

  • Alpha Trophies now finally 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.

  • Arcane Mage now contributes to the pure-Arcane Arcane Mastery synergy, matching every other dedicated caster's pure-type route.

──────────────────────── BUG FIXES ────────────────────────

  • Fixed a trade exploit where countering a pending offer left the original offer's Accept button live, letting you 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 now appear in the quest debrief. When a party wipes but some members are retired into staff roles instead of killed, they're shown in a "Retired to Staff" section instead of silently vanishing from the result screen.

  • Fixed academy teaching talents (Well-Rounded, Iron Fundamentals, Battle Instinct, Inner Fire, Fleet Footwork) that previously gave no benefit. Their small per-week stat bonuses now accumulate across the semester instead of being lost to weekly rounding.

  • Fixed watch-mode scouts getting stuck on lower-priority targets (like recruiting rival guilds while ignoring newly-available academy prospects). Scouts now re-evaluate and switch to a higher-priority target when one becomes available, without a manual restart.

  • Retired adventurers no longer have their social/personality stats inflated when they convert to staff. Leadership, Charisma, Teamwork and the rest now carry over unchanged instead of jumping toward the role's ceiling.

  • The "mark a material not-for-trade" list now actually works — rivals no longer keep requesting materials you've blocked.

  • The first-raid warning header now shows a proper ⚠️ icon instead of literal entity text, and a Russian astrologer line was corrected.

Source

Steam News / 7 June 2026

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