In this update3
Full notes
Full Gargadusa's Tower update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Store
- Events
Gargadusa's Tower changes
──────────────────────── 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.
Garrison Duty
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.
Front Desk Layout Customization
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.
Lethality Controls
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.
Source
Changelog.gg summarizes and formats this update. How we read updates.
