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Steam News8 July 20261mo ago

Patch Notes: v2.0.0-beta.2891 (Live)

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ NEW FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ The Stars Capricorn Resonance — adventurers born under Capricorn fight with +2 to every stat on Tower floors 90–100, gain a battle-narration

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

6 fixes24 additions50 changes33 removals
  • Gameplay
  • Events
  • UI and audio
  • Performance
  • Workshop
  • Balance
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changedThe StarsA celestial dashboard shows the current ruling sign, which of your adventurers are in season, any active sky event, and lets you commission a weekly star reading from your astrologer.
changedThe StarsThe in-game Zodiac Guide now teaches the live mechanics: ruling-sign seasons, celestial events, party element compositions, and the astrologer-gated per-sign negotiation table.
changedThe Guild CommanderYour Commander now files a weekly Briefing at the top of the Week Summary, written in their own voice and headed by their portrait and name.
fixedThe Guild CommanderThe Commander's Ledger tracks every recommendation the commander makes, grades it as followed, ignored, expired, right, or misjudged, and shows it all in a new Commander Overview card: a running record ("Followed 12 · Ignored 5 · Right 9×"), open advice with a countdown, and resolved history. Entry subjects deep-link to the adventurer, and the swap suggestion jumps to Party Optimization.
changedThe Guild CommanderThe Commander tab gains a Trust meter — tier label, 0–100 bar, and the next milestone — plus a Service Record chronicling the guild events your Commander remembers, newest first.
discovery chance scales with renown (from ~12%30%discovery chance scales with renown (from ~ increased, buff

Gargadusa's Tower changes

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changedA celestial dashboard shows the current ruling sign, which of your adventurers are in season, any active sky event, and lets you commission a weekly star reading from your astrologer.
changedThe in-game Zodiac Guide now teaches the live mechanics: ruling-sign seasons, celestial events, party element compositions, and the astrologer-gated per-sign negotiation table.
changedYour Commander now files a weekly Briefing at the top of the Week Summary, written in their own voice and headed by their portrait and name.
fixedThe Commander's Ledger tracks every recommendation the commander makes, grades it as followed, ignored, expired, right, or misjudged, and shows it all in a new Commander Overview card: a running record ("Followed 12 · Ignored 5 · Right 9×"), open advice with a countdown, and resolved history. Entry subjects deep-link to the adventurer, and the swap suggestion jumps to Party Optimization.

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The Stars

  • Capricorn Resonance — adventurers born under Capricorn fight with +2 to every stat on Tower floors 90–100, gain a battle-narration beat, and earn +2 morale on any non-defeat.

  • Party element chemistry — three or more adventurers sharing a zodiac element form an Elemental Trine (+4 chemistry, +6 with four), and a party covering all four elements gains a Balanced Wheel (+5).

  • Sun signs now shape weekly morale — optimists recover faster, empaths absorb the party's mood, spotlight-seekers sour when benched, memory-holders bristle beside a rival — and everyone gets a +3 morale lift on their nameday week, each labelled in the Morale tab.

  • A celestial dashboard shows the current ruling sign, which of your adventurers are in season, any active sky event, and lets you commission a weekly star reading from your astrologer.

  • The in-game Zodiac Guide now teaches the live mechanics: ruling-sign seasons, celestial events, party element compositions, and the astrologer-gated per-sign negotiation table.

The Guild Commander

  • Your Commander now files a weekly Briefing at the top of the Week Summary, written in their own voice and headed by their portrait and name.

  • The Commander's Ledger tracks every recommendation the commander makes, grades it as followed, ignored, expired, right, or misjudged, and shows it all in a new Commander Overview card: a running record ("Followed 12 · Ignored 5 · Right 9×"), open advice with a countdown, and resolved history. Entry subjects deep-link to the adventurer, and the swap suggestion jumps to Party Optimization.

  • The commander now speaks up in the weekly briefing about how past advice turned out, naming the adventurer — praising a call you followed, owning a misjudgment, or noting a warning that held true.

  • The Commander tab gains a Trust meter — tier label, 0–100 bar, and the next milestone — plus a Service Record chronicling the guild events your Commander remembers, newest first.

  • Trust now grows when you act on your Commander's advice — signing recruits they endorse, filling role gaps they flag, applying their party suggestions — and erodes when you ignore warnings or lose adventurers avoidably. A Commander you barely know now also speaks in a more guarded register that previously never appeared at all.

  • Reaching a new tenure standing is now celebrated in the feed, noting years served and the new strength of your Commander's bonuses.

  • The new-season applicant line now credits how many recruits your Commander's reputation drew in, and a new guidance task rewards appointing your first Guild Commander.

Scouting Ranges

  • Scouting a free agent now reports per-stat ranges (SPD 45–72) and an OVR range instead of exact numbers, and a more skilled scout narrows the band. The true ratings are revealed when you sign them — complete with ▲/▼ surprises against the estimate — or by putting them through Trial by Fire.

  • NOTE: the better your Scout is (higher OVR) the more precise and narrow the range gets.

Crafting & Workshop

  • Your workshop now builds a guild-wide Craft Reputation, raised by completing commissions and shown in the crafting panel. Climbing the tiers (Recognized, Respected, Renowned, Master Atelier) unlocks artisan events: a Traveling Master's Seminar that gives every hired crafter +1 skill, a Technique Exchange that boosts crafting success and quality for 6 weeks, and a Lost Technique Recovered that permanently improves crafting quality (up to +6%).

  • Send an idle crafter to a Seminar to develop their skill over several weeks: a Local Workshop Visit (4 weeks, +2–3 skill, safe) or a Distant Master's Tutelage (8 weeks, +3–5 skill, with a chance the trip yields only a token gain). Crafters away studying can't craft or join build crews, and can be recalled early with no gain.

  • Rare crafting components can finally be spent. When you own one, a component picker appears in the workshop below the technique selector — spending it floors the minimum quality and shifts the result upward. Cancelling the job returns the component in full.

Combat & Bestiary

  • Elemental raid bosses are now mechanically cooking: a frost boss takes extra damage from Fire and shrugs off Ice, storm fears Nature, venom and shadow fear Holy, and so on. Squad damage-type matchup shifts raid success by up to ±20%, and the raid prepare panel shows the matchup and a hint while you can still change squads.

Ambitions & Drives

  • Faction contracts now advance a hero's personal ambitions. A new "faction contracts completed" Drive powers two ambitions: Capricorn's The Oathbound (complete 6) and Virgo's Faithful Service (complete 8).

Interface

  • New Interface Icons display setting lets you render UI icons as clean monochrome glyphs. We're getting fancy af over here.

Difficulty

  • Custom Difficulty adds three Tower lethality sliders — a minimum per-adventurer death chance no reduction can dip below, an overall multiplier on tower death chance, and extra danger added per floor descended. The global Danger death slider still doesn't touch the Tower.

  • Custom Difficulty adds a Negative Traits toggle. Switch it off and adventurers never develop flaws — none are rolled at recruitment, none manifest from ambition neglect, and any existing flaws stop affecting your guild. It counts as an easier-than-Normal setting.

Adventurer Dossier

  • The dossier's Attributes tab now shows a stat radar — a filled polygon of your seven category averages laid over a dashed outline of their potential ceilings, so you can read current standing and per-axis headroom at a glance. Ceiling vertices only appear for categories you've scouted.

Garrison Duty (Coming Soon)

  • Garrison Duty is in the middle of a massive overhaul. So massive, in fact, that I am only pushing it to Beta AFTER this Live patch. There is just too much to it to blindly drop it on Live without a full week of testing. Shooting for next week! Until then, Garrison might be a little... weird.

  • A garrison now auto-advances with the front line: when another party clears past its held floors, the garrison's band slides up to keep protecting your deepest cleared floor.

Tutorials

  • New tutorials cover the Thousand-Year Doom countdown and Online Leagues (beta) multiplayer.

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Menus, Saves & Onboarding

  • Added a fullscreen toggle on the main-menu Options screen and in-game Display settings, matching the F11 shortcut.

  • The New Game screen is wider and lays difficulty categories and game modes out two-up, cutting the scroll; it collapses to a single column on narrow windows.

  • The New Game screen has a persistent "Your Run" sidebar summarizing your Difficulty, Mode, and Doom, with START and BACK always in view while the difficulty options scroll on their own.

  • The Load screen surfaces your autosave and quicksave first and shows all ten manual slots in a two-column grid.

  • The current build version now appears next to Guild Configuration in the Settings menu, so it's easy to find when reporting issues.

  • The new-game screen now warns you when your autosave still holds a guild that isn't backed up to a save slot, since starting a new game overwrites it — with the guild name, year, and week shown.

  • Save and autosave screens now explain that your active slot and autosave are written when you close the game or return to the menu, and that autosave is a single shared safety net separate from your manual slots.

  • Broken new-player onboarding tutorials fire again: first-visit deep dives for recruiting, quests, treasury, rivals, and equipment now trigger correctly, and the gear-tab guide is no longer dead.

  • Corrected numerous factual details across tutorial text (building counts, tier requirements, Academy and Treasury bonuses, Tower unlock conditions), and updated Russian and French translations.

Roster, Parties & Dossier

  • Clicking an adventurer portrait now opens the stat card beside it rather than on top of the neighboring party members, so you can compare stats without dismissing it first.

  • Party member cards now carry a "View Dossier" action, so you can check a member's preferences and full attributes without switching to the Registry.

  • When a recruit slot is full, the existing-staff comparison list now shows each incumbent's colored Tier badge alongside their skill and wage.

  • The Auto-Renewal payroll dashboard now offers an inline "Extend" button on each eligible contract row, so an at-risk contract can be renewed right where you spot it.

  • The age-retirement choice popup now lists every eligible role with its projected score and an expand button, matching the registry's Career Transition panel.

  • Adventurer dossiers gain a Standout Performances tally that credits the top contributor of a won raid or a cleared tower floor's Hero of the Day, not just quest standouts.

  • The portrait quick view now shows the at-ceiling ✓ marker on maxed stats, so you can spot who still has room to grow without opening the full dossier.

  • A recruit's Drive now appears on their Overview tab, alongside the evolvable-lineage marker.

  • The Text Size setting now scales the dossier's ambition text along with the rest of the UI.

Share Party Card

  • The party card now headlines the synergy-aware Team OVR (the same number shown in the Parties header), with the plain member average kept as a secondary Avg OVR line. The unhelpful Quests Completed stat has been removed.

  • The Copy to Clipboard button now confirms success only when the copy actually goes through, and tells you to use the screenshot option instead when it fails, rather than always claiming success.

Ambitions & Commander

  • A new Ambitions feed tab and Front Desk panel surface heroes who are waiting on you: standing at a Crossroads, with a Proving posted to the board, or growing restless enough to abandon their road. Each row jumps straight to the hero.

  • Party screens now show the party-wide passive bonus a Legend radiates, so an ascended hero's payoff is visible after it's earned.

  • Evolution road cards preview the target class's signature kit, so you can choose a transformation knowing what abilities it brings.

  • Choosing a Calling now shows a "Reversible until the Proving" note directly on the button, not just in a hover tooltip.

  • Adventurer Drive and ambition descriptions rewritten for clarity, with a few renamed (Taurus's "The Immovable" is now "Stonewatch").

  • Ambitions with a "complete different quest types" drive now show a per-type checklist, marking each of the 24 quest types as cleared or still remaining.

  • OVR-threshold ambition deeds now state plainly that they require base OVR — gear and chemistry bonuses don't count.

Markets & Trade

  • Material trade cards now show how much of the offered material you already own, matching the stock line already shown on the requested side.

  • Your guild's custom uploaded art now shows on your side of the trade negotiation header, matching the standings, top bar, and year-end screens.

  • New Material Trade Policy toggle: "Ignore my blocks on trades I build myself." When on, you can add a blocked material to a trade you build without unblocking it first — your blocks still hold against rival-initiated and automated trades.

  • Sort a rival guild's surplus list by Price, weekly change, or Name in the trade builder, defaulting to cheapest-first so this week's bargains surface on open.

  • Auto-balance now fills an offer to the rival's actual acceptance bar, and its button stays available whenever the rival wouldn't yet accept — so you can top up a partially-built trade instead of only starting from scratch.

  • View a refinement recipe's details — conversion, value, and required materials — even when you can't currently afford the inputs, matching how equipment recipes already behave.

  • The refinement value panel now reads live market prices for inputs and outputs, so a refine's real margin is visible without tabbing to the market.

  • Search your portfolio by category — "raw", "refined", "magical", or "rare" — not just by material name.

  • Double-click a material row in the Portfolio to buy the most you can safely afford in one gesture, bounded by market stock, your gold, and remaining warehouse space, with a confirm before the spend. A toggle controls whether the buy may push into the bulk-premium price band.

  • The Portfolio now remembers your chosen sort column and direction between visits instead of resetting to total value.

Front Desk

  • Front Desk sections can now be collapsed and reordered, and their layout preference is remembered across saves.

  • Front Desk section headers and party rows are now quick-links that jump straight to the relevant screen; party status lines are condensed to status plus a time estimate.

Quest Board & Dispatch

  • Quest board rows now flag high-pay, low-reputation sponsors (like the Underworld) with a "High Pay · Low Rep" badge, so the reward tradeoff is visible before you open the writ.

  • Crown contracts and alliance quests now show a home region on their cards.

  • Dispatch panels now explain why a party can't be sent (garrisoned, in the Tower, on a quest, or not enough members) instead of just labeling it "Unavailable."

Week Summary

  • The Week Summary now has a "Deaths Prevented" section that calls out each adventurer saved from a fatal blow by Royal Escort (Crown protection), so the save is visible instead of buried in the injury list.

Damage Types

  • The deploy panel's risk estimate now folds in your party's damage-type matchup against the quest, shown as a 🎯 ±N% chip.

  • Temple and Underworld quests now telegraph before you commit whether your party's damage types will please or offend them, along with the reward and standing at stake.

  • The party builder now shows which damage types your lineup can deal and which weaknesses it's blind to.

Tactician & Intel

  • Tactician class recommendations now name the adventurers you actually employ who carry the needed damage type — highlighting who's free to deploy versus already committed — instead of pointing at the recruit catalog.

  • Tower boss scout intel now labels resistances as "Resists" instead of the misleading "Strength."

  • The Guild Hall panel now flags revealed Instigators by name, warning that they drain morale guild-wide.

  • The weekly report now names a gatherer's specific specialty instead of a generic "Gatherer" in the skill-up and age-retirement lines.

Scouting

  • Watch-mode scouts can be set to "Hireable only," skipping staff, crafters, and gatherers whose building you haven't unlocked yet so early-game auto-scouting stops burning weeks on jobs you can't fill. Adventurers stay eligible either way.

  • Watch-mode scouts can be set to "Favorites only," working only through your starred recruits and going idle once none are left.

Interface

  • Interface icons render as crisp, consistent glyphs, and the clean glyph set now covers the Guild, Markets & Trade, and Factions/Crown/Inbox screens.

  • Zodiac signs, dragons, crystal balls, grimoires, the Tower, potions, and other symbols now use hand-drawn icons that render consistently everywhere.

  • Meals and feasts now display their proper crafted-item art instead of a plain emoji.

  • Cleaned up redundant emoji clutter next to class and building names, where portraits, names, and tier styling already convey identity.

  • The battle report drops decorative filler icons.

  • Removed the redundant crest icon shown next to rival guild names, leaving the leader portrait as the anchor.

  • Dropped the duplicate puzzle icon from the Tactician tag in Tactical Intel panels.

Other

  • All 60 adventurer Drives are now fully translated across every supported language.

  • Crossroads menus with many options compact the extra roads into tappable one-line rows while keeping the headline choices — Evolutions and resonant Legends — as full cards.

  • Escape no longer opens the Settings menu on top of a Trial by Fire, tower observation, or banquet prompt.

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Difficulty & Lethality

  • Higher difficulty presets now carry a built-in per-combat death chance even on flawless victories: 0.5% at B-Tier, 1.0% at A-Tier, and 1.5% at S-Tier. Applies to new games only.

Zodiac

  • New recruits now more often share the current ruling sign, and adventurers ask for roughly 8% higher wages during their own sign's season.

  • Reading an adventurer's zodiac interpretation in their dossier now requires an employed Astrologer; the sign itself stays visible.

Classes & Damage Types

  • Stormcaller is now a Lightning/Arcane dual-type. Its Arcane synergies (Arcane Convergence, Arcane Mastery, The Conclave) and its Static Charge and Conductor passives now actually apply, and it can pick the stronger of its two types on quests.

  • Tide Shaman is now an Ice/Nature dual-type, wiring up its Nature synergies alongside its existing Ice damage.

  • Damage-type rebalance across the bestiarya new Warded Construct resists Holy and Arcane but is weak to Physical and Lightning; Cultists now take extra Physical damage, Mercenaries extra Shadow, the Ancient Golem now resists Holy, and the Lich no longer resists Physical.
  • Elemental Tower tiers (floors 21–60) now give bosses a themed profile — a boss always resists its own element and usually shows its intuitive counter-element as its headline weakness.

The Guild Commander

  • The appointed Commander's personal bonuses now apply up to 15% less injury risk on quests and raids, and up to 10% faster training growth. The defunct "chemistry uplift" display has been removed.

  • A weaker Commander now misreads some recruits, so their signing verdicts are only as reliable as their leadership.

  • Retired-Commander legacy buffs now stack only the strongest bonus of each type, closing a loop that let you farm unlimited passive buffs.

  • Raid and tower results now count toward your Commander's track record, so repeated failures there feed mutiny unrest.

Economy & Progression

  • Building upgrades no longer lose bonuses at higher tiers — Armory durability and repair, Bartender desertion reduction, Barracks and Pathfinder's Lodge morale, Expedition HQ raid success, Scouting Post scout speed, and Quarry construction speed all carry forward correctly now.

  • Allied guilds no longer flatly refuse to buy your F-Tier and D-Tier adventurers; such sales are now weighed like any other.

  • A gold-focused guild now discovers the Underworld far sooner: discovery chance scales with renown (from ~12% up to 30% per week once renown reaches 25) instead of a flat 5%, and the faction now seeds two clients on discovery so its quests actually appear on the board.

  • A veteran who retires into a staff, instructor, or crafter role now performs at reduced effective skill while they adjust, starting at roughly 60% and ramping up to their full skill over 12–24 weeks. Their true skill and wage are unchanged.

Morale & Flaws

  • Ambition-neglect pressure now builds more slowly: the first morale sting and every later stage land several weeks later than before.

  • Ambition neglect can no longer inflict the Instigator flaw, which spread a guild-wide morale drain from a single sidelined hero. Neglect now only produces flaws that hurt the hero and their party. Instigator can still turn up naturally on free agents.

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Quests, Raids & Deploy

  • Fixed the in-Factions joint-operation picker showing a "deployed" message for parties too weak to actually deploy; under-strength parties are now disabled and labeled with the required OVR, and a genuine deploy is confirmed. The Front Desk inbox picker now also confirms a successful deploy.

  • Emergency event contracts no longer kill adventurers on a critical success, and their mortality rolls now honor Temple death prevention, commander bonuses, survivability, miraculous survival, and the Grimoire of Salvation like every other quest.

  • The same-party-quests streak is now keyed to the actual party composition, so swapping a member resets it as the goal describes.

  • Raid sites now sit in real world regions with terrain that matches their geography, replacing terrain rolls that could place a lair in nonexistent arctic or volcanic zones.

  • Zero-deaths commissions and probation conditions now correctly count adventurers lost in the Tower, and track deaths reliably across the year boundary.

Ambitions & Callings

  • The "top performer" ambition deed now credits the hero who actually contributed most in the fight, weighing tanking, healing, and damage by role, instead of always crediting the highest raw-rated member.

  • Ambition progress panels no longer show a permanent 0 for equipped-rarity and faction-standing drives.

  • A hero who abandons a Tier-3 road is no longer stuck forever: that specific road is barred, but they can return to the Crossroads and pursue any other earned Calling.

  • An ambition obsession flaw now actually takes effect and appears in the dossier when the feed announces it.

  • Obsession flaws from a neglected Calling are no longer permanent. Deploy the hero in line with their Calling and the flaw fades as their restlessness drains, restoring any flaw they had beforehand.

  • Adventurers pursuing a quest-count Calling no longer accrue frustration while questing on repeated short deployments; a completed one-week quest now correctly counts as fed.

  • OVR-threshold deeds now correctly measure base OVR (see QoL).

  • Level-up ambitions now credit every level gained. Tower battles, party training, faction-contract completions, and instructor drills previously raised a hero's level without counting toward "level up" goals. Existing heroes are retroactively credited to match their current level.

  • Crown contract and alliance-quest completions now count toward Trail Blazing and Dungeon Mapping survey progress instead of being lost to untracked entries.

Zodiac & Astrology

  • Zodiac element compatibility now better shape negotiation priorities, signing chemistry, and dialogue, instead of every adventurer being treated as an Earth sign.

  • Zodiac seasons, celestial events, and mourning now actually shift party chemistry as the calendar and sky change.

  • Moon-sign stress and injury reactions now apply to every sign, not just a couple.

  • The Observatory's astrologer events — Stargazer's Forecast, Shining Star, and From the Brink — now trigger.

  • The Season's Child trait now grants its birth-season bonus.

  • Astrologer read-outs are more accurate: a skilled astrologer sharpens the personality verdict while low skill blurs it toward neutral, medium-tolerance signs are no longer wrongly flagged as volatile, and a recruit's teamwork read now reflects how their sign fits your current roster.

The Guild Commander

  • Removing your Commander no longer leaves stale state that could open a mutiny ultimatum against a vacant post.

  • The "strong leadership" recruitment boost no longer fires when no Commander is appointed.

  • The Commander's party-optimization suggestions no longer offer injured, deployed, or training adventurers whose swap did nothing, and can no longer disrupt a party in the middle of a drill.

  • A loyal adventurer's resignation now correctly names your Commander.

Academy & Staff

  • An empty Academy instructor slot no longer falsely locks behind "Capacity reached" when a fired or departed instructor's stale assignment lingers in the roster.

  • Academy prospect rival-interest markers are now hidden until you've scouted the prospect, closing an intel leak that revealed an unscouted prospect was C-Tier or better.

  • Scouts no longer waste weeks watching academy youth prospects when you don't own an Academy, and the locked recruit tab now explains why those prospects are inert.

  • Adventurers retired to staff after a near-death quest no longer exceed single-slot role caps; a retiree whose best fit is a full role (such as Astrologer) is now placed in an open role instead of pushing the slot past its limit.

  • Adventurers forced into retirement by a near-death quest now appear in the Honorable Retirement memorial panel.

  • Retired adventurers from renamed or evolved classes now keep their career-transition skill bonus instead of losing it.

  • Hiring a Treasurer via hotkey no longer silently fails.

  • Fixed missing portraits on staff feed entries and academy graduates, which previously fell back to a blank placeholder.

  • Academy prospect and youth traits, and the build tab's Mastery Paths label, now display their proper names instead of raw internal keys like "family_legacy" and "mastery_path."

Markets, Trade & Crafting

  • Trade material values on the Propose button and in the trade ledger now use per-unit pricing that matches the trade window, instead of diverging with the bulk-purchase premium.

  • The trade auto-decline value filter now measures the exact ratio shown on the offer card, so a "reject below 1.5×" threshold actually rejects the offers you see as underpaying.

  • Auto-declined incoming trade offers no longer leave a phantom "Trade Offer" report in your feed.

  • A rival's top talent that they've actively offered in a trade no longer shows "Untouchable" in the trade panel and profile — the label now matches everywhere, and its Propose Trade button stays available.

  • Refining no longer consumes your inputs when the output material is already at its storage cap; you get a "Storage full" message instead of silently losing materials, and the max-refine amount now respects available space.

  • Craft-speed bonuses now apply to jobs already in your queue, not just newly queued ones — you no longer have to clear and re-queue to benefit.

  • The recipe panel's Craft Time now reflects your chosen technique and station/building speed bonuses, so the estimate matches the actual craft duration.

  • The station panel no longer advertises recipe-tier unlocks a station upgrade can't grant, and now notes that recipe tiers unlock by upgrading the prerequisite building.

  • The Deconstruct panel's recent-salvage log now lists every item from a batch salvage instead of only the last one.

  • The "N specializations pending" counter no longer sticks above the real count; queued entries for items you've sold, salvaged, or traded away are now pruned, so Auto-Spec can clear it to zero.

  • The gear vault's "Worn+" condition filter now includes Worn-tier items instead of skipping the very tier it names.

Economy & Records

  • Fixed guild economy bonuses (sell prices and buy discounts) compounding endlessly over time.

  • The Treasury's weekly net now reconciles with income minus expenses. Hiring, termination, training, academy, construction, and faction-purchase flows are properly categorized, and loot-sale bonuses are no longer double-counted.

  • The Morale Drivers panel's weekly net now includes Instigator and Bully drains and contract-clause penalties, so it no longer shows a positive trend while your roster is actually pinned at the morale floor.

  • The "all buildings maxed" achievement and Guild Architect milestone are obtainable again and now fire on completion — a disabled building was wrongly counted as required, and the check now triggers the moment the qualifying building finishes.

  • The Hall of Fame ceremony now shows the levels a hero actually gained rather than their final level.

Progression & Misc

  • New Game+ now carries your run's game mode forward, so an Academy-only run no longer silently reverts to Standard (with free recruitment and no Academy) on the fresh run.

  • Party-of-Heroes quests now show the party's current name everywhere on the board, instead of a stale snapshot that disagreed with the deploy detail after you renamed or reorganized the party.

  • Winning a sealed bid for a scout in Multiplayer now actually adds the scout to your guild instead of taking your gold and giving you nobody.

  • The Tower and Raid charters no longer display an outdated "Training Yard T2" requirement that was never actually enforced.

  • Blocker buttons that were rendering unstyled now display correctly.

Crash & Save Safety

  • Fixed crashes in the correspondence inbox, live feed, and Crown administrator panels caused by entries with missing timestamps on older or corrupted saves.

  • Founding a guild now writes an autosave immediately, so a crash or power loss during your opening session (before your first Advance Week) no longer wipes the whole guild.

  • Closing the game window now also saves your active manual slot, not just the autosave, so simply closing the game keeps this guild in your chosen slot — without overwriting a slot holding a different guild or one you deleted this session.

Source

Steam News / 8 July 2026

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