In this update12
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Full Gargadusa's Tower update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
- Performance
Gargadusa's Tower changes
The Garrison Returns
The Garrison overhaul is back on: skirmishes and squad fatigue, weekly upkeep with salvage patrols, outpost fortifications, a second garrison slot with doctrines, depth-scaled manning with tower call-ups, granular call-up picking, and Military requisition pay. The "returning July 15" notice is gone.
Outpost fortifications now survive a rotation — recall a garrison and re-station on the same floors and the walls you built are restored (overruns and abandoned bands still lose them).
You now choose exactly which parties reinforce an under-manned hold, instead of an automatic highest-OVR pick.
Repelling a probe now yields salvage — a quarter of a patrol's haul.
Veteran squads run a tighter watch: Wardens-rank squads patrol every 2–6 weeks and haul 10% more.
Standing watch grants +1 XP per week, and the garrison roster now shows each warden's tenure and progress toward the Wardkeeper badge.
Two new Hall of Fame milestones — First Wardkeeper and Held the Storm — and a new Taurus Drive, The Unsleeping Watch (39 weeks on the wall).
The Tower Garrison tutorial has been rewritten for the full shipped system, in every language.
New Additions
Czech (Čeština) is now a fully supported game language.
New Registry tab — the Star Chart: a guild-wide ledger of every hero's Drive and evolution road, grouped into eight deed constellations, with progress bars, restlessness warnings, Proving alerts, and click-through to each dossier. This is a work in progress and I may turn it off for next week's live patch if it's not coming together quickly.
Sparring Pit rivalry challenges now actually happen: rivals demand matches you Allow or Forbid from the Guild Hall, with morale, respect, and injury on the line — unanswered demands auto-resolve after 4 weeks.
New Game+ now lets you choose the next run's game mode (Standard, Academy Only, or Crown Cup League) instead of always inheriting the previous run's.
Rename any item from the Armory — and reset it to its original name whenever you like.
A Metamorphosis grimoire can now rewrite a dual-class hero's second class instead of always replacing the primary.
Pick a hero on the Quest Board and contracts that advance their ambition are marked with a ✦ Ambition badge.
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Combat Economy
Failed and critically failed quests no longer pay their gold reward.
Catastrophic raid failures no longer pay the 1,000g minimum — the floor now applies only on victories; stalemates and withdrawals pay their raw value.
Assassin's Contract auto-success and Shadow Operations failure mitigation now actually pay the gold they promise.
Party chemistry's gold effect now has its own line in the battle report breakdown.
Tower Fights
Siege Breaker Kits, Tower Boost consumables, damage-burst maps, the Chronicler's bestiary book, and broker/noble tower intel now actually apply in tower battles.
Military Garrison Support and Temple blessings now reduce tower casualties accurately.
Boss-hunter traits now fire in tower fights on deep floors, and trait-based death reduction applies there too.
Conquering Floor 100 grants every surviving fighter the Tower Conqueror trait (+50 fame).
Giant Slayer now keys off the bosses actually present in an encounter instead of raw quest difficulty — it triggers far more often on mid-game hunts and slightly less on late-game contracts.
Quest encounters now lean toward enemies that fit the contract — a den raid draws brutes and bosses, not random fauna.
Life and Death
Undying veterans and death-save effects (Death Defier, Temple Divine Protection, the Chirurgeon's kit) now protect on raids, not just quests.
A Salvation Grimoire is now consumed when it saves someone in the tower or a garrison skirmish — no more infinite one-shot.
Heroes who miraculously survive a tower wipe now carry their scars, stats and all.
Skirmish injuries are shortened by injury-reduction effects (up to 50%), and the death-chance floor from lethality settings is now enforced as advertised.
Prayer of Resurrection and the Resurrection Covenant now state clearly that they cover quests only.
Guild, Contracts & Staff
Auto-renewal now adds the renewal years to the remaining term — an auto "3-year" renewal delivers three more years, and staff who prefer 1-year terms no longer quit a month after "renewing."
A refused extension locks negotiations for the rest of the year, not forever.
Overseer's negotiation cooldowns now decay weekly like every other staff pool's, and extension-rejection consequences apply to them properly.
Every hiring path now inherits the auto-renewal master toggle — trade acquisitions, direct trades, mulling accepts, and league signings no longer slip through unflagged and silently lapse at week 48.
The "nobody at the front desk" warning now actually fires when auto-renewals run without a Receptionist (at the worst 1.30× rate).
Vanguard guilds now accurately earn their promised 2.5× patron Annual Renown on elimination and protection quests; the never-implemented Champion's Challenge perk is removed from the specialization screen and tutorial.
Mess Hall Tier 1 now grants its +1 morale per week.
Repair All no longer requires Armory Tier 2 — the Improvement System is now the Armory T2 unlock instead.
The Commander
The Commander now checks every advisory condition every week — expiring stars, burned-out members, role gaps, tired or under-manned garrisons, and party fixes reliably land in the Ledger instead of starving behind a weekly dice roll.
Mutiny is now more reachable: a genuinely bad-fit commander escalates through the full unrest story arc to ultimatum and deposition over roughly 15–22 weeks, while a good commander never leaves calm.
Party-fix advice is graded — ignored, expired, or vindicated when the untouched party loses a winnable quest — and missed reckonings get voiced over the following month instead of being dropped.
Young commanders visibly misjudge up to ~20% of their reads (signing verdicts, advice, auto-deploy picks) and grow out of it as they mature.
Guild Assessment trend arrows now compare against last week instead of themselves — they were always flat before.
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Garrison
Garrisoned and at-event members no longer show as available in the training pickers.
Injured wardens can no longer be called up into tower fights, and a shorter new injury can no longer overwrite a longer existing one.
Garrison member rows now show equipment-inclusive OVR, matching the card header and the dossier.
Displayed garrison upkeep now equals what you're actually charged — party count, doctrine discounts, and a second garrison's drain on reserves included — and the Week Summary shows renown and requisition per hold.
The garrison doctrine badge now actually renders on hold cards.
Garrisons ceremonially stand down when level 100 is defeated — no more post-conquest renown trickling from a war that's over — and a skirmish death that breaks a party below strength now shrinks or recalls the hold with a proper notice.
Meal buffs are consumed by garrison duty instead of persisting on the wall forever.
Fallen wardens receive proper garrison death causes in the memorial, and busy heroes show "On Garrison Duty."
Quests, Trade & Economy
Proving quests no longer advertise gold they never pay, and no longer carry a bonus objective that can't resolve.
The Diplomatic Summit quest shows a proper tier name instead of a raw number.
Faction-exclusive quests now show a quest-giver who actually belongs to the offering faction — name, title, and portrait all match.
Inbound trade offers are auto-triaged against the same week's market prices the offer card shows, so a "Bad Deal" no longer sits in your inbox past your decline threshold.
Challenge-match wagers now appear in the transaction ledger and Treasury breakdown, winners gain +5 morale each, results post to the Live Feed, and forfeits are recorded in your history.
Rival Challenges
You can no longer stake gold you don't have — unaffordable wager tiers are disabled, and a stale wager downgrades to Friendly instead of driving the treasury negative.
Challenge battles are seeded: reloading no longer re-rolls the outcome.
Pressing Escape on the results screen now records your fought result instead of silently converting it into a forfeit.
Injured members can't be drafted into a challenge, and injured rivals stop being fielded against you.
Interface & Display
The Week Summary quest debrief shows injured heroes' names instead of internal IDs.
The ambition dossier now shows the class a hero actually evolved into, even after a later Metamorphosis grimoire changed their class again.
Compound Drives show a per-condition checklist, environment-variety Drives list exactly which locations are visited, and the Social Butterfly Drive lists which teammates you've quested beside.
Staff tier badges now agree between the hire-comparison list and the dossier — both show potential.
Legacy "Prodigy" potential now reads S-Tier everywhere, instead of S-Tier on one screen and F-Tier on another.
The level-up popup and the Seminars enrolled list now scroll instead of pushing their buttons off-screen.
The Crown Cup battle counter says "standing" instead of "alive" — nobody dies in the Cup.
Commander legend bonuses display flat values correctly (no more "+56%" for a +0.56 bonus), and party-optimization suggestions that can't be applied show why instead of doing nothing.
A crash screen now shows your emergency backup (guild name, year and week) and exactly how to restore it.
Exploit Closures & Fair Dice
Pausing a construction no longer frees an Overseer slot — paused projects count toward capacity everywhere, workshop station builds now respect the same cap (they previously had none), and a re-hired Overseer resumes only as many paused projects as they can manage.
A crafter mid-workshop-job can no longer also be assigned to a construction, renovation, or station crew.
Reloading a save no longer re-rolls tower loot, battle-narration outcomes, Crown Cup results, Trial By Fire, quest-completion bonuses, relationship formation, or the commander's auto-deploy picks — the dice are cast once.
Tower material rewards now draw uniformly (the old shuffle was biased).
Commander mutiny messages, desertion outcomes, and signing-verdict wording no longer change on reload.
A commander killed in a tower battle now vacates the post immediately, with a single feed notice.
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Buy missing renovation or fortification materials right from the panel — per-material buttons plus one-click "Buy all missing."
Item comparisons can toggle to base stats, so a soul-bonded equipped item no longer makes a genuinely better replacement read as a downgrade.
The Rival Challenge and Crown Cup roster pickers gain a filter-by-party dropdown.
Retirement career cards show how many of that exact role you already employ ("Have 2" means two Blacksmiths, not two crafters).
The academy career-track picker shows each class's favored stats — highlighted green where they match the student's strengths — plus a rarity-dot legend.
The garrison call-up toggle shows the true post-bench fighter count and an OVR preview ("more bodies, not more power"), and re-stationing near old fortifications tells you whether the walls will be restored or abandoned.
Manually accepted faction contracts now rate their risk with your party's full effective OVR, matching the preview.
Source
Changelog.gg summarizes and formats this update. How we read updates.
