In this update11
Full notes
Full Gargadusa's Tower update
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What changed
- Gameplay
- UI and audio
- Events
- Server
- Compatibility
Gargadusa's Tower changes
──────────────────────── NEW FEATURES ────────────────────────
Star Chart
The Registry's Star Chart is now a living night sky. Every hero pursuing an ambition is a star, its shape and glow set by their journey — a crossroads ring while choosing a calling, spiked rays on an active road, a comet when a Proving waits, a gold star when fulfilled, a dark collapsed star when abandoned — and it flickers red when a hero grows restless. Evolution lineages arc across the deep sky and burn in permanently once earned, and each constellation's crown collects a spark for every ambition its heroes have fulfilled.
Explore the sky freely: pan and zoom, click a star to focus and read its details, click a constellation name to filter to it, and toggle to a plain Ledger list at any time. A narrator (your commander, an astrologer, or the Sage) reads the sky's mood.
Export the current sky as a shareable image with "Chart the Sky," stamped with your guild name and the date.
The "ambition fulfilled" feed entry now links straight to the Star Chart.
The Ambitions Star Chart gains an Alignment panel alongside the sky: "Best Next Deeds" groups your heroes by the activity that advances their ambition and points you to the right board, and "Needs Attention" lists heroes who are restless, facing a posted Proving, at a Crossroads, one week from completion, or have abandoned their road — each row opens straight to that adventurer.
NOTE: This feature is very much a work in progress. And! If this visualization is not your style, you can always click "Ledger" for a list breakdown for tracking.
Adventurers & Recruiting
Adventurers whose contracts expire no longer vanish — they enter the free-agent pool, already fully scouted and ready to re-sign. A "↩ Former" badge marks them on the recruit board, with a line describing how they left.
Winning a former member back costs what their exit earned: someone who left loyal signs for less, while a restless, resentful, or spurned departure asks a premium. An adventurer who refused your last renewal before lapsing carries a lasting grudge — a satisfaction penalty when you try to re-sign them from the pool.
Receptionists now grow on the job — the one working the desk gains +1 skill per 5 contracts renewed each year-end cycle (up to 99), and their level display now reflects their skill tier. A Week Summary line marks the moment they cross into a higher tier.
Portrait Status Pins: an adventurer's portrait now carries corner marks wherever their face appears — a spark for a waiting Crossroads or Proving, an hourglass for a contract in its final year, a bolt for a charged signature ability, and a note glyph where you've written a note. The portrait frame turns amber when morale is slipping and pulses red when they're about to walk. Arm each mark, or silence them all, in Settings → Display.
One extra goodie for Portraits, you can set them to "Quiet" mode, which means a portrait with any active alerts gets a soft neutral amber glow (outer box-shadow, so it stacks cleanly with the amber/red loyalty border rather than fighting it), and the corner pins are invisible until you hover the face, where they fade in.
Expanded Bestiary
Quest encounters now draw from an updated and upgraded Bestiary — dozens of new creatures can appear, each only in the habitats where it belongs, and rarer creatures show up less often than common ones.
Apex bosses (dragons, liches, ancient horrors and golems, and more) now appear only in environments they are native to, through a dedicated boss slot — wilderness and urban encounters stay boss-free. Hill-giants no longer turn up in ordinary quest encounters because they are special and they will have something special for their specialness in the future.
Five new raid bosses join the rotation: Great Wurm, Storm Incarnate, Basilisk Matriarch, The Sporefather, and The Stitched Colossus, bringing the roster to thirteen.
NOTE: Lots more to come on the monsters front. More refined mechanics, more impactful plotlines, and simply more more.
Guild Commander
Your Guild Commander now wears a medal badge everywhere they appear — roster lists, party formation slots and pickers, and their dossier header.
Appoint a Guild Commander straight from any roster adventurer's dossier or detail card, not just the Contenders list (about time, amirite).
Appointing over a serving commander now opens a confirmation that names the incumbent, their tenure, and the legacy you'd be forfeiting before you commit.
A new commander's appointment plays a short ceremony with their opening words as they take command.
Replacing a long-serving commander now mints their permanent guild legend just like stepping them down does — deposing a veteran no longer erases their legacy.
Losing a commander to death or departure now names the roster's strongest successor and points you to the Commander tab, instead of a bare "the position is vacant" note.
The commander writes letters to your Front Desk inbox — on taking command, as trust rises or falls, when unrest boils over, and a farewell on departure that names their successor.
A new Standing Orders panel on the Commander tab lets you flip every party's quest, contract, and operation auto-deploy directives from one place.
Select a quest and your commander gives a one-line read on how the deployment will go; weaker commanders misjudge it more often, so you learn whose read to trust.
The commander now flags a hero whose ambition needs your hand — a Proving left sitting, a restless hero stalling on their road, or a Drive one deed from done — and grades whether you acted.
The Commander Speaks
On a quiet week the commander now opens with something real from your guild rather than a generic procedural aphorism — a top performer by name, contracts lapsing within the year, a rising or thinning treasury, members still mending in the infirmary, your strongest party, adventurers putting in training, or a standout pairing who fight like they've read each other's minds.
The commander now marks the biggest moments by name: the fall of a major boss and the taking of a Tower floor, and a roster member completing a Tier-3 evolution or earning a legend title.
A commander who has climbed the Tower themselves now references their own record — "I've made that climb myself, {n} runs in my own boots" — when a party clears or loses a floor.
Legacy & Milestones
- New Game+ now carries one legacy forwardthe strongest Guild Legend from your previous run seeds the new one as an "Echo," keeping its buff intact.
Two new Hall of Fame milestones: The Long Command (a commander serves four unbroken years) and A Legacy That Endures (a retiring commander leaves the guild its first permanent legend).
Co-op Tower
When the coalition seals the Tower, the conquest ending now fires for every allied guild — not just the one that landed the killing blow. All members reach the victory cinematic, Era of Champions, New Game+, and the conquest achievement.
The Live Feed now reports each floor the coalition front advances (naming the guild that cleared it) and warns as the Doom Deadline nears.
A concluded co-op league now shows an afterlife banner with a one-click option to unlink and resume your solo campaign.
──────────────────────── QUALITY OF LIFE ────────────────────────
Contracts & Renewals
The contracts roster now shows a renewal-outcome chip (will renew / at risk / over cap) on flagged members whose contract expires this year, so you can see why a member won't renew before year-end.
The contracts surface now shows a warning banner when auto-renewals will run without a receptionist (at the full 30% overpay).
The auto-renewal report now lists members skipped because they're due to retire this year.
The contract-expiration alert now lists expiring Overseers alongside the other staff, so the headline count matches the rows shown.
The faction vendor's adventurer picker (Portrait Commission, potential boosts) now sorts adventurers lowest-morale first and shows each one's morale with a color readout.
Commander
The Commander tab and Week Summary now show where a deployed commander is (on a raid, in the tower, recovering, and so on) — their command bonuses keep applying the whole time.
With no commander appointed, the Commander tab and Front Desk now spell out exactly what you're giving up, name the roster's natural successor, and offer a one-click appoint.
The "Commander fills all parties" button now reports its result — how many parties it completed and the specific role gap that stopped it — and its tooltip explains that the commander weighs synergy against raw power by their Intelligence.
Releasing your sitting Guild Commander now shows a warning that doing so vacates the post.
Recruit dossier assessments now carry the commander's confidence in their own judgment: a green commander hedges the call, a seasoned one stands firmly behind it, so the same recruit reads differently under a rookie versus a proven leader.
In addition to their Zodiac signs, the commander's own class colors how they grieve a casualty — a healer mourns gently, a frontline fighter takes it hard — instead of a generic reaction.
Losing an adventurer the commander was personally bonded to now draws a rawer, more personal reaction than a name on a list.
A commander's revealed flaw now surfaces in their weekly voice: a glory-hog takes the credit, a hothead chafes at slow weeks, a gambler names the odds. A flaw the player hasn't seen manifest stays hidden.
A commander with a deep bond to a roster member now speaks of it reliably instead of almost never.
Interface
Adventurer names in the Weekly Report and Scouting Dashboard are now clickable portraits that open their hover card and dossier.
Road-preview cards for roads that may open later now show the environment, quest-type, and teammate-variety checklists, matching the active road's breakdown.
The Merchant Resource Network oath now clearly states its requirement ("Keep at least 1 Merchant faction contract active") and points you to the Quest Board's Faction Contracts.
System-source live-feed posts (Recruitment Office, Market Watch, and the like) no longer wear a fake avatar circle — they read as clean full-width text rows with a small type glyph beside the source name, while posts about a person keep their portrait.
Every in-game dropdown now works under Proton/Wine on Steam Deck and Steam-on-Linux, where the native menus were previously dead.
Localization
Korean players now see gear, item, and equipment names in Korean, along with the main menu, New Game screen, and opening scene; a mistranslated class name (Spellward) is corrected.
Japanese players now see localized procedural gear names (inventory, loot, armory, feed) and staff-intel gossip instead of English text.
Receptionist auto-renewal dialogue, dashboard chips, budget warnings, and report-order labels are now translated across all 18 maintained locales.
The Languages settings panel now links to a "Help translate Gargadusa" page where anyone can sign up to contribute translations.
──────────────────────── BALANCE ────────────────────────
Eternal Student now grants +35% XP gain (up from +15%), making the legendary trait the strongest unconditional XP boost, ahead of Quick Learner and Mentor's Gift.
Adventurers must now serve 26 weeks in your guild before they can be voluntarily retired into a staff role. Forced age/injury retirements are unaffected.
A freshly retired veteran now starts at 45% of their true staff skill (down from 60%) and takes about half a year to ramp to full, so a day-one retiree is clearly weaker than a seasoned market specialist.
On harder difficulty presets, contract renewal and extension prices now scale with the difficulty wage multiplier, so re-signing a developed member no longer undercuts an equivalent fresh hire. Standard difficulty is unchanged.
Auto-renewal now skips members already past their mandatory retirement age instead of booking a renewal the game undoes weeks later.
A failed craft now tells you what it returned in materials.
Commanders come into their strength sooner: a first-year commander now delivers 60–75% of their ceiling, with Veteran reachable around three years and Living Legend at six.
Commander guild effects hit harder — weekly morale recovery up to +3, desertion reduction up to 25%, negative-event reduction up to 12%, up to +4 recruits, personal injury prevention up to 20%, and training growth up to 12%.
Replacing a commander within 26 weeks of the last replacement starts their successor at reduced trust — the roster remembers.
──────────────────────── BUG FIXES ────────────────────────
Fixed roster members showing 0 damage / 0 absorbed / 0 healing in tower battle debriefs. Those lazy bums have been shamed and now join in as their class role and pull their weight, in tower battles, garrison skirmishes, and the Crown Cup alike. Affected saves are healed automatically on load.
Co-op tower battles no longer permanently remove living adventurers from your coalition roster.
Rotating a fortified fallback watch home no longer discards its fortifications — re-stationing it on the same band restores the preserved walls, and the Raise a Fallback Watch panel now shows whether they'll be restored or forfeited.
The Crown's "Duty of Care" zero-casualties commission now resolves only when your guild survives the full season deaths-free, succeeding at the deadline and failing the moment an adventurer dies — instead of paying out the week after it was issued.
Winning or qualifying for the Crown Cup now correctly satisfies the Tier-9 provisional-license condition, so the Crown no longer revokes your license despite a qualifying run. Existing saves in probation heal on load.
Heroes pursuing an Arcane Studies training drive keep auto-training the required program until the drive completes, instead of stalling forever once their stats hit the ceiling.
The auto-renewal forecast now factors in the receptionist's Etiquette Training buff, so its predicted rates, costs, and verdicts match what actually happens at year-end.
The contract-expiration alert now lists expiring quartermasters and treasurers, which were counted in the headline but never shown in the rows.
The auto-renewal budget-cap slider no longer drops below market rate (1.0×) — the sub-market settings that silently rejected every renewal are gone, and strict caps now show a warning.
Closed a loophole where any late-season one-year hire could be extended immediately — a brand-new signing now waits about a month before it can be extended, while normally-aged contracts still extend in the closing weeks.
New Game+ carryover adventurers now start on fresh three-year contracts, so they no longer arrive already expiring or stuck with stale auto-renew, refusal, or cooldown states from the previous run.
The Experimental crafting technique can once again discover blueprints — its discovery roll was previously drawing from an empty pool because the weekly auto-unlock had already claimed every eligible recipe, so it never produced anything.
The "Mapped +5%" quest region label no longer shows until you've built Cartography Hall T2, so it stops implying an exploration bonus you haven't unlocked yet.
Crafters, gatherers, scouts, astrologers, and tacticians forced into retirement by a near-death quest now sign on with a proper 3-year contract term instead of accumulating absurd 90-plus-year terms.
A single rival will no longer both offer a raw material and demand its refined form in the same trade, closing the free refine-and-sell-back arbitrage.
Source
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