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
- Gameplay
- UI and audio
- Server
- Events
- Balance
- Maps
Gargadusa's Tower changes
Another massive weekly Live update is upon us! There are a ton of new goodies this week, but most updates are focused on improving existing systems (that's my theme for July).
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.
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; the panel now tells you which fate you're about to trigger before you commit).
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 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.
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 important 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/less-experienced 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.
On a quiet week, your 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", etc., when a party clears or loses a floor.
The Ambitions 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 Star Chart also 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.
This one is still very much a work in progress. So, if the visualization isn't your style, click "Ledger" any time for a plain list breakdown instead.
Expanded Bestiary
Quest encounters now draw from an updated and upgraded Bestiary. This one has been long overdue. 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. Hill-giants no longer turn up in ordinary quest encounters because they're special, and they'll have something special for their specialness in the future. SPECIAL.
Five new raid bosses join the rotation: Great Wurm, Storm Incarnate, Basilisk Matriarch, The Sporefather, and The Stitched Colossus, bringing the roster to thirteen.
Lots more to come on the monsters front. More refined mechanics, more impactful plotlines, and simply more, more.
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
New Mode in Multiplayer: Co-Op. All players are working together versus the Toer in ONE run they all share. Still a work-in-progress, but the bones are all there.
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.
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Custom Difficulty
Two new Custom Difficulty sliders — Quest Enemy Strength and Raid Enemy Strength — multiply the enemy power rating (ROVR) of newly posted quests and raids, from 1.0× up to 2.0× in 0.05 steps. Both apply before your Crown Combat License cap, so they bite hardest in the early and mid game; harder raids also pay out more, since raid rewards scale with ROVR. Available on New Game, in-game Settings, and Twitch setup; 1.0× leaves difficulty exactly as it is today.
Guild Operations
The Advance Week button now shows a count badge when combat-ready parties are sitting idle. Hover it for an in-game tooltip listing each idle party with its effective OVR, so you never end the week having forgotten a deployment. Passive and non-blocking, and you can turn it off entirely in Settings. I'm going to mess with this a bit over the coming weeks as a laundry-list reminder that you can toggle parts of. So let me know if you have any requests.
- Scouts can now headhunt Academy prospectsa new Prospect search type delivers two youth candidates per search, at a premium price. And, in this case, since it's more like "recruiting", better scouts turn up better talent.
The Underworld's Assassin's Contract has been reworked into an insured deployment: attach a held charge when deploying a party, and if that quest fails, a spy buys one fresh attempt at your party's real odds — whatever the second attempt yields stands, casualties included. One charge held at a time; the vendor now blocks repurchase until you've used it.
Adventurers & Recruiting
Adventurers whose contracts expire no longer vanish. Instead, 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. I'll make the emoji a pretty glyph soon.
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 properly. They gain +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. Prefer things quieter? A "Quiet" mode gives a portrait with any active alerts a soft neutral amber glow instead, and the corner pins stay hidden until you hover the face. You can also toggle this feature on and off entirely.
New Additions
Czech (Čeština) is now a fully supported game language.
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.
You can now 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.
Party chemistry's gold effect now has its own line in the battle report breakdown. This will be balanced in the near future.
Crown Cup combat now factors team composition into damage actually dealt, not just stat credit. Sustain-heavy stacks (tanks and healers) pay a real offensive cost, and a low-OVR turtle comp can no longer out-attrition a far stronger balanced team. Damage-heavy comps get a bounded edge; the fix applies in regulation and overtime alike.
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.
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 properly.
Repair All no longer requires Armory Tier 2. The Improvement System is now the Armory T2 unlock instead.
Eternal Student now grants +35% XP gain (up from +15%).
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.
Retiring, selling, or trading an adventurer away now requires real guild tenure, scaled by difficulty. A full year of service on Normal, easing to half a year on the hardest presets. Genuinely toxic problem hires can still be moved on after 4 weeks. The trade swap picker greys out too-new members with the reason shown.
Selling gear to rival guilds is now throttled like material trades: a declined offer spends that guild's weekly patience (no more unlimited re-rolls of the same sale), an accepted sale uses one of your weekly trade caravans, and the same-guild cooldown applies.
Seminars now cost gold based on the duration of the educational journey. There are global changes coming on how leveling works compared to training, so more is coming here.
Adventurers returning injured from a quest now owe the same base rest as their party-mates. A wound that heals the same week no longer skips recovery entirely. Longer injuries still count as the downtime, so nothing double-charges.
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.
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.
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Combat & Tower
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.
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.
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."
Rotating a fortified fallback watch home no longer discards its fortifications and 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 garrison party picker now lists all eligible parties instead of silently cutting off at eight.
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.
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.
Recipes gated behind a tower floor, guild tier, or Crown unlock now open the moment the condition is met. No more waiting until the next week tick to craft something you just earned.
The salvage preview now applies the item's quality multiplier and your Salvage Station's yield bonus, so the predicted haul matches what you actually receive.
Cancelling a queued crafting order that hasn't been worked on yet now refunds 100% of its materials. Orders the crafter has already started refund 50%, and rare components are returned in full either way; the cancel tooltip tells you which applies.
The treasurer's auto-buy now partial-fills orders up to the weekly budget instead of buying nothing when the full batch would overshoot it. Bulk premiums are still paid.
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.
Crown Cup, Contracts & Season
The Crown's "Duty of Care" zero-casualties commission now resolves only when your guild survives the full season death-free, succeeding at the deadline and failing the moment an adventurer dies.
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.
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 correctly lists every staff type its headline count includes — quartermasters, treasurers, and Overseers — instead of omitting some from the rows shown.
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.
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.
Crafting & Training
The Experimental crafting technique can once again discover blueprints, hooray! 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. Womp womp.
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 "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.
Adventurers & Parties
Adventurers can no longer contradict themselves on the Ambition tab. The "Pursuing the Drive" badge no longer shows beside "No Drive yet", and any hero stranded without a valid Drive is automatically given one on load.
Recruits can no longer roll both halves of an opposed personality pair. Optimist/Pessimist, Cautious/Reckless, and Stoic/Emotional are now mutually exclusive at generation.
An evolved adventurer's class name now renders in the new class's rarity color immediately, instead of keeping the old class's color until a reload.
The commander's party optimizer is now role-aware: it never suggests a swap that would leave a party unable to deploy, and a full party missing a required role (say, five members but no Tank) is flagged as an urgent gap instead of getting a pointless chemistry suggestion.
A trainee healing up or re-enrolling now reclaims their own instructor's slot instead of being bumped to Self-Study because the roster nominally filled while they were out.
The ambition panel's "Needs attention" message now outlines what actually needs doing, and deeds for unchanged parties are bucketed under the right activity.
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.
Gear & Vault
Auto-equip no longer pulls gear out of the Vault. The Vault is a protected pool that every automatic action respects.
Equipped gear can now be improved without unequipping it first (deployed adventurers' gear stays field-locked as usual).
Interface & Display
The Week Summary quest debrief shows injured heroes' names instead of internal IDs.
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.
Random Fixes
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.
Tower material rewards now draw uniformly.
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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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 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.
Front Desk & Crafting
The Front Desk is now fully customizable! Click the little pencil icon to enter edit mode to wiggle things around as you see fit.
The Front Desk now shows staff usage on its section badges (busy out of total), adds a Workshop Crafters module showing who's forging what, and its Scout Operations module now reports each watch-mode scout's true search scope and live progress instead of the wrong scope at a permanent 0%.
The crafting Quality Forecast now shows the real odds: quality segments are scaled by your crafter's success chance and a red Fail segment completes the bar, so the panel totals 100% of actual outcomes — technique risk included.
The trade builder's "You Offer" list gains the same Price / Wk% / Name sort headers the request side already had.
Crossroads & Ambitions
Crossroads previews now show live progress on count-based road requirements, so you can see how close a hero already is before answering a Calling.
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.
Sage's Wisdom now has a new FAQ section and I'll be adding to it each week. The first entry explains what the class-name colors mean (Class Rarity), how rarity sets a hero's starting power, and how it differs from the Potential badge's training ceiling. More of these forever, probably ;)
Interface
Adventurer names in the Weekly Report and Scouting Dashboard are now clickable portraits that open their hover card and dossier.
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) have been made much prettier.
Every in-game dropdown now works under Proton/Wine on Steam Deck and Steam-on-Linux, where the native menus were previously dead.
Construction, Combat & Roster
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.
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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. A follow-up sweep localizes Combat Report result labels, contributions, and battle-log narration; the Week Report; the Building screen's growth data, effects, roles, and categories; Royal Administration's charter, milestones, and Crown shop; plus career-stat tables, combat records, crafting material notes, and the Adjust Difficulty button.
Japanese players now see localized procedural gear names (inventory, loot, armory, feed) and staff-intel gossip instead of English text.
Russian: the staff intel screens (Rumors, Impression, Teamwork, Outlook and friends — 171 strings) are now fully translated, and Crown Cup battle narration and victory text got a polish pass.
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.
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New artwork is coming! I'll be spending a lot of time over the next few weeks focusing on getting new artwork in the door. So, you may see fewer changes for a bit as I spend more energy on making things pretty.
Source
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