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Steam News15 July 202629d ago

Patch Notes: v2.0.0-beta.3134 (Beta)

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Custom Difficulty Two new Custom Difficulty sliders — Quest Enemy Strength and Raid Enemy Strength — multiply the enemy power rating (ROVR) of n

In this update6

Full notes

Full Gargadusa's Tower update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes9 additions14 changes5 removals
  • Events
  • UI and audio
  • Balance
  • Gameplay
  • Workshop
addedCustom DifficultyTwo 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.
changedGuild OperationsThe Advance Week button now shows a count badge when full, 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; it only appears when there's genuinely something to send out. BUT, you can also turn it off in Settings.
addedGuild OperationsScouts can now headhunt Academy prospects: a new Prospect search type delivers two youth candidates per search, at a premium price — and better scouts turn up better talent.
changedGuild OperationsThe 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.
changedGuild Operations━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
removedGuild OperationsCrown 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.

Gargadusa's Tower changes

addedTwo 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.
changedThe Advance Week button now shows a count badge when full, 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; it only appears when there's genuinely something to send out. BUT, you can also turn it off in Settings.
addedScouts can now headhunt Academy prospects: a new Prospect search type delivers two youth candidates per search, at a premium price — and better scouts turn up better talent.
changedThe 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.
changed━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

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 full, 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; it only appears when there's genuinely something to send out. BUT, you can also turn it off in Settings.

  • Scouts can now headhunt Academy prospectsa new Prospect search type delivers two youth candidates per search, at a premium price — and 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.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ BALANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

  • 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.

  • 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. NOTE: 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.

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Crafting & Gear

  • 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.

  • 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.

  • 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).

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 garrison party picker now lists all eligible parties instead of silently cutting off at eight.

Economy & Staff

  • 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 — no more red "no eligible orders" on a perfectly affordable rule. Bulk premiums are still paid.

  • The ambition panel's "Needs attention" message now outlines what actually needs doing, and deeds for unchanged parties are bucketed under the right activity.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ QUALITY OF LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

  • 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 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%.

  • 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.

  • The trade builder's "You Offer" list gains the same Price / Wk% / Name sort headers the request side already had.

  • Sage's Wisdom gains a new FAQ section — 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. I'll keep adding to that for forever ;)

Art & Presentation

  • 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 few changes as I spend more energy on making things pretty.

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  • Koreana broad sweep of screens that showed English despite existing translations now render in Korean — 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. (New strings from this sweep ship translated across all supported languages.)
  • 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.

Source

Steam News / 15 July 2026

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