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
- Events
- UI and audio
- Balance
- Gameplay
- Workshop
Gargadusa's Tower changes
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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 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.
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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.
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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
Changelog.gg summarizes and formats this update. How we read updates.
