In this update10
Full notes
Full Gargadusa's Tower update
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What changed
- Gameplay
- Balance
- UI and audio
- Events
- Maps
- Workshop
Gargadusa's Tower changes
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NEW FEATURES
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Sage's Wisdom gains a "Limit Break" entry laying out how an adventurer's potential ceiling can rise: a dangerous win, an adventurer already near their ceiling, one break per fight, rarer the higher the tier, and never beyond S-Tier. The Growth & Aging entry and the celebration modal both point to it.
The Armory lists per-hero gear upgrades — hero, role, party and slot, then either a spare item to equip in one tap or the recipe to craft with its material cost and projected gain — ranked by the same scoring Auto-Equip uses.
Countered adventurer trades now name a price. The rival quotes the exact extra gold that closes the deal, you can accept it straight from the trade card, and an accepted counter is honored without another roll. Quotes lapse after four weeks, and a counter with no reachable price becomes an honest decline instead.
The Crown Cup League page shows a year-round "Path to the Crown Cup" bracket: all four divisions with their current leaders and renown, feeding into the Cup node.
The Academy trainee panel ranks Stat Fit across all four roles from the trainee's current statline, alongside Role Affinity.
The Live Feed folds each week's routine chatter into a single expandable row ("Week 12 chatter") with a per-type breakdown, on the All tab only. Let me know what you think on this one.
- Rebind your keyboard shortcuts. Settings → Hotkeys turns every key cap into a buttonclick it, press the new key, and it saves. Covers Advance Week, the command palette, Sage's Wisdom, notepad, appearance, weekly summary, the War Table, and all nav tabs. Conflicts name whoever already owns the key, Esc cancels a capture, and one button resets everything to defaults. Esc, F5, Ctrl+S and ? stay reserved.
Commander's Orders
Auto-quest now takes a quest-length preference: Short (1-2w), Any Length, or Long (5w+), with the long arm feeding saga and campaign ambitions.
Blacklist factions per party with "Never Take" — an excluded faction's work is never auto-deployed, by directive or by patrol auto-take.
Pin a specific Military Joint Operation so auto-operations always run the one you want instead of the best-scoring pick.
Party Management
"Rebuild All" now opens with four build options: include training/injured/resting members, limit to one Tank and one Healer, prioritize synergy over raw OVR, and ignore chemistry when picking. All default off.
Per-party "Substitute" mode lets Commander auto-fill bench members who can't march and slot in healthy replacements, so one injured member no longer strands a full party.
Set an auto-train window of 1, 2, 3, 4, 6, or 8 weeks on a party; each idle member takes the best program that finishes inside the time left, and it stands down on its own at zero.
An availability strip above the party list shows when every party comes free at a glance, with a headline for the whole roster and a clickable pill per party.
Lineup changes can now be queued for a party locked on a faction contract, alongside the existing quest and raid pre-assignment.
Patrolling parties can be recalled from the party sheet, and a "Stop auto-repeat" button ends auto-taken contracts and operations without abandoning work already under way.
Extras
The New Game screen now shows the C/B/A/S challenge ladder directly under the difficulty picker — one click applies a tier, the sliders stay open for hand-tuning, and the run summary names the tier instead of just "Custom".
Age-based and voluntary retirements now get the full send-off popup: portrait, career stats, farewell, and where the veteran moved on to.
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QUALITY OF LIFE
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Space and Enter now dismiss only the topmost popup, so a stacked burst of celebrations no longer collapses unread in one keypress, and a Space typed into a text field never closes anything.
The QUESTS nav badge counts deployed parties, so a 3-party raid reads as 3 and faction contracts, joint ops and tower ascents are included.
Muster cards now show weeks left for raids, faction contracts and joint operations, not just quests.
Clicking a party coin on the War Table rail opens that party's Muster card instead of the leader's identity card; idle coins ring bright emerald and the status badge carries its activity color.
Clicking a home party's map marker scrolls its Muster card into view, and the rail's hover beacon clears when you switch rail tabs.
Frontier-map wheel zoom anchors exactly to the cursor through the whole gesture (notably on iPad), and the map re-syncs when the panel is resized.
Begin Renovation now blocks up front with "Overseer Cannot Handle This Tier" instead of silently doing nothing on click.
Launching a joint operation or accepting a faction contract is disabled when the selected party is no longer free, rather than failing silently.
Scouts lent to a faction contract or shadow operation now read as dispatched instead of showing a targetless "Scouting" with a stray Free action.
Dispatched scouts no longer auto-enter Watch Mode, and their previous watch state is restored on release.
The Commander's Orders chip in the Front Desk guild list reads and toggles auto-operations too, so a party running only joint ops no longer shows as off.
Sticky Auto-Provision now fires once per tower floor and once per bounty and survives panel remounts, so switching tabs or re-picking a bounty can't re-spend gold and materials.
A sticky auto-provision run that hit the weekly workshop time cap now says so.
The Faction Activity difficulty slider now colors harder/easier in the right direction.
A quest writ's optional-objective line now shows the real resulting ROVR, and the supply-line ambush tooltip names the actual control multiplier.
Portrait status pins now explain themselves on hover in the default view, not only in quiet mode. Hovering the hourglass tells you what it means.
Feed entries flagged notable or critical stay visible in the Live Feed instead of being swallowed by the weekly routine-chatter digest when their entry type defaults to routine.
A confirmation prompt that replaces one already on screen now resets its option checkboxes to their defaults rather than inheriting the previous prompt's settings.
More English text updates game-wide hit today. Slowly re-humaning all written content.
Staff intel chips (Rumors, Impression, Teamwork, Outlook) on the recruit rows are now translated in every supported language instead of falling back to English in twelve of them.
The Party Manager patrol controls and the quest-writ card embedded in the map region panel are now translated in all supported languages.
Roster & Academy
Party slot pickers show each candidate's ambition inline, so you can build parties around Drives without opening a dossier.
The Academy Prospects sort is remembered across turns and sessions instead of snapping back to Potential.
The graduation ceremony's class reveal shows the career-track class you planned beside the class they actually graduated as — green on a match, red on a miss.
Role Affinity now explains itself: it only resists role drift, it never rises, and the hints say so instead of recommending a curriculum that can't fix it.
The astrologer's "the stars point this child elsewhere" reading now names the role their stats actually point at.
Semester-gated curricula appear greyed with an "Unlocks Semester N" tag instead of being hidden entirely.
Crafter and gatherer applicant rows and detail panels show how many of that profession you already employ and the weakest one's skill.
Guild & Economy
Workshop Stations moved out of the Workshop and into the Guild tab beside the rest of the buildings, with a count of stations built.
Locked Crown Requisition Shop offers carry a lock glyph and a tooltip naming exactly how many more tokens you need.
Seminar options for a crafter already at their potential ceiling are disabled and say so, so you can't pay escalating tuition for +0 skill.
The treasurer's auto-trade rule limit explains the cap: your current tier's limit and the tier that raises it, instead of a silent grey-out.
Contract writs and quest board cards now advertise XP per adventurer and the gear/material loot chance alongside gold and renown.
New Game+ warns that only gear equipped on your chosen five carries over, with a live count of items that will be left behind, and the final confirmation names gear too.
New Game+ blessings can be previewed by hovering or focusing a tile — nothing is chosen until you click.
Workshop
The Quality Forecast now reads the same distribution the craft actually rolls, including technique shift, station, enchant, building, material grade and the Artisan spec, so an S-Tier band finally shows when one is possible.
The Quality Forecast folds a selected component's quality shift into both the quality meter and the average-profit estimate, and names the guaranteed minimum tier for components that carry a quality floor.
Crown Cup & Trade
The Crown Cup formation screen lists your active synergies and when scheduled abilities fire.
The Crown Cup battle report adds a "What Worked" breakdown of abilities, classes, buffs and crowd control that actually mattered.
Trade responses state the standing change that trade itself caused, so an unrelated same-week gain is no longer credited to the wrong offer.
Alliance & Rivalry
The Quest Board has a dedicated Alliance filter pill with its own count. Alliance quests no longer hide inside the Public bucket.
New FAQ entry, "How Do I Do Shared Quests?", names all three co-op systems (Joint Operations, Alliance Quests, co-op leagues), where each lives, and what unlocks it.
The nemesis panel now shows live status under the two bullets that actually end a rivalry: whether the Diplomatic Summit or the alliance quest with your nemesis is on the board, in progress with a named party and weeks left, or not currently available.
The Crown probationary notice for the resolve-disputes condition tells you whether the rivalry is already settled, instead of leaving you guessing until the deadline tick.
Parties & Patrols
Patrolling parties name their posting instead of reading "Unavailable" or showing a bare shield icon — on compact party cards, in the quest board's party rail, and in the map's party dock as "Patrolling {region}" with weeks left when out on a region job.
An under-strength patrol is no longer silent. It announces itself in the feed, in the weekly summary, and in the region panel with the shortfall named and a pointer to Recall.
A patrol that permanently loses a member stands down and returns home rather than sitting under strength on station, and the week summary says so.
Parties standing garrison duty are reported as held until you recall them, and parties away at a guild event as free in about a week, instead of showing up as available now in the roster availability strip.
Cancelling a faction contract now clears any party change queued behind it, so a stale lineup swap can't apply after the contract that gated it is gone.
Tower
The Death Risk line on the tower prep screen now mirrors the roll that actually happens: it applies your Tower Lethality multiplier, Lethality Floor and per-floor scaling, along with floor danger, strategy, provisions and guild death prevention. A 1% floor no longer reads as "Minimal".
Death Risk is now stated at party level — "26% someone dies · 1.0% each" — so a large deployment's real odds are visible instead of a single per-hero number, with the readout turning orange past 5% and red past 20%.
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BALANCE
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Youth prospects roll A-Tier potential at 2.5% and S-Tier at 0.6% (was 4% and 1%). The guild-tier gates are lowered to match and now rise monotonically — Tier 5-6 sits at A 1.2% / S 0.2%, Tier 7-8 at A 1.8% / S 0.4%, and a sub-1% gate is no longer silently floored up to 1%.
Graduating prospects follow their statline much harder: an archer profile with no arcane talent now lands a physical class roughly 80-87% of the time (was around a third), while a genuinely ambiguous statline still rolls a real toss.
Crafter seminars are capped by potential tier: full gains to the tier ceiling, half rate for eight points above it, and a hard stop at 99 — F-Tier tops out at 48, D at 63, C at 78, B at 90, A and S at 99. Crafters already over their cap keep their skill and simply stop gaining.
Meticulous and Masterwork Attempt now improve quality above skill 80. The part of a positive quality shift that low tiers can't absorb cascades upward into A and S instead of vanishing.
Crafter skill above 95 is no longer wasted — S-Tier chance keeps climbing up to skill 99.
Crown Cup per-swing damage variance narrowed from 0.6–1.4 to 0.75–1.25. Average damage is unchanged; an OVR advantage now reads through the dice.
Crown Cup buff abilities actually resolve: up to +50% outgoing damage, up to 50% incoming reduction, and Time Stop grants an extra action's worth of offense. Crowd control now strips up to 40% of the target team's offense for a round instead of only dealing damage.
Cup heal abilities are skipped when nobody in the party is wounded, rather than firing for zero.
Declining a lowball trade now costs standing, scaled by how lopsided the offer was — nothing at 80% value or better, up to 3 trust at 30% or worse. Counter-offers and gear sales cost nothing.
Elective Studies unlocks at Semester 3 instead of Semester 5, so short Academy runs can reach it.
New recruits no longer roll Drives built on training their class gains nothing from, and a Role Epiphany now drifts toward the trainee's best-fitting role most of the time.
Direct trades now honor the outbound tenure floor. A freshly signed adventurer can no longer be offered as barter bait: the composer greys them out with the weeks still owed, the submit handler rejects with a toast, and the week-end resolver fails any legacy pending trade. Toxic hires keep the short 4-week floor.
Convoy ambush rolls now include the guard state in their seed. Reloading, hiring guards, and advancing no longer rerolls a known ambush into a safe arrival at zero cost.
Supply yields retuned. The Marshlands drops to 2 venom sacs per bundle; Mountain Pass rises to 10 furs, 13 hides and 15 meat, so the road is worth chartering. Guarded lines remain gold-negative everywhere.
A patrol's tenure now accrues on any week the party is stationed and serving the region, including weeks spent out on its region quests. An effective patrol no longer earns the Warden standing slower than one idling in a dead region.
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BUG FIXES
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Death notices in the week summary, reports and feed no longer double up the "Fell during" phrasing.
Keeping your current ability in the Wellspring T3 reawaken picker is now a free exit — Cancel, Escape or clicking the current ability spends no charge.
Lifetime adventurers-lost totals, the 10-memorial achievement, the rival-victory screen and the NG+ record now read a true lifetime death count, so they no longer regress on a restored web or cloud save.
Choosing "let them retire" now writes the veteran to the Honorable Retirement memorial and the lifetime retirement count, naming where they settled.
Tower battle logs now show the damage on killing blows, wounding blows and miraculous saves instead of a numberless line, and the debrief counts that damage against the adventurer who took it.
Crown Cup HP bars move on every hit. Un-narrated swings previously landed silently, which made healthy fighters look like they dropped out of nowhere.
Set-completion quests no longer regenerate forever. Letting one expire now marks that adventurer and set as resolved, the same as completing it.
The Party Preference contract clause measures its ratio against preferred mates who are still in the guild, so a hero whose partners died, retired or were traded stops taking a permanent morale penalty they can't fix.
Certification requirements and probation checks count adventurers only — roster-stored staff no longer inflate the number against the roster header.
A grimoire that changes a hero's class now clears them out of a party slot their new roles can't fill, and drops their captaincy with it.
Metamorphosis grimoires can no longer be used on a deployed hero. The row is greyed with a reason, and the handler refuses it. Reforging a class mid-mission used to pull them out of the running quest with no XP and leave the party a fighter short.
A queued lineup swap on a contract or joint-op party is now respected by the same-week automatic re-take. Previously the operation relaunched with the old members, stranding a swapped-out adventurer on contract in no party and leaving the new members free to be double-booked onto a quest.
A counter-offer whose accepted re-offer fails a check (gold dipped, roster filled, an offered hero deployed) is offerable again. It no longer sits forever on "Counter accepted, under review" with no button.
Armory upgrade advice no longer recommends crafts you cannot begin. A crafter stationed at a garrison no longer counts as available, and recipes above your station's building tier are excluded.
Crash snapshots get their own Guild Archives card and their own slot. A crash no longer destroys the rotating backup, and neither card lies about its age: the backup stays roughly ten turns old, the crash save is stamped as the moment of the crash.
A Release Clause walkout can no longer strip a member out of a stationed patrol, which left a sub-strength patrol you could not repair without recalling.
Meal buffs are consumed while a party is on patrol, closing the held-stack free-stat exploit that was already closed for garrisons.
A stationed hero's Calling frustration recovers on patrol instead of freezing.
Commander rest advice grades a stationed member as deployed, so trust changes and deadline grace are scored correctly, and a commander on patrol now shows their away state with the release button properly disabled.
Proving quest writs no longer advertise material loot — the resolver never pays materials out on them.
Source
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