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Steam News29 July 202614d ago

Multiplayer, War Table, XP Rework, and Translations: v2.0.0-beta.3422 (Live)

Two weeks ago I pushed a big update to Beta: the War Table, a living map of the frontier, and a rework of how leveling and XP work game-wide.

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

3 fixes18 additions94 changes69 removals
  • Compatibility
  • UI and audio
  • Maps
  • Events
  • Store
  • Gameplay
changedTwo weeks ago I pushed a big update to Beta: the War Table, a living map of the frontier, and a rework of how leveling and XP work game-wide. For the full breakdown of those two systems, I highly recommend reading the XP & Leveling and War Table announcement for all of the hot deets .
changedAlso! Multiplayer has finally been battle-tested enough that I'm comfortable moving it into open beta and marking the Steam listing with Multiplayer.
changedToday they hit Live and everything below is what's changed since that first Beta push.
changedThe War TableThe War Table is the traced Hiltcrest frontier, and it's a full command surface. Open it from any tab with the folded-map glyph in the header (left of Weekly Summary), or press M. Press M again to return to whatever screen you were on, and the map's List button drops you back on the contract list.
removedThe War CouncilThree of the next phase's features already shipped since the Beta push. The Frontier Map now keeps its right rail up at all times for every guild instead of the panel popping in on selection, so the map no longer reflows mid-tween.
changedThe War CouncilField leads with deployment cards: captain portrait, party, mission, region, weeks left, and a journey chip reading Marching out, On site or Marching home. Clicking a card pans the camera and opens that party's card in the region panel.
the crate's contents and its cost are rolled when the letter arrives,24mthe crate's contents and its cost are rolled when the letter arrives, increased, buff

Gargadusa's Tower changes

changedTwo weeks ago I pushed a big update to Beta: the War Table, a living map of the frontier, and a rework of how leveling and XP work game-wide. For the full breakdown of those two systems, I highly recommend reading the XP & Leveling and War Table announcement for all of the hot deets .
changedAlso! Multiplayer has finally been battle-tested enough that I'm comfortable moving it into open beta and marking the Steam listing with Multiplayer.
changedToday they hit Live and everything below is what's changed since that first Beta push.
changedThe War Table is the traced Hiltcrest frontier, and it's a full command surface. Open it from any tab with the folded-map glyph in the header (left of Weekly Summary), or press M. Press M again to return to whatever screen you were on, and the map's List button drops you back on the contract list.
removedThree of the next phase's features already shipped since the Beta push. The Frontier Map now keeps its right rail up at all times for every guild instead of the panel popping in on selection, so the map no longer reflows mid-tween.

Two weeks ago I pushed a big update to Beta: the War Table, a living map of the frontier, and a rework of how leveling and XP work game-wide. For the full breakdown of those two systems, I highly recommend reading the XP & Leveling and War Table announcement for all of the hot deets.

Also! Multiplayer has finally been battle-tested enough that I'm comfortable moving it into open beta and marking the Steam listing with Multiplayer.

Today they hit Live and everything below is what's changed since that first Beta push.

The War Table

The War Table is the traced Hiltcrest frontier, and it's a full command surface. Open it from any tab with the folded-map glyph in the header (left of Weekly Summary), or press M. Press M again to return to whatever screen you were on, and the map's List button drops you back on the contract list.

This is step one of probably twenty. It's a major feature in the making, and I'd love to hear your feedback, thoughts and ideas on what would make it genuinely useful in your playthrough.

The War Council

Three of the next phase's features already shipped since the Beta push. The Frontier Map now keeps its right rail up at all times for every guild instead of the panel popping in on selection, so the map no longer reflows mid-tween.

  • The rail is a tab strip — Field, Contracts and Dispatches — each with a live count.

  • Field leads with deployment cards: captain portrait, party, mission, region, weeks left, and a journey chip reading Marching out, On site or Marching home. Clicking a card pans the camera and opens that party's card in the region panel.

  • Contracts lists every open contract on the frontier at once, grouped by region in map order, soonest to expire first, raids flagged, drawn as the same full contract cards the quest list uses. A row click pans to the region and expands the writ so you can deploy in place.

  • Dispatches collects the last 8 weeks of frontier news — world events, garrison and tower reports, returning parties, supply convoys — newest first, up to 30 entries. Rows that name a region open it, and the tab count shows only this week's fresh news.

  • The Muster lists every party with a status read — ready, on quest with weeks left, on raid, in the Tower, on contract, dispatched, or manning a garrison floor — plus member portraits, captain crown, element badges and average OVR. Expand a card for full member rows with role, class, level, potential, morale, injuries and XP.

  • Picking a party for a contract happens in the Muster, and deploy commits from a sticky orders bar at the bottom of the rail.

Charters, Supply Lines, and Region Control

You can now charter standing supply convoys to surveyed frontier regions from the map's region panel.

  • 2,000g to charter, 120g/week upkeep, and a bundle of that region's raw materials on every cycle.

  • Each region has its own route: 2–3 week cycles, and bundles ranging from grain and vegetables in The River Hilt to scrap metal and ancient debris out of The Eastern Workings.

  • Every arriving convoy rolls an ambush check — 6% on the safest road to 18% in The Eastern Workings — and an ambushed convoy loses the whole cargo. Hire guards on a line to cut its ambush risk by 65% for double upkeep.

  • Chartering needs the War Room built and the region surveyed (3 completed contracts). You can run as many lines as your War Room's level.

  • A week you can't pay a line's upkeep, the convoy stalls and the delivery slides a week — the line is never dissolved for you.

  • Charter fees and weekly upkeep appear in the Treasury statement and transaction ledger; routes and wagons ride the frontier map with delivery tooltips.

  • The seven supply regions are now contested ground: successful quests add 2 presence, raid victories 6, a stationed patrol 3 a week, and each week a supply line is paid adds 1.

The Neighbors' Roost

  • Guilds you deal with now stack as leader-portrait coins in a slim strip docked to the left edge of the War Table map.

  • Division rivals lead the column behind a gold ring and a hairline divider; everyone else wears a plain ring.

  • Each coin carries its own signals: a corner dot for trust (red hostile → orange → neutral → emerald friendly → cyan allied), a gold badge counting caravan offers waiting, a red pulse when an offer dies within the week, and a spyglass when your scout is watching them.

  • Hovering a coin shows name, tier, trust, inbound and outbound caravans and offer expiry; clicking opens the trade panel.

──────────────────────── NEW FEATURES ────────────────────────

Provisions

  • New "Always" toggle on the Tower and raid prepare screensAuto-Provision runs itself on each new floor or bounty, crafting, buying and selecting provisions with no click, and warns you about anything it couldn't source. The setting and the "+ Feast" opt-in are saved with your game.

Mastery Paths

  • A Wellspring at Tier 3 lets a completed Mastery Path choose its reawakened ability from the full slot pool instead of rolling. The dossier buttons read "Choose Passive / Choose Active" while a pick-eligible charge is held.

  • The Wellspring building page now lists every active Mastery Path with its mentor and per-objective progress, and each row opens that protégé's dossier.

  • The Quest Board gains a Protégé selector that badges any quest which would advance that protégé's open Mastery Path objective.

Factions

  • Military joint operations now appear on the Quest Board's faction missions list under the Military filter, with their own deploy panel. Pick a party and launch without digging through the faction Services tab.

Commander's Orders

  • Auto-quest now takes a quest-length preference: Short (1–2w), Any Length, or Long (5w+) — the long arm rewards 5+ week expeditions the same way short rewarded quick ones.

  • Blacklist factions per party with "Never Take" — an excluded faction's work is never auto-taken, by directive or by frontier patrol, no matter how well it scores.

  • Pin a specific Military Joint Operation so the party stops defaulting to whatever the risk gate leaves on the table.

  • Contracts and joint operations join quests and raids in the lineup queue: plan a swap on a contracted party and it applies when the contract ends.

Party Management

  • 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 weeks left, and the order stands down on its own at zero.

  • Per-party "Substitute" mode lets Commander auto-fill around bench members who can't march (injured, resting, training) and slot healthy replacements in — a full-but-hobbled party is fillable again.

  • The Commander's "Rebuild All" confirm now carries four build options: include benched members, limit to one Tank and one Healer, prioritize synergy over raw OVR, and ignore chemistry when picking. All default off.

  • An availability strip above the party list shows when every party comes free at a glance — green for free now, weeks remaining otherwise, and a dot for holds with no set return. Click a pill to jump to that party.

  • Party detail gains wind-down controls: "Recall patrol" brings a stationed party home, and "Stop auto-repeat" ends auto-taking of contracts and operations without abandoning work already under way.

New Game+

  • The challenge ladder (C/B/A/S tiers) now sits on the New Game screen itself. One click applies a tier, and Custom is still there for hand-tuning underneath.

  • The run summary names the tier your sliders match instead of flatly reading "Custom", and drops back to "Custom" the moment you nudge a knob.

Hall of Fame

  • Five new Legend categories: Ascended (finished their Ambition journey), Wardkeeper, Crown Champion (won a Crown Cup final), Raid Veteran (25+ raid wins), and Tower Delver (25+ tower floors cleared). Heroes who complete their calling are now inducted automatically.

  • New guild milestone: Warband Proven, for completing 25 raids all-time.

Art

  • Snuck in some more goodies this week ;)

──────────────────────── QUALITY OF LIFE ────────────────────────

The War Table

  • Clicking a region always opens its detail panel now, even before the War Room is built: contracts, writs, survey state and deployments read as intel, while deploy picks, raid musters and supply charters stay War-Room work. The old list handoff survives as the panel's "View in list" link.

  • Open contracts in regions you haven't surveyed render as faded rumor marks instead of nothing at all — fully hoverable and clickable, so the map never shows less than the board.

  • Every open quest and raid mark now renders; the old cap of 4 open marks per region is gone, and the rarest-first sort only sets ring order (innermost is rarest).

  • A quest-kind legend strip along the bottom doubles as a filter: each button shows the mark's glyph, its label and a live count, clicking one dims the other kinds (and their route ribbons) in place instead of re-dealing the map, and "All" resets. It hides itself when fewer than two kinds are on the table.

  • The kind filter is shared — toggling a chip in the Quests rail dims the matching marks on the table, and vice versa, with per-kind counts on the rail chips.

  • Hovering a quest row in the War Council rail lights that quest's mark on the map with a dashed beacon.

  • Expiring quest marks smoulder like a real embera feathered warm bloom that breathes plus a brighter core that flickers on a faster beat, tinted to the Dark/Light map skin. Both pause while you pan or zoom and settle to a static glow under reduced motion.
  • Clicking a map object pins its hover card so it stays up while you read it; clicking empty map, dragging or zooming takes it down.

  • Clicking a deployment pin opens that party's "In the field" card in the region panel, expanded and scrolled to, instead of falling through to the region overview.

  • Opening a dossier from a mark scrolls its card into view in the rail, so a raid or in-field card below the fold no longer opens out of sight.

  • Region hover cards and map tooltips now teach the survey goal: contracts completed out of 3 before, and the supply-line charter unlock after.

  • A region's OPEN badge carries icons for escort and guard work, frontier contracts, and territorial or rival disputes.

  • A region's hover card names the party patrolling it.

  • Hovering a patrol standard opens the same styled card the control pennant uses, with weeks on station and quests handled, instead of the slow native tooltip.

  • The SURVEYED stamp has been dialed way, way back.

  • The map's title cartouche can be collapsed with a toggle in the top-right corner, and your choice is remembered.

  • In dark mode the illustrated map art — Hiltcrest, settlements, wagons, mountains, marsh tufts, the compass rose, and the scale bar — is re-inked to the map's cream line work instead of reading as brick.

  • Crisis badges, the ambush scar and the tower reclaim warning use the skin-aware alert red — brighter and higher-contrast on the dark map.

  • Map buttons (reset view, kind filters, the map/list toggle) lift on hover and press in on click.

  • The "Reset view" chip sits above the Dark/Light toggle instead of underneath it, so it stops losing clicks while zoomed.

  • Your guild's uploaded logo now flies on the banner at Hiltcrest instead of the fallback crest emoji.

  • The garrison MANAGE badge sits as a centered pill just below THE TOWER label instead of floating off the right edge, and drops you directly on the Tower's Garrison subtab.

  • Quest pins and the "+N more contracts" chip are reachable with Tab and activate with Enter or Space.

  • Wheel-zoom works on Firefox and Linux setups that report line- or page-based scrolling; a notch zooms the same amount everywhere. Trackpad zoom is unchanged.

  • Clicking a party coin on the rail opens that party's Muster card instead of the leader's identity card, and the card scrolls into view when it opens below the fold.

  • Party rail coins read at a glance: idle parties get a bright emerald ring, busy ones a muted one, and the status badge takes its activity's color. Raid and contract coins show weeks remaining.

  • The compact party card names the patrolled region instead of showing a bare shield icon.

  • The Muster list explains itself when you have no parties formed instead of showing an empty box.

  • DISPATCHES entries resolve names live (a renamed adventurer reads correctly) and their date stamp is localized.

  • Map mark layer and filter labels say "quest marks" rather than "contract marks".

  • The Quests tab always lands on the contract list, even when you're looking at the map, and the board no longer reopens on the map after a reload. The redundant in-map List/Map toggle is gone — the header Map glyph and the M hotkey open the War Table.

  • Contract Details gains a ◈ View on the map chip on the region row: with the War Room it flips the board to the map with that region open and the contract expanded; before the War Room it applies the region filter to the list.

  • Supply convoy feed entries — arrivals and ambushes alike — carry a "View on the map" button that opens the War Table with that region's panel already up.

Supply Lines

  • The charter panel is rebuilt into labeled rows: delivery direction, the one-time fee plus weekly upkeep, the delivery bundle, arrival interval, and a per-trip ambush chance that resolves region control into a final number (6% → 9%) with a tooltip naming the holder. The charter button is now emerald rather than amber.

  • A line's delivery bundle renders as material icons with quantities instead of a text sentence.

  • Cancelling a chartered line takes two clicks — the button arms first and warns there's no refund.

Parties and Commander

  • The party header no longer crushes itself: the title and status badges keep one row, and the action buttons sit on their own wrapping row.

  • The auto-train week picker and the patrol / stop-auto-repeat strip sit on their own full-width rows below the party header instead of being crushed into a vertical sliver.

  • The selected party's effective rating reads as a large color-banded stat block with a delta chip showing what chemistry, synergies, the captain and guild effects are buying you, with the full breakdown on hover.

  • Party-slot candidate rows show each adventurer's Drive inline, so you can build parties by ambition without opening dossiers.

  • The Parties availability strip reports a garrisoned party as held until recalled and a party at a guild event as roughly a week out, instead of showing them free now.

  • Commander's Ledger "PARTY" entries spell out the ask — "→ add to Vanguard, bench Deirdre" — instead of showing only the recommended adventurer's name.

  • The Commander's Orders chip in the Front Desk guild list reads and toggles auto-operations too, so a party running only joint-op automation no longer shows as off.

  • The Front Desk no longer re-scores your whole roster on every update while the Guild Commander post is vacant — the suggested successor is recalculated only when the roster, parties or the appointment change.

  • The Raid Formation and garrison-assignment party pickers list parties in your own party order, matching the Party tab, Quest Board and Front Desk.

  • Repeat and rotation icons (auto-repeat, substitute) render as proper glyphs instead of raw emoji in glyph icon mode.

Workshop and Crafting

  • Workshop Stations moved out of the Workshop and into the Guild tab beside the rest of your construction, with a count of stations already built.

  • The Workshop opens on the Stations tab the first time you visit it, then goes back to opening on Crafting.

  • The Stations tab groups its stations under the building that unlocks each, with a "No Building Required" group at the end.

  • The job queue can be collapsed from its header, giving the crafter list room to breathe on short screens. Your choice is remembered between sessions.

  • Equipment recipe cards list the expected stat value per stat, so a crafted upgrade reads as a benefit before you commit materials.

  • Workshop forecasts explain themselves: sale, cost and value rows carry tooltips listing the base intrinsic value and every modifier feeding the current number, with a percentage badge showing the swing.

  • The equipment forecast's expected sale responds to your technique choice, Artisan tier shift, station and workshop quality, and material grade instead of sitting still, and material cost reads at live market prices.

  • The Quality Forecast folds in the selected rare component's quality shift and states the guaranteed quality floor a component like Essence Fragment or Master Alloy provides.

  • The refining surfaces show workshop time remaining against your cap, with a standing line naming the ways to raise it: hire crafters, train them, or upgrade the Workshop.

  • The workshop-time tooltip states that end-of-week automatic refining is not limited by the weekly cap.

  • The crafter roster shows each refining profession's weekly workshop time used and remaining, so you can judge whether you need another crafter or a bigger Workshop.

  • A crafter who has hit their seminar ceiling shows it on the seminar buttons, so you can't pay escalating tuition for +0 skill.

  • Crafter and gatherer applicants show how many of that profession you already employ and the weakest one's rating, both on the recruit row and in the applicant panel.

  • Buying the Crown Commission Blueprint names the recipe it unlocked right in the Crown Requisition Shop, with profession and tier; the notice clears itself after 5 seconds or on click.

  • A sticky auto-fill that ran short on weekly workshop time now says so, with the time used per profession.

Academy and Training

  • Role Affinity explains itself: it only resists drift, never affects stat gains or graduation, and cannot be trained up — with hints telling you how settled a trainee is.

  • An astrologer who reads a poor role fit names the discipline the stars point toward instead of vaguely gesturing "elsewhere".

  • Semester-gated curricula appear greyed with an "Unlocks Semester N" label instead of being hidden entirely.

  • The graduation ceremony's class reveal shows the career-track class you planned beside the class they actually became — green on a match, red on a miss.

  • Trainee Category Potentials sit on the Academy Profile tab, so per-category tiers are visible without hunting through the Insight subtab.

  • Trainee trait chips explain themselves on hover — "Focused" tells you it gets maximum value from intensive training focus, and so on for every youth trait.

  • The Academy Prospects sort you pick is remembered across turns, saves and sessions.

  • Solo training shows the Training Focus charges a program will bank instead of an inert stat-percentage line, and party training rows show only the real XP bonus.

  • Instructor drill weeks report "+N XP earned", so a week without a level-up no longer looks like nothing happened.

  • Adventurer, staff, treasurer and Overseer XP bars show the Lore Mastery-reduced requirement, so the bar matches when the level actually arrives.

Tower, Garrison, and Patrol

  • The Garrison Detachment strip always lists all three roles — Cook, Blacksmith and Scout — with what each does for the watch, so the value reads before you unlock it. With no quarters built, the strip carries a Fortify button in place; with a slot free, a per-role picker of eligible staff; with a slot filled, the occupant, their skill and Release.

  • Each fortified hold's Detachment has its own card in the YOUR HOLDS rail — stationed staff, "N/M quartered", support active or slot open, or "Locked · fortify to open" — and opens into a roomy view of its own, leaving the hold overview far shorter.

  • A hold's Detachment card reads "under-supplied" instead of "support active" while short supply has paused its services.

  • Scouts stationed at a garrison read "On Station" in the Scouting Dashboard with no scouting action offered.

  • The entire Frontier Patrol interface — risk picker, region panel, warden week line, map standard, party chip, and the commander's recommendation — is translated in all 18 supported languages instead of falling back to English.

  • Tower battle logs print the damage number on killing blows, wounding hits and miraculous saves instead of a bare narration line while HP vanishes.

  • Space bar dismisses the tower floor debrief, and the year-end, limit break, ascension, level-up, death memorial, Hall of Fame and retirement popups all close on Space or Enter.

Markets, Trade, and Treasury

  • The Marketplace's Bulk Deals perk states plainly that it applies to bulk-selling 3+ loot items from the Gear tab, and not to Market material sales or rival guild trades.

  • Trade response notices state the standing change that trade itself caused, so an unrelated same-week gain no longer gets credited to your declined offer.

  • Treasurer auto-trade rules explain the tier-gated cap when you hit it, naming the current limit and the tier that raises it.

  • A faction's page carries a Faction Vendors link that jumps straight to that faction's vendor tab in Markets.

  • Locked Crown Requisition Shop offers carry a lock glyph and a tooltip naming exactly how many more tokens you need.

  • The Contract Extension header shows the member's age and their mandatory retirement age, and the morale label has an explanatory tooltip.

Dossiers, Reports, and Feed

  • The Quest Board's ambition focus dropdown lists each candidate's party next to their name, or "Unassigned", so you know who to deploy right after picking them.

  • Quest writs and board cards advertise the payoff: XP per hero plus the gear drop chance (15% on a critical success, 8% on a success) and materials.

  • With the Armory below Tier 2, the gear Improvements section stays on the panel in a locked state: slot count, the improvements that piece could take, and a note that Armory Tier 2 unlocks the Improvement System — rather than vanishing without explanation.

  • Portrait status pins explain themselves on hover in the default view, not just in quiet mode.

  • The memorial no longer overwrites the oldest fallen at 200 names — older entries degrade to a condensed "Earlier Fallen" name roll, extending the record to 1,200 names.

  • The QUESTS nav badge counts deployed parties, so a 3-party raid reads as 3, and faction contracts, joint ops and tower parties are included.

  • Level-up highlights read green instead of amber: the battle report's level-up row, badge and XP bar, the captain-bonus block, and the dossier's Levels Gained stat and level-up log entries.

  • The New Game+ modal states up front that only gear equipped on your chosen five carries over, and counts exactly how many armory items will be left behind once you pick a party. The final warning says it too.

  • New Game+ blessings can be read by hovering a tile: full description, flavor and mechanics, marked as a preview, with nothing committed until you click.

  • "Path to the Crown Cup" on the League landing is now a single compact rail: current season phase, your stakes ("You lead your division by N" / "N behind the leader"), the four division leaders with portraits and annual renown, and a crown node showing Cup week plus the reigning champion. The duplicate week boxes are gone and the Division Standings panels no longer get pushed off-screen.

  • The Crown Cup formation screen lists your active synergies and notes when abilities fire.

  • The Settings difficulty line shows the preset your sliders match and keeps its tier color.

  • The Custom Difficulty panel colors the Faction Activity slider in the right direction: higher is harder.

  • The raid cap badge reads "(Annual Cap)" with a tooltip explaining it resets next year, and an empty raid board tells you when it's because this year's raid budget is spent rather than repeating the generic hint.

  • Confirmation prompts open the game's own themed dialog instead of a browser popup: scouting template edits and deletions, bulk template assignment, cancelling a headhunt, the auto-training idle and disable-all toggles, and the Markets buy-all order.

Shared Quests and Rivalries

  • The Quest Board has a dedicated Alliance filter pill; alliance quests no longer hide inside "Public".

  • The Alliance Quests entry surfaces itself when Tier 9 unlocks and states the actual rule: roughly a 10% weekly chance from an ally at trust 30+, one on the board and one active at a time, 2–3 reinforcements (3 at trust 50+) adding about 30% of their average OVR.

  • New Sage's Wisdom FAQ entry, "How Do I Do Shared Quests?", names all three co-op-shaped systems — Joint Operations, Alliance Quests, co-op leagues — with their unlocks and where to find them, plus the reminder that Raids are the three-party mission.

  • The Nemesis panel shows live status for the rivalry-ending paths (Diplomatic Summit or Alliance quest: in progress with a party, sitting on your board, or not offered), and the Crown Admin probationary notice confirms when a rivalry is already resolved.

Localization and Translation

NOTE: I'd like to send out a big thank you to everyone who has been submitting translations via the Atelier. You guys have been incredible and the game is getting better every day thanks to your big brains.

  • ~720 more interface strings now display in all 18 supported languages instead of falling back to English — academy commissions and morale, the ambition journey, commander presence, vacancy and ledger, class conversion, dashboards, difficulty sliders and presets, auto-train and its confirmations, Front Desk layout controls, career tracks, star readings, the lore panel, manual-trade settings, financial ledger lines, and the admin panel.

  • The adventurer dossier (ability charge states, scout reads, Personal Records, the morale factor breakdown, Mastery Path and Reawaken) and the Guild Duels challenge, wager and replay screens are fully translated in all 18 languages.

  • The multiplayer/online league browser, create/join flow, doom clock, certification gate, Era of Champions, morale-emergency alerts, ghost-guild screens and video settings read in-language instead of falling back to English.

  • Staff-intel gossip chips (Rumors, Impression, Teamwork, Outlook) are translated in every supported language.

  • Russiantower boss names and titles reworked across all 100 floors.
  • Korean: letters from Sir Aldric Thorne — applications, approvals, commissions, favor milestones, tower revelations — and his Crown Administrator remarks rewritten for a more natural voice.

  • Japanese: the flaw-manifestation reports (drunkard, bully, hothead, instigator) and the Lone Wolf training line are translated instead of showing English.

  • Japanese and Russian text pass: dozens of lines that still displayed in English — academy and rival-challenge feed entries, treasury ledger labels, commander reflections, raid setbacks, map labels and skirmish role/damage labels — now read in-language, plus wording cleanups across the Hall of Fame and training programs.

──────────────────────── BALANCE ────────────────────────

Crafting and Econ

  • Crafted gear now sells on its total stat budget rather than its per-stat average, normalized against a three-stat recipe. A four-stat Knight Plate is worth noticeably more than a three-stat Great Helm of the same tier instead of the same, and the recipe card's price estimate matches.

  • Meticulous and Masterwork Attempt finally do something at high crafter skill — the part of their quality shift the low tiers can't absorb now promotes B into A and S.

  • Crafter seminars are gated by potential tier: full gains to the tier ceiling, half rate for 8 points above it, hard stop at 99. F-tier tops out at 48, D at 63, C at 78, B at 90; only A and S reach 99. Existing over-cap crafters keep their skill but stop gaining.

  • The Treasury is buildable at Guild Tier 1 instead of Tier 3, so the Treasurer role is reachable in the early game. That said, Normal mode no longer starts you with a free Treasurer.

  • Noble auctions, foreign shipments and trade fairs no longer hand out a fixed bundle for a fixed price: the crate's contents and its cost are rolled when the letter arrives, from 2 to 4 materials — usually worth more than you pay, but sometimes a genuine loss.

  • A declined lowball trade now costs standing, scaled by how lopsided the offer was: nothing at 80% fairness or better, up to 3 trust at 30% or worse. Counters and gear sales cost nothing.

Training and Instruction

  • Cancelling solo or party training refunds exactly what was charged, including the difficulty's training cost multiplier.

  • Extreme training intensity banks 4 Training Focus charges instead of 5 — equal to intensive. Its edge is XP and speed, paid for in injury risk.

  • Training injury rolls and breakthrough/instructor-insight rolls are seeded per adventurer and week, so reloading can't reroll an injury away or fish for a breakthrough.

  • Instructor-led auto-training keeps going until every stat a program targets is capped, instead of stopping one stat early on wide programs, and instructors pick programs by weak-stat coverage and XP value rather than raw stat averages.

  • Captain-focused party drills bias the captain toward Leadership and everyone else toward Loyalty and Teamwork, instead of stamping all three on the whole party.

  • Instructors earn teaching XP for the week a solo student graduates.

Academy

  • Graduation now follows the statline: a trainee whose stats clearly point at a physical class lands one roughly 79–87% of the time, up from about 30–38%. Genuinely ambiguous statlines still roll a toss-up.

  • Elite youth prospects are scarcer: base A-Tier drops from 4% to 2.5% and S-Tier from 1% to 0.6%.

  • The guild-tier gates on A/S prospects are now monotonic and actually enforced — Tier 5–6 sits at A 1.2% / S 0.2% and Tier 7–8 at A 1.8% / S 0.4%, instead of a flat 1% floor overriding every sub-1% gate and A-Tier peaking mid-ladder.

  • Elective Studies unlocks at Semester 3 instead of 5, so short Academy runs can actually reach it.

  • A Role Epiphany drifts toward the trainee's best-fitting role about 60% of the time instead of picking at random.

Combat, Garrisons, and Patrols

  • Holding a floor is a grind (it's meant to be). At even strength a skirmish now almost always ends hard-fought rather than as a clean repel, and a clean repel wants roughly 1.3–1.45× the floor's power. The cost is mostly fatigue rather than lives — except the deep fiend floors, which stay swingy.

  • Garrison skirmishes resolve on effective party OVR — chemistry, synergy, teamwork and morale — the same metric quests, raids and the Tower use; the hold card and status panel show that same number.

  • A stationed patrol's lineup can no longer be swapped through the party-change queue, and a patrol below full party size no longer earns its +3 region presence.

  • Patrol tenure counts weeks spent out on the region's quests, not just weeks idling on station, so the hardest-working patrol earns the warden badge first.

  • Crown Cup per-swing damage spread tightened from 0.6–1.4× to 0.75–1.25×. Average damage is unchanged; OVR advantages now read through the dice.

  • Cup buff and crowd-control abilities actually resolve — Time Stop and its kin add real offense, protection buffs cut incoming damage (capped at 50%), and stuns/freezes/roots strip up to 40% of a team's offense.

  • A Cook with skill 75+ finally delivers the advertised +2 Family Dinner stat buff instead of the base +1.

Quests, Factions, and Rivalries

  • Guild duels move the annual renown standings only through the zero-sum wager transfer; base participation renown is no longer folded in, so a Friendly duel is 0/0 and duelling many different opponents can't inflate your standing. The gold purse (1,000 to the winner, 250 to the loser) is unchanged.

  • Backing one faction in a multi-faction crisis — Authority Dispute, Trade Route War, Sacred Authority, Surface Dungeon Formation — now locks the "support them" option on every rival letter from that same event. Mediating, hedging and declining stay open.

  • Faction commissions no longer ask for items whose recipes you haven't unlocked, so every commission is fillable.

  • Material rewards from faction letters respect your warehouse storage cap.

  • Aldric's Tower-progress commission requires guild Tier 6, so it can no longer be issued to a guild that isn't allowed to begin the ascent.

  • A recently signed adventurer can no longer be bartered away in a direct guild trade — offering them is blocked until they've served the outbound tenure floor, with the picker greying them out and naming the weeks remaining.

Ambitions and Mastery Paths

  • Mastery Path progress credits when the mentor is anywhere in the deployed party (or anywhere in the raid squad), not only when captaining it — so several protégés of one mentor advance together, as the Wellspring's "guide up to 2/3 at once" promises.

  • An accepted bonus objective's danger bump counts toward a Mastery Path's "ROVR N+" quest objectives, matching the danger the party actually faced.

  • When active Mastery Paths exceed the Wellspring's limit, the prune keeps the most-progressed paths instead of cancelling arbitrarily.

  • The Master ambition's "top performer in 6 of them" counts only Tier 4+ finishes, matching the Tier 4+ quest half of the goal.

  • Free Spirit's reward pool swaps Lone Wolf for Team Player, alongside Versatile and Optimist.

  • Newly generated and transferred adventurers no longer roll a Drive built on training their class gains nothing from.

  • The Party Preference contract clause measures its honored ratio against preferred mates still in the guild, so a hero isn't stuck taking a violation penalty for dead or departed friends.

  • The alpha trophy's gathering-XP reward is sized against the live requirement curve again, delivering the advertised 10% of a level instead of a fraction of it.

Hall of Fame

  • Legend thresholds are harder to earn: Quest Master 100 quests (was 50), Iron Will 40 injury-free quests (was 25), Gold Standard 25,000 gold (was 10,000), Critical Ace 30 critical successes (was 15), Star Player 20 top-performer nods (was 10), Peak Power 92 OVR (was 90).

──────────────────────── BUG FIXES ────────────────────────

Saves and Stability

  • An old autosave from before you entered New Game+ no longer resurfaces on relaunch or overwrites your current run: save comparisons now rank New Game+ generation ahead of the calendar year everywhere, including the on-disk vs. in-browser rescue and the autosave folded into your previous slot when starting a new game.

  • The Continue card on the main menu shows the save Continue actually restores: when the autosave is the same run and further along than the last-played slot, the card reads the autosave's week. A crash or force-close no longer makes a long session look lost.

  • A crash no longer destroys your rotating "~10 turns ago" backup — crash snapshots write to their own slot and both survive.

  • Focusing a tab reclaims save ownership and clears the multi-tab warning, so weekly autosaving resumes once the other tab is closed instead of staying suppressed for the rest of the session.

  • The Linux client no longer crashes to a black window with an "Application Error" dialog when the system temp directory is unwritable; it falls back to its own writable temp folder.

  • Emoji and symbol glyphs — the Crown in correspondence, guild appearance icons, the ⚔ Multiplayer button — render instead of blank "tofu" boxes on Linux and Proton, in every theme. Text fonts are unchanged.

  • Text in Korean, Japanese, Chinese, Thai and other multi-byte scripts no longer corrupts into replacement characters when submitted to the translation workshop or sent with league and portrait uploads.

Combat and Tower

  • The Tower's death-risk preview mirrors the actual roll — it applies your lethality multiplier, lethality floor and per-floor scaling across every deployed member and reads "N% someone dies · X% each". A 1% floor with 30 deployed no longer displays as "Minimal".

  • Tower Risk Assessment previews fold in the same combat-power stack the real battle uses — guild tower bonuses, combat readiness, elemental match-ups, strategic focus, faction bonuses and siege reduction — and divide by the same effective floor difficulty shown on screen, so a dominant clear no longer previews as "100% someone dies".

  • Tower deaths, injuries and miraculous saves credit their damage to the debrief's damage-taken totals.

  • Crown Cup HP bars move on every hit, not just the ones the log narrates.

  • Cup healers no longer burn an activation healing a party at full HP.

  • Death notices no longer read "Fell during Fell during…" — the cause is printed once, in the week summary, the registry report and the feed.

  • Lifetime adventurers-lost totals (the achievement, the rival-victory summary and the NG+ record) read a monotonic death count, so they no longer regress after loading a pruned web or cloud save.

Parties and Deployment

  • Deploying a party with members in the Tower or away at an event is refused with a reason instead of slipping past the check.

  • Launching a joint operation or accepting a faction contract is blocked up front when the selected party is no longer deployable, instead of the click being silently rejected.

  • A lineup swap queued on a contract or joint-operation party applies before that party re-takes work the same week, so the replaced members aren't marched back out and left stranded outside any party.

  • "Commander Fills All" actually rebuilds your parties — it clears the target parties first, so the writes no longer bounce off the cross-party uniqueness check and silently do nothing.

  • Party captains no longer take the "Long service without a leadership role" penalty at renegotiation; leadership is read from who actually holds a party captaincy.

  • A party's "Commander's Orders" tab shows its focus and active color when only Auto-Contract or Auto-Operation is enabled, not just Auto-Quest.

  • The Party Creator's 🔗 marker also flags heroes who push an already-active tiered synergy to a higher bonus.

  • The Party Training panel's Cost readout and "Begin Party Training" button include the difficulty's training-cost multiplier, so the price shown matches the gold actually deducted.

  • The party training panel's XP preview matches the XP training actually grants.

  • Commander ambition orders no longer pay out trust just because the flagged member happened to be deployed that week — the credit lands only when the ambition really moves (restlessness eases, the road is fulfilled, or the Drive completes).

  • The Front Desk's suggested commander successor matches the Commander tab's top contender — equipment bonuses are counted at both.

  • Certification and probation roster requirements count adventurers only; roster-stored staff no longer inflate the number the Crown Admin screen shows.

War Table and Map

  • Map badges no longer collide with traced labels: Eastern Workings' open/crisis badges sit above its survey plaque, and East Ridge's control pennant moved off the mountain label.

  • Caravan wagons and the scout spyglass at the map edges no longer sit on the rival guild's name label, and the caravan expiry countdown flips to the clear side of the wagon.

  • The Frontier Map no longer flickers while you zoom, drag or pinch: hover highlights, brush filters and ambient motion are suspended during the gesture and restore about a fifth of a second after the camera stops.

  • Party travel on the map and in the FIELD tab actually advancesquest coins move from Marching out to On site to Marching home from quest progress and their weeks-left counts down, and duration-reduced raids phase against their real, shortened march.
  • Supply convoy reports list only the materials that actually fit in your Warehouse, and a convoy whose whole cargo is turned away no longer claims to have arrived with it.

  • The supply-line ambush tooltip prints the actual control multiplier instead of a hardcoded one.

Frontier Patrols

  • Release Clause walkouts respect a stationed patrol, so a patrol can no longer be left under strength with its composition locked.

  • Meal buffs are spent while on patrol instead of being held indefinitely for free stats.

  • Patrol counts as deployment for Callings, so a frustrated hero can recover while on station.

  • Commander rest advice grades a stationed member as deployed, fixing the trust change and the deadline grace.

  • A commander out on patrol shows an away state, and their release button is disabled instead of silently doing nothing.

  • The "why is this party unavailable" list names a garrison or patrol posting instead of a bare "Busy".

  • A party stationed on patrol reads as "Patrolling {region}" in the map's muster dock instead of "Unavailable".

  • Under-strength patrols are no longer silent: the feed, the week summary and the region panel name the shortfall, and a patrol that loses a member for good stands down and marches home.

  • Patrol feed lines and the patrol standing-orders strip are translated instead of being frozen in English.

  • League saves no longer show patrol stationing and risk-tier controls that did nothing, and linking a save to a league sends stationed patrols home free of charge.

Questing and Trade

  • The Diplomatic Summit and Set Completion quests are stamped with a region, so they show up in the Quest Board's map view instead of quietly expiring — and completing them no longer writes junk region keys or fires a bogus Trail Blazing first-exploration bonus. Region-less quests in old saves are healed on load.

  • Set-completion quests that expire unfought are marked resolved, so the same adventurer/set pair stops re-offering forever.

  • A quest writ's optional-objective preview shows the ROVR the quest actually rolls at that difficulty.

  • Quest writs no longer advertise material loot on Proving quests, which never drop materials.

  • The raid board no longer sits empty through the whole first week of a new year after hitting the previous year's raid cap; the annual budget counts as reset the moment the year rolls over.

  • Pending poaching and incoming-adventurer offers survive the weekly affordability sweep, so a deal isn't cancelled just because you can't pay for it this second.

  • A counter-offer whose accepted re-offer fails a check — gold dipped, roster full, offered hero deployed — re-arms its Accept button instead of sitting on "Counter accepted — under review" forever.

  • Worthless gear no longer sells for a phantom price: an item with a sell value of 0 trades and sells at 0g instead of being priced from a 100g base, and the portfolio and sell-screen Base Value and Condition rows read 0g too.

  • Faction vendor items no longer show another item's ACTIVE timer or lock out Purchase and Haggle just because they share an effect type with a running buff — the detail panel and Weekly Specials now check the buff actually came from that item.

  • The Crown Requisition recipe-unlock toast clears after 5 seconds instead of lingering for the rest of the session.

Crafting and Workshops

  • Paying to rush a craft no longer discards the material-grade quality bonus (up to +0.10 from pristine inputs), and crude inputs no longer dodge their −0.05 penalty.

  • The Workshop's Quality Forecast reads the same shifted distribution the craft rolls at completion — technique quality shift, station, enchant, building, material grade and the Artisan spec all count, so an S-Tier band finally shows when an S-Tier result is possible.

  • The Workshop's refine "Value Added" counts the Artisan output bonus, refinement grade yield and station yield you actually receive, so a high-grade refine no longer reads as a loss.

  • The refine grade flash matches the grade recorded in the history barboth take the highest-skill available crafter of that profession instead of one taking the UI selection and the other the first name it found.
  • The Armory's gear advice no longer suggests crafts you can't start: recipes gated behind an under-tier workshop station, or needing a crafter who is stationed at a garrison, are filtered out.

  • Crafters stationed on a garrison detachment no longer count toward workshop station staffing or recipe availability.

  • Crafted herbal, alchemical, medical and provision gear no longer shows a "Consumable Info" box implying an automatic quest effect — these items are stat-only equipment, and the listed stats are their whole effect.

  • The Sovereign's Greatsword, Royal Guard Plate and Signet of Sovereignty recipes show their item art instead of falling back to the generic slot emoji.

  • Sticky Auto-Provision fires once per tower floor and once per raid bounty, so switching tabs or re-picking a bounty no longer re-spends gold and materials.

Academy and Staff

  • Instructor drills train adventurers only. Quartermasters and treasurers are no longer dragged into combat drills. (I considered keeping this one because I thought it was funny.)

  • Quartermasters and treasurers no longer leak into year-end Top Performers or Hall of Fame nominations.

  • Staff on the roster can no longer be pushed into the adventurer training pipeline.

  • Removing an Academy trainee outright also frees their mentor and clears their focus assignment and graduation queue entry, so no mentor stays stuck busy and no phantom graduate lingers.

  • Idle instructor drills roll once per week: reloading no longer re-rolls who drills, whether the drill lands, or which stat it raises.

  • Completed academy-prospect scouting reports read "(Youth)" instead of printing a raw placeholder token, and the Week Summary's Prospects Scouted row shows their class slot and role correctly.

  • The Treasurer's XP bar measures against the real level-up requirement instead of a flat 100 per level, so it no longer sits pinned near full for weeks without a level.

  • Overseers carried over from older saves gain skill and tier from experience again instead of being frozen where the save left them.

  • Overseer capacity labels no longer invert: 4+ project slots reads Elite, 3 reads Veteran.

  • "Begin Renovation" is blocked with "Overseer Cannot Handle This Tier" when the selected Overseer can't handle the building's level, instead of a live button that did nothing.

  • Assigning a construction team to a renovation on a max-tier building no longer shows an impossible "Cannot handle Tier 4 buildings" warning against every overseer.

  • The Weekly Report's Staff Improved list names the gatherer's actual type — Miner, Forager, and so on — instead of a generic "Gatherer".

  • Scouts dispatched on a task no longer flip themselves into Watch Mode, and a scout lent to a faction contract or shadow operation shows that assignment instead of a targetless "Scouting" row with a Free action that would strand the job.

  • A scout sent on a faction dispatch reads as "Dispatched · On faction dispatch" on the scouting dashboard instead of showing up as Idle.

  • A detachment scout injured by an overrun stays out of action during recovery rather than quietly resuming Watch-Mode intel.

Heroes, Ambitions and Records

  • A Reborn hero re-leveling in New Game+ rolls a fresh stat sequence instead of replaying the exact gains of their previous life.

  • Zodiac Drives that require clearing Tower floors are no longer handed to recruits, graduates, transfers or free agents once the Tower is conquered, severed, or absent in Crystal Cup Only mode. Existing heroes stuck on such a Drive with no Tower progress re-roll to another Drive of their sign on load, so the Calling journey isn't locked off.

  • Recruits generated after the Tower is sealed no longer roll Tower-floor ambitions they could never complete.

  • Aldric no longer issues "advance 3 Tower floors" commissions after the Tower is sealed, which used to auto-fail at the deadline and cost you 2 Favor.

  • A grimoire that changes an adventurer's class no longer leaves them sitting in a party slot they can't fill — they're unslotted and captaincy is released with them.

  • Metamorphosis grimoires can no longer be used on a deployed adventurer; the row is locked with "Deployed. Recall them before reforging their class." Previously the class change yanked them out of a running quest, raid or contract.

  • Wellspring reawaken picks can be backed out for free: the Cancel button, Escape, or choosing the ability you already have all spend nothing.

  • A hero who was away on a mission when their contract lapsed reports "Contract expired at year-end — departed on return from their mission" in the movement log and week summary, instead of a mid-year line that read like a fresh expiry or a poach.

  • Adventurers who "just retire" appear in the Guild Profile memorial's Honorable Retirement list and count toward your lifetime retirement total.

  • The memorial's Retirements stat is a lifetime total that no longer shrinks as old movement-log entries age out.

  • Retired commanders in Guild Legends show their archetype ("The Meticulous Sage") instead of a raw text key.

Multiplayer and Duels

  • Guild Duels chrome no longer appears in coalition leagues — the standings duel button and the Guild Duels panel are hidden in co-op.

  • Re-linking to a league without leaving first clears the old league's duel state, so a legitimate duel result can't be silently swallowed and per-opponent streaks don't carry over.

  • Duels drop injured members from a committed party server-side, so an opponent can't field a squad the injury rules should have benched.

Interface

  • Space and Enter dismiss only the topmost celebration popup, so a stacked burst no longer collapses unread.

  • Typing a space into a text field no longer dismisses an open celebration popup.

  • Confirmation dialogs reset their option checkboxes when one confirmation replaces another that was already open.

  • The weekly Live Feed chatter digest no longer swallows entries explicitly flagged notable or critical, such as a patrol standing down.

  • Raising the Quest or Raid Enemy Strength sliders in custom difficulty colors the value red, matching the other danger sliders.

  • Garrison Fatigue no longer displays float noise like 61.68000000000004.

Source

Steam News / 29 July 2026

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