In this update7
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
- Server
- Balance
- Maps
- Events
- UI and audio
Gargadusa's Tower changes
──────────────────────── NEW FEATURES ────────────────────────
The commander's patrol recommendation is now a written ask in the Commander's Ledger: a ⚑ Patrol entry naming the region, with a six-week deadline. Stationing a patrol there by any route counts as followed and builds trust; letting the ask lapse costs it, and if a rival plants their standard on that region afterwards the commander is proved right and says so.
In multiplayer, division champions now get the full Crown Cup finale — pick your party and watch the fight — instead of a bare placement screen. The champion is still decided by the league, so the bout plays out to the standings already awarded; if an opponent's party can't be fielded, the placement screen shows instead.
Workshop recipe cards now carry an expected-profit chip — average sale value at your selected crafter's quality odds minus the market cost of the materials, green when it pays and red when it doesn't.
The Sage's Wisdom gains a War Table entry covering the map's assign-a-resource-to-a-place grammar, Region Control, Supply Lines, and Frontier Patrol.
War Table
Every quest mark whose quest carries an encounter flies its lead creature — boss first, else the highest tier — as a badge at the mark's corner, so the table reads what you'd fight, not just where.
Quest-mark creature badges scale with the lead enemy's tier, and a boss lead earns a larger badge with a tight outer ring, so an apex job reads from across the table.
Lair marks now fly the resident creature at full size instead of the generic job glyph, and skip the corner badge — a den is what dens there.
Hovering a quest mark now lists Known Opposition: up to three unique creatures, each led by its stamp, plus a count of the rest.
The patrol record adds a "held Nw" term, counting consecutive weeks you've held that region's control. It resets when you lose the hold and at the year boundary.
Patrol Events
Frontier patrols now face region-keyed incidents: an idle patrol at station has a 12% weekly chance of trouble drawn from its own region's table — wolf packs down off the hills at The Bridge, webs across The Marshlands, something walking the old galleries of The Eastern Workings, a smuggler crew at a moonless landing on The Shallow Sea, and more. Incidents are rarer in a region you hold (×0.6) and more frequent in a rival's (×1.6).
A clean repel pays +4 party morale and adds to the party's incidents-repelled record; a costly one leaves the lowest-rated member with a 2-week minor injury.
The wider world bleeds into the frontier: while a Corruption Bloom or Brutal Winter is active, or for 16 weeks after a Goblin Warband is broken, matching incidents join every region's pool at double weight and incidents fire 1.5× as often.
Each Frontier Warden on station adds +5% to the patrol's incident defense (capped at +10%), and with at least one warden in the party a costly incident wounds for 1 week instead of 2.
Recent incidents plant a creature mark on the War Table at their region — this week's is bold and breathing, last week's dimmed and still, the ring tinted gold for a repel and amber for a wounding.
Incident names, patrol incident lines and the stand-down notice are fully translated, and old feed entries re-render in the new language when you switch.
Raid Combat
Raid warbands now fight as their boss's kin — the Lich King's host is undead, weak to Holy and Fire and resistant to Shadow and Arcane, and so on for every named raid boss. Unnamed bosses keep the old generic host.
Damage-type matchups now decide raid fights instead of just adding noise. At parity against a lich-typed host, a Holy party averages a decisive win where a neutral party grinds to a stalemate and a Shadow party is routed.
──────────────────────── QUALITY OF LIFE ────────────────────────
The Appearance Header font and its size slider now drive the main department tabs and every sub-tab strip — Registry, Factions, Reports, Quest Board mission tabs, Tower battle tabs, Guild Hall, Academy and the rival guild profile.
Quest writ opposition chips lead with the creature's icon.
The per-party Substitute toggle now drives weekly auto-deploy. Quest, contract, and joint-op directives bench anyone who can't march, fill the empty slots with healthy spares (re-picking a captain if needed), and keep that lineup once the party actually deploys — an injured member no longer benches the whole squad.
When a party stays home because someone can't march, the feed says so by name, and tells you either to turn on Substitute or that no fit substitute existed.
The adventurer dossier gains a Contract Actions group: Extend, Trade Status, and Release, with the reason spelled out when Release is blocked by an active mission or by gold.
On the Activity tab, Trade Status reads as a real button and names its Neutral → On the Block → Untouchable cycle, career-transition gates list only the requirements you actually fail, and a Retire-as button greyed by a full slot explains itself on hover.
Feed entries that name an adventurer — bonds, rivalries, tavern rumours, the astrologer's readings — carry a "View" chip that jumps straight to their page.
An adventurer's active training focus now spells out that focus charges are spent by level-ups from any source, so sending a trainee on quests applies the focus instead of wasting it.
The training panel's expected results now show a session's XP as a rough percentage of the next level, so the shrinking yield at higher levels reads as pacing rather than a hidden penalty.
The Mastery Path mentor dropdowns now explain the ✓ marker, state that progress only accrues while mentor and protégé deploy together, and list the class ability pool a Reawaken charge can roll from.
The Roster Defaults card under Trade Filters now states that heroes marked Untouchable or bound by an active No-Trade clause never draw incoming poach offers in the first place.
The Quest Board's ambition-focus helper now lists heroes answering a Calling or Ascension road, not just those whose deed a board quest can advance.
Focusing a hero now shows their deed, their progress toward it, and — for variety deeds — exactly which quest or location categories they're still missing, with a link through to their full journey on the Star Chart. Deeds that only advance by deploying say so instead of leaving you hunting for a matching quest.
Quest Board "Gold/Wk" sorting is now plain reward ÷ duration, so a 177g one-week contract ranks above a 321g two-week one as the label implies.
Repair All now restores each item to full durability in one click, instead of charging the full-gap price for a partial +40 repair.
The Repair All counter and price now count only the items it will actually service, priced after your repair discount; the warning icon names why the rest are skipped (wearer on a mission, specialist stationed on the wall, or no specialist on staff).
The Armory header flags deployed heroes whose gear is field-locked even without a Quartermaster, and the Upgrade Advice panel says so instead of vanishing when every candidate is out in the field.
The Rebuild All confirmation remembers your last choices for Include benched, Limit tank/healer, Prioritize synergy, and Ignore chemistry.
Region hover cards and the region panel now state the patrol payoff of control: quests resolve at −25% difficulty on ground you hold and +15% on a rival's.
A patrol quest already underway shows a Held ground / Hostile ground chip with the difficulty swing it's fighting under.
Contested and rival-held regions now show the presence you need to take the hold beside the race line.
A patrol that sits idle explains itself: either every board quest in the region is above its risk ceiling (with the count), or the party lacks the Tank + Healer + damage-dealer formation the auto-deploy requires.
Week Summary "Scouting Complete" and "Prospects Scouted" rows now truncate the long name instead of the class, so the class always reads in full.
Workshop
Equipment recipes whose output can fill an active faction, crown or rival commission now carry a Commission chip, with a tooltip naming the order and the item it wants.
New "Idle only" toggle in the artisan column filters the crafter list to those who aren't busy and aren't on a construction crew.
New "Hide locked" toggle in the recipe browser drops skill-, building- and discovery-gated recipes from the list. Off by default.
The workshop-time tooltips now state that end-of-week auto-refining draws from the same weekly pool, and that only the Deepforge crew has a separate limit.
Markets
The Portfolio's asset search has a ✕ clear button while text is entered.
Rival guild names in a material's "Demanded By" and "Surplus In" lists are now buttons that jump straight to Guild Trading with that guild selected.
Multiplayer
The league lobby no longer parks a red "League service error" banner over a healthy lobby: a single blip is ignored, a run of failures shows "reconnecting," recovery clears it, and a league the server can't find gets rejoin instructions instead of a raw error code.
Turn alerts name the league they came from rather than your own guild.
──────────────────────── BALANCE ────────────────────────
Regions you hold now draw 1.5× the base weight when a new quest picks its region, across the weekly board, faction contracts, Crown contracts, alliance quests and the hand-built endWeek quests. Distribution only — quest counts, rewards and difficulty are unchanged.
Drilling idle adventurers now banks a one-charge training focus toward the instructor's specialization, so their next level-up rolls stats shaped by that specialty — without occupying a training-yard slot. A richer focus already in place is never overwritten.
Intermediate training now grants 4% of the hero's next level (was 3%) and advanced 6% (was 5%), softening the mid-career training slump. Flat XP is unchanged.
End-of-week auto-refining now draws from the same weekly workshop-time pool per profession as manual refining, consuming only what your artisans left unspent.
Raid and garrison squads above parity now convert surplus power into staying power: unit durability scales with your margin, up to double, taking a three-party raid squad at 1.6× power from 68% to 100% decisive victories with casualties down from 27% to 16%, and a stronger hold no longer fares worse than a merely adequate one. Squads at or below parity resolve exactly as before.
Rival guilds running Saga-tier work now earn 18 renown per quest instead of the Epic rate of 12, so top-tier rivals keep pace in the standings.
──────────────────────── BUG FIXES ────────────────────────
Scholar's Path now highlights every stat it actually boosts. The trainee panel was tinting five stats from a dead list; it now marks all twelve, including the heroic pair (HRO/SUR) the description promises, plus LCK, TMW, TRU, LOY and ARC.
Sorting the roster by OUTLOOK now orders by career length rather than by the wording of the label, so short, medium and long outlooks no longer come out in repeating alphabetical clusters. Vague and un-assessed outlooks sort last without leaking the true figure.
The rival guild profile's adventurer panel scrolls again — Staff Assessment and Close Detail are no longer cut off below the fold.
The FRONT DESK nav tab no longer squeezes into RECRUIT or spills its unread badge when the window is narrow.
The War Room's unlocked systems list now reads "War Table" instead of the raw id, in every language.
Raids Per Year reads as a whole number everywhere — a quality-built War Room no longer reports 7.5 raids on the building page or the quest board budget.
- Latin American Spanishfixed 143 strings that had Portuguese words and grammar bleeding through, including "Avanza la semana para generar tu primer informe", "Esto no se puede deshacer", and the Great Sage's name and quotes.
Making the Commander's suggested party swap by hand now resolves the ask as Followed and pays the same trust as applying it from the Party Optimization card, instead of being logged as Ignored at zero trust.
Marking a hero Untouchable now clears any poach offer already pending for them, instead of leaving an unacceptable offer sitting in the Guilds tab until it expires.
Rivals no longer send poach offers for adventurers still inside the outbound-transfer tenure window, which could never be accepted.
Substitute auto-fill skips garrisoned and patrolling parties, and its spare pool no longer offers up dead or deserted members.
Equip on an Upgrade Advice row now unequips the item occupying that slot first, so a genuine upgrade actually swaps in instead of silently doing nothing.
The Week Summary's patrol incident strip renders again — the incidents were being collected after the summary had already checked for them, so the strip never showed.
Hovering the top row of New Game+ blessings no longer makes the grid slide out from under the cursor. The description panel now holds a fixed space, showing the preview hint when nothing is hovered.
Multiplayer
The Crown Cup no longer hands a division slot to a guild that left mid-season and crowns it as "Unknown"; candidacy is limited to live guilds and rivals, and the legitimate runner-up takes the slot.
Cross-save turn notifications now work for leagues created or joined from the main-menu Multiplayer screen — previously the toast, tab-title flash, native notification and attention badge only ever armed for leagues linked mid-campaign.
Turn polls no longer overlap, so a slow server can't fire the same "your turn" toast twice, and a hung request now times out after 15 seconds instead of stalling notifications until restart.
A kicked player stops receiving "your turn" alerts, and a watch on a league the server no longer has is dropped after repeated failures instead of pulsing a permanent attention badge.
Re-issuing a duel challenge or re-bidding on a free agent, staff member or prospect while a week is being submitted no longer silently loses the new order.
Quitting between pressing Ready and the week resolving no longer re-sends orders that already went through — market buys and sells and renown changes are no longer applied twice.
Going Ready in a league no longer overwrites another campaign's manual save slot.
- Joining a second league after leaving onethe first accepted trade now actually applies (a colliding offer id used to make one side skip the swap), and the new league's victory ceremony plays instead of only the lobby banner.
Leaving and rejoining a league no longer wipes the server's record of your fallen adventurers.
A crash during a league week no longer carries the staged server market, pools and divisions into the following week.
Expired trade offers are now cleared from the league offer book instead of lingering forever.
Multiplayer free agents with Natural Talent now start with the +3 primary-stat bonus their single-player counterparts get.
Multiplayer free-agent flaw rolls now honor zodiac affinity, and league instructors roll teaching talents weighted toward their specialization instead of uniformly at random.
Quests, raids and tower runs submitted with a missing or malformed enemy difficulty now resolve at maximum difficulty — a guaranteed critical failure, catastrophic failure or defeat — instead of the free win they used to hand out.
A cleared tower floor with a garbled floor number can no longer corrupt the shared tower race; the advanced floor is always a whole number between 0 and 100.
A tampered league client can no longer declare its whole party death-proof — the client's prevented-deaths claim is ignored entirely.
Contested free-agent and staff signings can no longer be won with a forged upfront cost — the affordability check is bounded to the honest fee band for staff and ignores the field entirely for adventurers.
Unknown material keys in league market and trade orders are dropped instead of being written into the shared market and carried forward to every player.
League world seeds are now generated server-side, so a founder can't pick one and coalitions can't pre-compute co-op tower assault rolls.
Private leagues' join codes are no longer published on the public stats page.
The public stats feed now rounds league gold totals to the nearest 25,000, so an opponent can't solve your guild's exact bank balance from the published aggregates. Bankruptcy counts and renown remain exact.
League names, guild display names, letter subjects and bodies, and duel taunts now strip invisible and text-direction control characters, so nobody can spoof lobby text, toasts or notifications. Emoji and accented letters pass through untouched, and letter bodies keep their line breaks.
Source
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