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Steam News5 August 20267d ago

Live Patch: Dwarves, Patrols, Automation, Key Economy Fixes (v2.0.0-beta.3569)

The Dwarves Have Come to Hiltcrest There is a knock at your gate, and it is not a courier. It is a Dwarven delegation, anvils and all, and they have a proposition.

In this update5

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 fixes23 additions169 changes36 removals
  • Gameplay
  • UI and audio
  • Workshop
  • Events
  • Compatibility
  • Store
addedThe Dwarves Have Come to HiltcrestThe Deepforge Compact is a new mid-game system: a Dwarven crew that quarters at your guild and puts their trade at your disposal. They refine your ore. They forge gear for your bare slots. They kit your parties before they march. And if you earn their trust, they will strike runes for your artisans that no other hall in Hiltcrest can buy.
changedThe Dwarves Have Come to HiltcrestNOTE: Like all features I ship, this is just step one of many. The UI/UX and feel are mostly placeholder designs, but I wanted to get this to players at this stage for feedback. Specifically to explore what feels good on the automation front. Too much automation feels easy, not enough feels punishing. So let me know, I'll be locked in on this feature all week.
addedHow to Unlock ItWhen your guild earns its Tier 4 certification, the delegation arrives. Watch your Front Desk: Forgemother Brunnhilde Dunderwoll's first letter files alongside the first Dwarven contract. The inbox has a new Deepforge filter for her correspondence.
changedWhere to Find ItThe Deepforge panel lives under the Guild tab, right of Workshop Stations. It is also one keystroke away: press Q and type "Deepforge." Every service toggle, the crew's work log, the rune shop, and the commission shelf live there.
changedWhat the Crew DoesForge Tier 1 — Auto-Refine. The crew works your Workshop refining targets each week: Blacksmith, Mason, Armorer, and Jeweler recipes, no artisan of your own required. Per-unit fee. Work grade improves with Forge tier. Their labor also means equipped gear across your guild wears 5% slower (15% at Tier 3).
changedWhat the Crew DoesWeekly Auto-Upgrade swaps strictly better owned gear onto in-town fighters. Role-aware, never a downgrade.
6x power goes68%100%6x power goes increased, buff6x power goes from 68% to 100% decisive victories with casualties down27%16%6x power goes from 68% to 100% decisive victories with casualties down decreased, nerfBerserker Draught now costs 4 potions, 3 catalysts,3/2/34Berserker Draught now costs 4 potions, 3 catalysts, increased, buff

Gargadusa's Tower changes

addedThe Deepforge Compact is a new mid-game system: a Dwarven crew that quarters at your guild and puts their trade at your disposal. They refine your ore. They forge gear for your bare slots. They kit your parties before they march. And if you earn their trust, they will strike runes for your artisans that no other hall in Hiltcrest can buy.
changedNOTE: Like all features I ship, this is just step one of many. The UI/UX and feel are mostly placeholder designs, but I wanted to get this to players at this stage for feedback. Specifically to explore what feels good on the automation front. Too much automation feels easy, not enough feels punishing. So let me know, I'll be locked in on this feature all week.
addedWhen your guild earns its Tier 4 certification, the delegation arrives. Watch your Front Desk: Forgemother Brunnhilde Dunderwoll's first letter files alongside the first Dwarven contract. The inbox has a new Deepforge filter for her correspondence.
changedThe Deepforge panel lives under the Guild tab, right of Workshop Stations. It is also one keystroke away: press Q and type "Deepforge." Every service toggle, the crew's work log, the rune shop, and the commission shelf live there.
changedForge Tier 1 — Auto-Refine. The crew works your Workshop refining targets each week: Blacksmith, Mason, Armorer, and Jeweler recipes, no artisan of your own required. Per-unit fee. Work grade improves with Forge tier. Their labor also means equipped gear across your guild wears 5% slower (15% at Tier 3).

The Dwarves Have Come to Hiltcrest

There is a knock at your gate, and it is not a courier. It is a Dwarven delegation, anvils and all, and they have a proposition.

The Deepforge Compact is a new mid-game system: a Dwarven crew that quarters at your guild and puts their trade at your disposal. They refine your ore. They forge gear for your bare slots. They kit your parties before they march. And if you earn their trust, they will strike runes for your artisans that no other hall in Hiltcrest can buy.

Nothing about the Compact is free, but every service is a toggle you choose, every week of their work costs gold, and the whole relationship has to be earned first: with contracts honored, and with a raid into the dark.

NOTE: Like all features I ship, this is just step one of many. The UI/UX and feel are mostly placeholder designs, but I wanted to get this to players at this stage for feedback. Specifically to explore what feels good on the automation front. Too much automation feels easy, not enough feels punishing. So let me know, I'll be locked in on this feature all week.

How to Unlock It

  1. Reach Guild Tier

  2. When your guild earns its Tier 4 certification, the delegation arrives. Watch your Front Desk: Forgemother Brunnhilde Dunderwoll's first letter files alongside the first Dwarven contract. The inbox has a new Deepforge filter for her correspondence.

  3. Honor three ⚒️ contracts. Dwarven contracts appear on your Quest Board with their own banner, posted a few weeks apart. They are survey work: the Compact is mapping something under the Eastern Workings. Complete three and the surveys are done.

  4. Clear the Old Halls. The Compact posts a raid: Clear the Old Halls, a serious fight against The Hollow Warden, an ancient Dwarven guardian construct. This one deliberately punches above the Tier 4 raid license. It is meant to be a wall you either break or come back to stronger, and it reposts if you fail. You will need the raids system (a War Room) to attempt it. Victory pays 10,000 gold and 150 renown, and it earns you the real prize:

  5. Accept Brunnhilde's offer. With the Old Halls cleared, the Forgemother makes her offer, and the Dwarven Forge appears in your build menu (Operations, 8,000 gold to raise). Build it, and the Compact moves in.

Where to Find It

The Deepforge panel lives under the Guild tab, right of Workshop Stations. It is also one keystroke away: press Q and type "Deepforge." Every service toggle, the crew's work log, the rune shop, and the commission shelf live there.

What the Crew Does

The Forge grows in three tiers, and each tier opens more of their trade. All of it is opt-in.

Forge Tier 1 — Auto-Refine. The crew works your Workshop refining targets each week: Blacksmith, Mason, Armorer, and Jeweler recipes, no artisan of your own required. Per-unit fee. Work grade improves with Forge tier. Their labor also means equipped gear across your guild wears 5% slower (15% at Tier 3).

Forge Tier 2 — the Gear Autopilot. Three services that end gear micromanagement:

  • Smart Logistics kits out your parties before they march, filling empty slots from your own stores.

  • Auto-Craft to Loadout forges simple gear each week for slots your stores cannot cover. The crew only makes what you genuinely lack, and everything goes to your fighters. They sell nothing.

  • Weekly Auto-Upgrade swaps strictly better owned gear onto in-town fighters. Role-aware, never a downgrade.

The crew knows what is theirs to touch and what is yours. They never move gear on a deployed squad, never break up a set you are assembling, never touch soul-bonded pieces or relics, and they respect every hero you have locked away from the Quartermaster. Fine crafting stays the craft of your own artisans.

Forge Tier 3 — Rune-Work and Commissions. The Compact's inner trade:

  • Dwarven Runes (1,200 gold, before discounts): a crafting component your own artisans spend. A rune floors the craft at B-Tier and nudges the quality roll upward. Runes also turn up rarely when salvaging. Compact-exclusive; no other faction sells them.

  • The Commission Shelf: six one-time Legendary masterworks, standing-gated. Emberhelm and Anvilward open the shelf; Deepplate of the Compact and the Oathband come with deeper trust; and at the summit of the relationship, Grudgesettler and the Stoneheart Pendant. 16,000 to 34,000 gold each, forged once, for your guild alone.

The Cost of Dwarven Labor

The crew works for pay. While any service is enabled, the Compact charges a weekly retainer (50 / 125 / 250 gold by Forge tier), plus per-unit refining fees and per-piece forging fees. If your treasury cannot cover the retainer, the crew simply pauses for the week. These numbers will be adjusted over time.

Compact standing (0 to 100) is the counterweight. Contracts honored, Compact raids won, Forge tiers raised, and every week the crew works all build it, and standing discounts every fee, up to 25%. The relationship literally pays for itself.

The Halls Are Alive

Clearing the Old Halls is not the end of the story. Every so often, something in the deep roads finds them again, and the Compact posts a defense raid: Wardens of the Workings. Answer the call and the halls give up a rune pattern (+1 Dwarven Rune), 8,000 gold, 100 renown, and the Compact's gratitude. The bosses down there rotate. Bring a good party.

NOTE: Fun side note that the Deepforge Compact is technically a World Event. So this is me also secretly testing out that system flow and refining it ahead of the formal release of the Events system (which is massive and provides depth to a bunch of current systems).

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Patch Notes: v2.0.0-beta.3569

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FRONTIER PATROLS

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Today also marks the next production step for Patrols. This system is tied into a bunch of systems, so it's really nice to finally get this working properly. Specifically, World Events will really play nicely with Patrols, so definitely look forward to that.

Assign a party to a region and it works that ground on its own, picking up quests as they appear. This becomes essential once World Events start dropping trouble on your doorstep.

STANDING A PATROL

  • Station from full party rows. Portraits, party name, member first names and OVR, captain ringed, and the whole row is the button.

  • Standing orders read in plain language. Cautious, Balanced, Bold, All-out, each with a line stating what it does. The same one-tap control sits on the picker and on the stationed card, so changing orders never means hunting for a setting.

  • The region panel's patrol block is a tinted amber card that names its state in the header: "Held 6w", "Patrolling", or "No patrol".

  • Unsurveyed regions show supply routes as a goal. Clear the required number of quests to survey the region and open caravan routes, with a progress bar, instead of a cost sheet behind a blocker.

PATROL EVENTS

Frontier patrols now face region-keyed incidents. An idle patrol at station has a 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.

  • Incidents are rarer in a region you hold and more frequent in a rival's.

  • A clean repel pays +4 party morale and adds to the party's incidents-repelled record. A costly one leaves lowest-rated members with injuries.

  • Each Frontier Warden on station adds +5% 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. 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.

REGION CONTROL

  • Holding ground pays. Quests resolve at -25% difficulty on ground you hold and +15% on a rival's, stated on region hover cards and the region panel. A patrol quest already underway shows a Held ground / Hostile ground chip with the swing it's fighting under.

  • Held regions draw 1.5x the base weight when a new quest picks its region, across the weekly board, faction contracts, Crown contracts, alliance quests, and hand-built endWeek quests. Distribution only: quest counts, rewards, and difficulty are unchanged.

  • Contested and rival-held regions show the presence you need to take the hold beside the race line.

  • A rival protector fights harder for home ground. While your patrol is stationed in their home frontier, their presence accrues faster.

  • Taking a rival's home frontier brings a sealed letter from their guildmaster and costs you 10 trust. When a protector retakes their own home, they make sure word reaches you, with no trust change.

  • Every region keeps a permanent record of the strongest threat ever broken there, named on the region panel and untouched by the year-end reset.

  • The commander asks in writing. A ⚑ Patrol entry in the Commander's Ledger names the region with a six-week deadline. Stationing there by any route counts as followed and builds trust. Letting it lapse costs trust, and if a rival plants their standard there afterwards, the commander is proved right and says so.

  • Two new Hall of Fame milestones: "The Frontier Remembers" for breaking your first named region threat, and "Saga's End" for breaking one at tier 3 or higher.

  • The Year-End Celebration and Season Chronicle close the season with your frontier deeds: threats broken, patrol contracts handled, incidents repelled, and your longest hold. Shown only if you patrolled at all.

THE WAR TABLE READS ITS CREATURES

  • Every quest mark whose quest carries an encounter flies its lead creature as a badge at the mark's corner: boss first, else the highest tier. The table now reads what you'd fight, not just where.

  • NOTE: I am updating in-game art as it comes in, but you'll see some wonky placeholder art every so often for anything that is missing. I'd say about 40% of all creates have art right now, but more is coming in every day.

  • 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 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 lists Known Opposition: up to three unique creatures, each led by its stamp, plus a count of the rest.

  • 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.

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RAID COMBAT

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  • 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 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.

  • Squads above parity convert surplus power into staying power. Unit durability scales with your margin, up to double. A three-party raid squad at 1.6x power goes 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.

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THE SEVERANCE (SPOILERS BELOW)

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  • The volunteer who closes the portal is enshrined in the Hall of Fame as 🌌 Portal Warden, "Closed the portal from the far side: the Severance Ritual", as an earned badge you can't remove.

  • The realm answers. The Great Sage writes, and the Crown, Temple, Military, Nobles, Merchants, and Underworld leaders each send a letter in their own register. The Broker's and the Sage's letters change if you learned of the two immortals, and again depending on whose counsel you took.

  • Rival guilds lower their banners for the volunteer in the guild feed.

  • The severance carries into New Game+ as the Severed Generation. The returning Sage opens the next run by naming the debt, and the count grows with each lineage that severs.

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CUSTOM PORTRAIT ART (DESKTOP)

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A new Settings > Customize tab with Upload Custom Art.

  • Drag a folder of images onto the drop zone, or click to pick one. Matching slots are copied in with live "N added, M skipped" feedback.

  • Your art replaces the built-in portrait pool at the next launch. Slots you don't provide keep their built-in faces.

  • The same panel is on the main-menu Settings, plus an Open Portraits Folder button with a README of the slot layout.

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CRAFTING FOCUS: A NEW START

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A new single-player start for players who want to forge from week one:

  • Five founding crafters (Blacksmith, Armorer, Jeweler, Tailor, Alchemist) on three-year contracts.

  • A Workshop and an Alchemy Lab already standing.

  • Every tower- and tier-gated recipe unlocked.

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THE ECONOMY PASS

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A full pass over the refinement and crafting economy, built from a player-submitted economy workbook (a big shoutout to Speed for the QA help and relentless attention to detail).

REFINING NOW DEPENDS ON YOUR STATIONS

  • Standard recipes need no station at all. Advanced recipes need the profession's station at level 1, exotic recipes at level 2.

  • Blocked recipes name the station and level required, and auto-refine, provision planning, and quick-craft all skip them.

  • Constructing a building that unlocks a workshop station now hands you that station at level 1 free instead of an empty slot. Existing saves receive the free level for buildings already raised, and a purchased level is never downgraded.

  • Stations whose unlocking building you can't yet build never gate. The Deepforge crew works from its own forges regardless.

  • Hardwood Frame and Reinforce Stone now require a Construction Yard.

MARGINS REBUILT

  • Commodity refining margins are standardized by band: about +10% for standard goods, +15% for advanced, +25% for exotic.

  • No crafting-input recipe loses more than 20% of its input value. The deep money-losers are gone, while a mild loss on a good that pays off downstream is left intact by design.

  • Routes to the same refined good now sit within 15 points of each other, so picking a chain is a choice about inputs rather than a hidden trap.

  • Auto-refine runs the best-margin recipe you can actually work for a material instead of the first one on the list. Essence, scrolls, and codices no longer quietly refine down the losing route.

  • Refined material prices and recipe ratios were retuned as one coherent set, and a few refining runs now return a byproduct alongside their main output.

  • Gear material bills were re-cut across 71 recipes, and four arcane recipes moved up to the Advanced tier, so crafting at matched skill turns a profit at every tier and higher tiers pay more in absolute gold.

  • One deliberate trap remains, and it's labeled. Rendering meat into oils is a ~5% loss and is now manual-only: never auto-refined, never suggested by a one-click craft, and the recipe card says so plainly.

  • Refined goods whose real purpose is being crafted with are marked as crafting inputs on Workshop recipe cards and market rows, so a sink good never reads as a trade good.

COMMISSIONS

  • Specific orders pay a premium per piece. A commission naming an exact item type pays x1.50 per item, one naming a stat class pays x1.25. Specific orders are small, fast, and lucrative per piece. The generic bulk lane remains your stockpile dump.

  • Letting a Crown or rival commission expire now costs favor and trust respectively, instead of being free while rejecting it charged half.

  • Trade, faction, and Crown requisition commissions each get their own pause switch in the Commissions tab. Pausing stops new requests. Orders already on your desk still expire unless fulfilled or rejected.

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QUALITY OF LIFE

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ROSTER, AMBITIONS & PARTIES

  • A new "Ambition ✦" roster filter lists every hero waiting on you: a Calling to answer or a Proving to run.

  • Each party can auto-accept Provings, so the commander deploys to a member's Ascension trial the week it appears. Off by default.

  • Compound Drives like The Wayfarer and Jack of All Trades now show their per-environment, per-quest-type, and per-teammate breakdown instead of only the aggregate fraction.

  • Focusing a hero shows their deed, their progress, and exactly which quest or location categories they're still missing, with a link through to the Star Chart. Deeds that only advance by deploying say so.

  • The Quest Board's ambition-focus helper lists heroes answering a Calling or Ascension road, not just those whose deed a board quest can advance.

  • The Maverick ambition states its condition plainly: win 10 quests where your party's power was below the quest rating.

  • The party picker marks an adventurer already pre-queued into another party's next lineup with a "Queued: " pill, in both the full roster row and the per-slot quick-pick, and asks for confirmation before pulling them off that plan.

  • 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 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 Rebuild All confirmation remembers your last choices for Include benched, Limit tank/healer, Prioritize synergy, and Ignore chemistry.

  • A mild rivalry that scores positive chemistry is labelled "Friendly Rivalry", so the green value no longer reads as a bug.

THE DOSSIER

  • A new 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.

TRAINING & ACADEMY

  • A "Train All Qualifying (N) · Ng" button applies Special Training to every prospect with an available intervention in one click. It's disabled with the shortfall named when you can't cover the summed cost, and never applies Push Harder.

  • Prospects who are on track or excelling show an emerald Ω when Special Training is available, count toward the Academy attention badge, sort to the top of the list, and their mid-semester report says so.

  • Applying an intervention prints an inline confirmation of what it did ("+2 STR, END" or "Pushed harder: +3 ... · -10% next semester") instead of the buttons just vanishing.

  • An adventurer's active training focus 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 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 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.

QUEST BOARD & CONTRACTS

  • Quest posts carry their terrain as a tag on the board card and as a labeled Terrain row on the writ, so the attribute that feeds "quest in N environments" ambitions is scannable without opening the briefing.

  • Narratively special contracts read as special at a glance. Party of Heroes, Set Commission, and Faction Exclusive writs carry a loud top banner, an accent frame, and a glow, with the required hero or party named in the banner itself. Special raid bounties get the same identity instead of reading as plain bounties. Banner labels and tooltips are translated across all 18 maintained languages.

  • Quest writ opposition chips lead with the creature's icon.

  • "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.

WORKSHOP & GEAR

  • Recipe cards 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.

  • Material Processing cards carry a green/red value-added chip showing output minus input at market rates, matching the detail pane exactly (crafter grade, Artisan output bonus, and station yield included).

  • Equipment recipes whose output can fill an active commission carry a Commission chip, with a tooltip naming the order and the item it wants.

  • New "Idle only" toggle filters the crafter list to those who aren't busy and aren't on a construction crew.

  • New "Hide locked" toggle drops skill-, building-, and discovery-gated recipes from the list. Off by default.

  • Workshop-time tooltips state that end-of-week auto-refining draws from the same weekly pool, and that only the Deepforge crew has a separate limit.

  • Gear advice, quick-equip, and auto-equip now steer by class as well as role. A Monk is pointed at a Staff instead of a heavy sword or mace.

  • Repair All restores each item to full durability in one click, instead of charging the full-gap price for a partial +40 repair. The counter and price count only the items it will actually service, priced after your repair discount, and the warning icon names why the rest are skipped.

  • 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 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.

MARKETS & FRONT DESK

  • 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.

PRESENTATION

  • 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.

  • Week Summary "Scouting Complete" and "Prospects Scouted" rows truncate the long name instead of the class, so the class always reads in full.

  • Russian contract text is revised throughout: renewal reports, skip reasons, savings lines, and clause descriptions.

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BALANCE

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  • 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 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 draws from the same weekly workshop-time pool per profession as manual refining, consuming only what your artisans left unspent.

  • Recurve Bow now costs 4 structural timber and 3 leather (was 2 and 2), bringing its crafting margin back in line with other standard weapons instead of 4-7x them.

  • Berserker Draught now costs 4 potions, 3 catalysts, and 4 reagents (was 3/2/3). It keeps all four stats.

  • Academy mid-semester interventions no longer push a trainee toward a flat 99. The +2 (special training) and +3 (push harder) gains stop at the trainee's category ceiling and graduation cap, and Train All Qualifying uses the same rule.

  • The Arch Priest ascension asks for 52 weeks holding a party captaincy instead of 52 weeks in the single Guild Commander seat, so more than one Priest at a time can walk that road.

  • Rival guilds running Saga-tier work earn 18 renown per quest instead of the Epic rate of 12, so top-tier rivals keep pace in the standings.

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BUG FIXES

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ROSTER, PARTIES & DEPLOYMENT

  • Heroes attending a Royal Banquet or away on an arc mission can no longer be retired into a staff role mid-commitment.

  • Party lineups can no longer be rewritten while a member is on a faction dispatch, climbing the tower, or away at an event. The slots now show as locked instead of silently rejecting every edit.

  • A party out on dispatch or at an event now appears in the faction contract screen's unavailable list instead of vanishing from both lists with no explanation.

  • Heroes away at an event, garrisoned, or on patrol are no longer offered up in contract listings and trades.

  • Meal buff stacks held by heroes in the tower or at an event now expire on schedule like everyone else's, closing a free-stat hold.

  • A voided contract clause no longer pulls a hero out of a banquet or arc mission mid-event and orphans their party slot.

  • Sending a rest-advised hero to a banquet or arc mission now counts as deploying against the advice.

  • Substitute auto-fill skips garrisoned and patrolling parties, and its spare pool no longer offers up dead or deserted members.

  • Sorting the roster by OUTLOOK now orders by career length rather than by the wording of the label. Vague and un-assessed outlooks sort last without leaking the true figure.

  • Marking a hero Untouchable 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.

  • 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.

  • A Commander's Briefing no longer praises a member in the same breath it tells you to cut them.

  • Scholar's Path now highlights every stat it actually boosts: all twelve, including the heroic pair (HRO/SUR) the description promises, plus LCK, TMW, TRU, LOY, and ARC.

  • Special Training and Push Harder no longer sink an Academy prospect's career-track odds. When the trainee's track targets a class in their current role, the boost sharpens that class's own primary and secondary stats, and the confirmation line names the stats that actually moved.

STORY ARCS & WORLD EVENTS

  • Fixed a crash when advancing the week while a story-arc mission resolved. Arc-mission casualties and injuries now carry through into your roster.

  • Heroes lost on an arc mission are recorded on the memorial with the correct death date and their career quest count.

  • Scheduled legend arcs now respect the world-events toggle and never fire in league mode, matching the normal event roll.

  • Arc audience choices only advance to the outcome page when the choice actually commits. No more reading a success epilogue for something that was rejected.

  • A busted Deepforge delve now ends the dig even when no breach follows, so the card and its destroyed haul no longer linger.

TOWER & FRONTIER

  • Re-clearing or climbing past a floor now archives and unpins its Tower Watch reports, so a pinned "strike soon" letter for Floor 6 stops nagging a Floor 16 guild. Existing saves are swept once on load, and any tower letter still pinned after a year is unpinned but kept readable.

  • Retaking a frontier region that simply lapsed to open at the seasonal reset no longer costs you trust with its protector faction. Losing it to a rival still does.

  • A stationed patrol that takes a region quest now reads "On Patrol" on the Front Desk party dashboard, with its region, weeks held, and what it's currently doing, instead of plain "Questing".

  • The Week Summary's patrol incident strip renders again. The incidents were being collected after the summary had already checked for them.

  • The War Room's unlocked systems list 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.

CRAFTING, GEAR & THE COMPACT

  • Auto-equip and Quick Equip Best no longer swap a strong, role-appropriate item for a weaker one just because a class theme preference marks it off-flavor.

  • 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.

  • Auto-scrap no longer sells crafted-set pieces or gear the Dwarven crew just forged for you.

  • The weekly re-fit leaves crafted sets intact and never unequips soul-bonded gear. Deploy-time kit-out honors your "Locked from Quartermaster" heroes and keeps its hands off the relic slot.

  • Auto-refine honors the workshop station requirement when your own hired artisan works the recipe. The Dwarven crew still brings its own forges.

  • A Compact commission already carried into a New Game+ run by one of your heroes now reads as forged instead of offering to sell you a second.

  • The Workshop recipe filter bar wraps instead of clipping the "Viewing recipes for" block off the column edge at 1080p.

FEED, LETTERS & PRESENTATION

  • Chemistry banter that repeats a name placeholder now fills in every copy instead of printing the raw tag.

  • Which chemistry moment fires on a quest is now seeded with the quest, so reloading can't re-roll it for a better injury-prevention or damage result.

  • Rivalry and grudge feed cards no longer say the opposite of what happened: a successful quest reads "tensions easing", a failure reads "intensified after failure", and only the deepening case is flagged as notable.

  • Letters with no destination (commander, league, tower) no longer show a dead "View in Markets" button.

  • 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.

  • Hovering the top row of New Game+ blessings no longer makes the grid slide out from under the cursor. The description panel holds a fixed space, showing the preview hint when nothing is hovered.

  • 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.

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MULTIPLAYER

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NEW

  • 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.

  • 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.

FIXES

  • 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 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, 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.

INTEGRITY & ANTI-TAMPER

  • 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 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

Steam News / 5 August 2026

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