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FEATURES
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I received a bunch of great feedback this week after the new Tower Loadout launched on Wednesday that folks missed being able to group by parties. So! I snuck that back in tied into the new system.
The muster picker's roster column is now The Registry, split into Roster and Parties tabs. The Parties tab shows each party as a full quest-board-style card — effective strength, deploy status, member details — with an "Add party to the thirty" button in the expanded view, or drag the whole card onto the standing thirty.
"Call up the best parties" fills the thirty with whole parties, strongest first, and never splits one — odd seats stay open for hand-picks.
"Call up the best" now prefers heroes whose partymates are already mustered, so fewer parties are left short-handed and benched by the post-descent rest.
A new footprint readout lists every party the descent draws from and flags partial draws that would idle the rest of that party for nothing.
Scouting now pays off in blood: on every tenth floor, a boss whose weak spot your intel has revealed — an expert scout of skill 80 or better, or a charted survey — takes 15% more damage, shown as a "Weak spot exposed · +15% damage" badge in the Known Boss Intel. The badge only appears in fights where the bonus actually applies.
A deep survey now comes home with a personal field letter at the Front Desk, signed by the scout who wrote it — and field reports stay in your inbox as records instead of being archived when the floor changes hands.
Commander's Orders can be saved as templates: create, rename, assign to parties, and edit once to update every linked party. A template push never re-arms a party you switched off, and hand-editing a party's orders detaches it from the template.
Auto-training is now configurable: set a max program length (1–8 weeks or Any) and intensity per adventurer, as a guild-wide default, or on a party training window — the tightest length cap wins, and per-adventurer intensity outranks the party window, which outranks the guild default.
The Academy gains an "Auto-train qualifying" toggle: when the mid-semester checkpoint offers the +2 role-stat intervention and the treasury can afford it, it's applied automatically.
Your last-used training intensity is remembered and pre-selected for the next program.
Youth prospect pools grow with the Academy: 12 prospects at Tier 1, 16 at Tier 2, 20 at Tier 3.
The Field can now be filtered by tier chips (with live counts) and collapsed by tier section.
Ladder standings show positional bands: #1 stands Peerless, #2–8 Renowned, #9–16 Proven, #17–24 Contender, the rest Unproven.
Challenging far above or below your rank now costs more: the 750g entry fee scales with the rating gap, up to 1,500g for a total mismatch — the fee shown at declaration is the fee you pay, and the fee label now reads "from 750g · non-refundable".
Rival profiles show their ladder season record with win percentage.
Fourteen new entries cover systems that had none: the Deepforge Compact, Workshop Stations, the Bestiary Codex, the Guild Historian, Memorial Hall, the Star Chart, Class Evolution, the Movement Log, Hex Terrain, Tower Weak Spots, Garrison Detachments, the Proving Ladder, Guild Duels, and Ghost Guilds — fully translated in all 18 supported languages, along with the FAQ section.
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BALANCE
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Injuries are back. A hero whose health falls below 45% of maximum at any point in a fight can come home wounded even if healed back up — across quests, raids, and the tower.
Major Tower defeats are no longer total wipes and most of the raid group will withdrawal if the fight looks hopeless. Lethal Mode keeps its uncapped floor, and shared co-op or league descents keep their own casualty model.
The Death Floor difficulty slider is a hard, unmitigable minimum on quests again — but a freak safety-net death on a trivial rout (overwhelming favorites) no longer masquerades as a "near-death retirement"; veterans only retire over deaths the fight itself earned.
Newly generated recruits' base stats now respect their category training ceilings — only a rare class's innate bonus can sit above the ceiling, and above-ceiling stats are labeled as innate talent that is locked in and never decays.
In multiplayer leagues, viewing another player's guild now shows their entire roster (class, rating, potential, age — names and gear still hidden) instead of only their top five.
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BUG FIXES
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Bulk market buys that ship by caravan are now impossible to misread: every buy button across the game shows the quantity already inbound by caravan and warns when a purchase will defer two weeks, single caravan buys ask for confirmation (suppressible), and cargo turned away by a full warehouse refunds exactly what you paid for it — closing the one path where gold was genuinely lost.
"Buy All" in the Markets Portfolio actually completes bulk caravan-sized purchases instead of silently doing nothing.
The Portfolio buy/sell footer is no longer clipped off-screen in short viewports.
An adventurer injured by a world event mid-training is properly pulled out of the program, so auto-training resumes after recovery instead of stranding them forever.
When auto-training stalls because stats are capped, the message now names the program and exactly which stats hit their ceiling.
A deliberate 0% or 25% receptionist renewal budget cap now sticks across saves instead of silently reverting to 50% on every load.
A new training window no longer inherits the previous window's intensity or length cap, and adjusting a live window's settings no longer re-enrolls members you had switched off.
Space no longer advances the week while a trade welcome modal is open, or when pressed to open a dropdown.
The construction "Week X of ~Y" estimate no longer explodes into absurd numbers after a delay event.
Fullscreen now persists across launches on desktop, and the Settings fullscreen toggle correctly reflects and controls the real window state.
In multiplayer leagues, an unscouted academy prospect's potential, zodiac, and traits stay hidden at enrollment — closing the enroll-peek-withdraw scouting exploit — while single-player enrollment shows the true tier. Scouts also no longer waste weeks surveying academy prospects your guild can't yet enroll.
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QUALITY OF LIFE
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The adventurer dossier's ATTRIBUTES panel shows gear bonuses inline: a green +N beside every stat and category score that equipment (including set bonuses) is boosting, so the sheet finally matches the gear-inclusive rating up top.
Party tags now show on the quest, contract, and raid boards and in the tower's party picker and filled slots — no more bouncing back to the Party screen to remember which team is which.
The Front Desk inbox opens on the Unread tab and gains a "Mark all read" button covering every correspondence source.
The Ambitions ledger gains "In Progress" and "On a Road" filters, and locked roads preview their top two rewards without expanding.
A "Best crew" button fills a construction project with your strongest eligible crafters and a full labor complement in one click.
Individual Training gains a "Hide partied" toggle to show only unattached adventurers.
Grimoires can now be sold from the armory at their full trade value.
The gear vault gains "Remove all" — anything over capacity is auto-scrapped next week, as the tooltip warns.
A default scout priority template (marked ★) is applied automatically to every newly hired scout.
Desktop builds gain an Exit Game button that quicksaves before quitting — and the quicksave is guaranteed to finish writing first.
Ctrl+/ (Cmd+/) opens the keyboard shortcut reference.
iPad Safari players get the full touch experience previously exclusive to the app: touch-friendly tooltips, tap affordances, keyboard avoidance, and two-finger navigation swipes. The native app adds gentle haptics on week advance and battle results (honoring the reduced-effects setting), and settings now survive iOS storage cleanup.