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BUG FIXES
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Hiring a gatherer or building-gated crafter no longer strands you on the "Staff Signed" celebration with no way out — the quick-hire menu and the C hotkey now refuse a hire your guild can't legally complete, and a blocked commit closes the screen instead of holding it.
The "view adventurer" link on a retirement notice now opens that adventurer's dossier as they were the day they retired, instead of dumping you on a roster they've already left.
A legend is inducted with a ceremony once, the first time they enter the hall — later honors are still recorded, but they no longer re-trigger the same celebration every time a veteran crosses another threshold.
Retiring into a Quartermaster or Treasurer post no longer re-inducts the same person as a fresh legend, and two heroes who happened to share a name are now told apart.
A legend's closest companions always render with a name; a companion lost to the memorial no longer shows as a blank line.
The Great Sage stops asking why you haven't advanced during the weeks you legally can't: while an application is in flight, while a council denial's cooldown runs, or while a probationary approval is still pending. During a denial cooldown he offers sympathy instead.
Re-entering a multiplayer game you already belong to resumes your existing campaign for that league instead of founding a new guild over the top of it.
Your own occupied seat no longer counts against a league's capacity, so looking up a league you're in by code no longer reports it full or already started.
A member who was demoted to AI can rejoin through the browse and code screens again.
Leaving a league from the main menu now clears that league's local save rather than leaving it stranded, and the "Your Leagues" list updates immediately.
A league opened from a code link now resolves correctly even when your Steam identity finishes loading a moment later.
The refugee event no longer appears in league games, where it never delivered the applicants it promised.
Loading or importing a save mid-session now applies that save's difficulty, admin and world settings straight away instead of running the previous game's settings until the next week rolls over.
The "benched too long" departure warning clears the moment you put that adventurer in a party — including a raid party — instead of pinging for several more weeks.
An offer you jumped to from a notification stays on screen after its highlight fades, rather than vanishing behind the filters.
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BALANCE
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A member's genuine first mission now carries the near-death grace, not just their first four weeks in the guild — an academy graduate who waited on the bench survives their debut scarred rather than being forced out of the profession. Story-arc missions now count as completed missions, so the grace ends after one real deployment.
Once you own the building that unlocks a crafter or gatherer, that profession is twice as likely to appear on the recruit board, and any obtainable profession absent for three seasons is force-spawned — the in-game pity promise now holds per profession, not just per category.
Fleeing units read the ground on the way out: a unit withdrawing at low health takes the least hazardous retreat, and refuses to step off safe ground into a bog rather than dying in it.
Rotating a garrison in the same week you recalled it now inherits the outgoing company's fatigue, closing the reset that made rotation a free way to shed a hold's accumulated exhaustion.
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FEATURES
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A garrison can now rotate a fresh company onto the wall in one action. The held company rotates home and rests off its debt while the relief takes the wall the same week — the hold never lapses, so the front stays frozen and the camp keeps its tier.
The Garrison tab now rides a depth spine showing where you stand in the tower, and states plainly that a held front cannot decay and that a fallback watch stops a reclaim from unwinding your descent.
The fatigue meter tells you what its reading means: fresh companies can take a probe and give it back, weary ones are overdue for rotation, and a spent wall is called out as worse than no wall.
Every standing order you write is now graded by the fights it sees: the debrief shows how many times each rule fired, names the ones never called for, and the combat log attributes an action to the rule that ordered it. A rule carried into fight after fight without firing is tagged dormant, with a prompt to raise it, loosen it, or strike it.
Delegated battle orders now refresh when a party deploys to the tower, a garrison or a duel — not only on quests and raids.
Custom difficulty gains an Exclude Rivals from Difficulty toggle. With it on, rival guilds ignore the Rival Aggression, Rival Activity and Nemesis Poaching sliders and stop drawing tower power from your Tower Floor sliders, so you can tune your own run without changing how rivals behave. The affected sliders grey out while it's on, and they no longer count toward whether your preset reads as easier.
A new All Offers view in the Guilds tab lists every incoming and outgoing offer across all rival guilds on one page, most urgent first, with incoming offers ahead of outgoing on a tie. Clicking an incoming row takes you straight to that guild's card.
Every limit break now gets its own moment. Two adventurers breaking their limits in the same week each get a full-screen celebration instead of one silently taking the other's place, and the moment now carries their portrait. A ⚡ marker on the dossier records the milestone permanently, with a count for repeat breaks.
The Hall of Fame's legends open into a detail panel: missions run, time in service, confirmed kills, floors cleared, best damage dealt, healing done and damage weathered, hardest quest, strongest foe, and the companions who fought at their side.
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QUALITY OF LIFE
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Playback speed sticks. Whatever you set carries to the next fight and the next session, in the arena and in the older line-log battles alike.
The boss header shrinks and dims while the camera zooms in on the action, then returns to full size when it pulls back.
A new Reduce Battle Motion setting (Settings ▸ Battlefield View) collapses the arena's animated layers for a static, faster presentation — for hardware where fights stutter or hitch.
The Front Desk opens calmer by default, with a one-click Compact preset and a nudge toward the customize controls.
The Recruit screen's Guild Block opens on the highest-renown rival instead of nothing.
A Calling that advances only when a comrade passes their Proving now says so on the party slot, with your progress toward it.
Ability cards show what an active does on the battlefield — an area blast, a sweeping arc, a piercing line, a restorative burst — with a small honeycomb diagram of its footprint. Abilities with no board footprint show nothing.
Ability recharge now reads "3 weeks to recharge" and explains that it counts game-weeks between deployments, distinct from the in-battle charge measured in combat rounds.
Optimize All now fills every adventurer's empty slots before upgrading anyone's existing gear, so a second party is no longer left bare. A new Include vault opt-in lets it draw from vaulted gear (off by default), and it now reports what it deliberately left out — field-locked gear on deployed adventurers, vaulted items, and broken items.