Gargadusa's Tower · build 24789772 · published
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NEW FEATURES
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- Clicking any staff portrait opens a mini-dossier — level, tier and skill, current task with progress, wage, contract years and experience bar — with an Open Dossier button that jumps straight to the staff record.
- Tacticians show their specialization and its drill count on that card.
- The hex battle log gains a Comms tab: your units read the foe as the fight opens, salute the first kill of an enemy, and round on the line when the first ally falls. Flavor only — the beats change nothing about the fight.
- Leagues founded from the in-game lobby can be given a name, and a named league shows that name at the top of the lobby.
- Nine new dense battlefields — deep marsh, ruined hall, terraced slope, river crossing, ember waste, boulder field, sunken ruin, crag pass and bone orchard — now cover roughly half the contested middle of the board, drawn by raid biome, quest region, tower band and garrison depth. Pretty basic at the moment, but more are on the way.
- Bogs come in three depths: a shallow mire drains 6% of a unit's max HP per round, a standard hazard 12%, and the worst pools 18% — and each depth is painted differently, so you can read the cost before wading in.
- Walls give cover: a ranged attack loses 25% of its damage for every blocked hex between shooter and target, to a maximum of half.
- Flanking pays: a basic attack deals +6% damage for each ally already engaging the same target, up to +18%.
- Units read the ground — closing on a target they prefer high ground and shun hazards among equally-good positions, they take the drier of two equal-length routes, and a unit already engaged while standing in a hazard steps one hex clear and still swings that turn.
- Cover, flanking and terrain-reading apply to raids, quests, tower floors and garrison holds; Crown Cup and rival duels still fight on bare ground.
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QUALITY OF LIFE
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- Each party gets a "1 Tank/Healer" toggle that keeps Tank-only and Healer-only specialists out of the two Flex seats when you Substitute, so high-OVR healers stop stacking into one party. Hybrids like Tank+Melee can still take a Flex seat, and the setting also governs that party's end-of-week commander auto-deploy.
- The left-rail CO chip now reads active when either standing orders or the gambit engine is driving a party, and one click off benches both — gambit rules and their template link are kept for when you re-arm them.
- Quick-buy buttons on the quest board, tower provisions and garrison resupply now warn you when an order is large enough to arrive by caravan weeks later, instead of taking the gold silently.
- The numbers font slider now resizes tabular figures it used to skip, such as league standings cells, and the font settings explain that each slider sizes one kind of text while Text Size scales the whole interface.
- Zoom reaches further out (down to 0.4×, up to 2.4×) so the whole board fits on screen.
- The boss health header stays on screen through ability and ultimate cut-ins instead of vanishing mid-fight.
- Bestiary danger ratings (Low through Deadly) and the "First recorded Year/Week" line are now translated in both the codex and the in-battle enemy focus card.
- The Online Leagues screens — lobby, join/create, sync panel, host controls, duels and dispatches — now read in your language instead of English.
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BALANCE
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- A hired Tactician's skill finally scales Strategic Focus effects (1.2× at 75, 1.5× at 90) on tower assault power, quest gold and raid gold; every one of those channels previously used the no-Tactician baseline of 50.
- Dense ground breaks grinds: fights that used to stall to the round cap on a bare board now resolve, and being surrounded in a walled hall turns more victories pyrrhic — you take the field, but you bury people.
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BUG FIXES
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- Selling gear on the Market tab now pays your Marketplace sell-price and loot-value bonuses, the Auction House rare-sell bonus, and Black Market Contacts' 2× on Rare, Epic and Legendary gear.
- Every sell price you can read — the Armory sell button, the Market gear list and detail panel, bulk-sell totals, and the sell confirmation — now shows the bonused amount, so the preview matches the gold you receive.
- Selling an Epic or Legendary through the Market now awards Prestige Lots renown, matching the gear tab, and the building sell bonus is booked to the treasury's sell-bonus line.
- Selling a stack of exactly one no longer looks frozen: the market materials panel, the portfolio sell panel and the guild trade offer row show a plain "1 unit" label instead of a slider and quantity buttons that could not move.
- Quitting to the main menu after loading a Multiplayer save no longer overwrites a numbered slot holding a different guild.
- A league you have just joined is no longer silently deleted from your saves when another league ticks.
- Withdrawing a sealed bid removes its "Sealed Bid Submitted" letter from the inbox, and the withdrawal is no longer refused when an already-sent order names the same recruit.
- Refugee Influx no longer adds applicants to a multiplayer league's pool that you can never hire; sealed bids on them no longer fail with "left the pool before the league tick".
- Heroes who die in a raid or quest now fall in the battle log and in Watch the Battle playback, at the round they were lost, instead of fighting to the end alive and only appearing in the casualty list afterwards.
- Fallen raiders keep their row in Squad Performance with their real combat numbers, marked with a skull, instead of vanishing from the report the moment they leave the roster.