Patch Notes: v2.0.0-beta.3868 (Beta)

Gargadusa's Tower · build 24809455 · published

On SteamNotes only · this build shipped before we watched the app

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BUG FIXES

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Battle Reports & Replays

  • An adventurer the fight left injured, or retired near-death, no longer shows 0 damage taken. Their debrief line is floored at the health they actually lost.

  • A hero who falls on a quest is back in the Party Performance table, marked with a skull and a struck-through name, instead of vanishing and leaving the survivors reading TAKEN 0.

  • A casualty on a won quest now says what took them: "Lost after the battle, on the road home."

  • The hex board DEALT / TAKEN / HEALED rail now agrees with the Battle Report's DMG / TKN / HEAL. Overkill blows count the health they removed, over-healing counts only what landed, and standing in a hazard now books as damage taken.

  • The tower's battle log names the fallen. Heroes lost after the floor was cleared were counted dead by the report but never fell in the replay.

  • Multi-party raid logs no longer drop a whole company's losses from the chronicle.

  • The tower's pre-battle forecast folds in the after-battle risk, so a clean win no longer previews zero deaths on a floor that can still kill.

  • Each garrison skirmish report gets its own record. Two skirmishes on the same floor shared one slot and replayed the first fight for both.


Guild & Roster

  • Your Commander's trust can no longer be farmed. Applying an optimizer suggestion, reverting the party by hand, then applying again used to pay every cycle. Trust now moves once per standing recommendation, and never for a swap the Commander never asked for.

  • Gear coming back to the armory from a dead, sold, traded, poached, released, or expired adventurer now clears its lock and reserve marks. A reserved piece was staying permanently immune to wear, and a locked one kept getting skipped by Strip All while sitting on nobody.

  • The memorial records gear-as-worn for raid deaths, the way it already did for quests, the tower, and the Grimoire.

  • A staffer away on a paid training trip can no longer be reassigned. Reassigning them silently burned the tuition.

  • A practice battle now uses your current parties, Tacticians, and materials rather than whatever they were when the screen opened.

  • A party set to the Tactician's discretion redraws its orders as it marches, so a company whose lineup changed with the order sheet closed no longer deploys under stale orders.

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BALANCE

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Class Identity

  • A class's offense now reads the damage stats it actually trains, not a fixed pair chosen by role. Finesse melee (Rogue, Monk, Assassin, Mistwalker), pure casters, the Bard, and the Beast Master were all fighting at a 15-27% discount against a same-rating peer. This is def a buff (for now).

  • Defense reads the best two of DEF, END, RES, and DUR, so a caster built on resistance and a tank built on durability stop being dragged toward baseline.

  • Crit now scales with DEX, AGI, and LCK, from the old flat 10% up to roughly 22% for a true finesse specialist.

  • An adventurer with SPD 92 or better takes a second action each round, after the main exchange resolves.

Combat

  • Equipment counts in the fight. Quests, raids, tower descents, and Cup bouts were resolving on bare stats while the party card showed the geared number. Building class bonuses now count in combat too.

  • Units read the ground by role. Archers climb hardest, healers refuse the bog and ignore the ridge (high ground has never boosted a heal), and tanks hold the anchor hex through a drain rather than dragging the line off it.

  • Charged abilities were being subtracted from party strength twice on quests, and abilities that never fire as a cast were subtracted at all. Parties were quietly weaker than their rating.

  • Tower healers will now leave a near-full ally in reach and cross the field to someone dying out of it. A tank stranded in a flex spot no longer bleeds out while the healer tops off the line.

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QUALITY OF LIFE

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  • Right-click a faction pill on the quest board to hide that faction's postings from the All view. A chip counts what you've muted and clears it in one click. Public and alliance work, and pinned hero and party quests, are never hidden.

  • Press D in the Registry to release an adventurer or dismiss a staff member, behind the same confirmation the mouse uses.