Gargadusa's Tower · build 25017383 · published
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FEATURES
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Now that the Hex Battle System is up and ripping, I am pushing to make Tower bosses a bit more moar. I'm going through all 100 and defining them uniquely with skills and tactics, which will take a hot minute and I'll be doing them chunk by chunk in the coming weeks. The first chunk is now up which are the "decade bosses" on every 10th floor. So, you'll see some fun stuff evolving there.
The "clear 5 different quest categories" deed now shows a ✓/○ checklist of exactly which categories a hero has already cleared, the same way the quest-type and location deeds do.
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BALANCE
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After a hard-won quest, raid, or tower fight, a hero who was driven deep into the red mid-battle can now come away wounded even if a healer topped them back up. It's a roll graded by how low they dropped: a dip below half health wounds them roughly half the time, a dip below 30% about two-thirds of the time, and a near-death dip below 15% almost always. The worse the dip, the longer the recovery — a near-death plunge costs more weeks than a moderate one. This also ends the old "injury drought" where a comfortable win on Normal difficulty produced no injuries at all.
S-Tier adventurers now have a genuine stat spread — high focus stats and honestly lower off-stats — instead of reading near-max in every category. Lower and mid tiers are unchanged.
With the optional Death Floor difficulty raised, the guaranteed-casualty floor is a true hard minimum again: a lopsided rout no longer softens it, and a floor-triggered death on a trivial rout no longer surfaces as a forced retirement. At default difficulty nothing changes.
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BUG FIXES
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Heroes who fall on a won-but-costly quest or tower fight now read as wounded casualties with a clear cause, instead of a hale hero being crossed out with no killing blow shown. The extra fatal roll on a rough win is now weighted toward the heroes who actually bled, and the death write-up no longer implies a counterattack or return-fire mechanic that the game doesn't have.
After a catastrophic tower defeat, a hero the game spares by converting a kill into an injury can no longer also skip that injury in a famous party — they now reliably take the wound.
After a catastrophic defeat in a shared (co-op or league) descent, casualties now reflect the real per-hero rolls instead of being wrongly capped and desyncing the shared front.
Confirming a large "Buy All" of a portfolio material now actually completes the purchase instead of silently doing nothing when the order is big enough to route through a caravan.
When a full warehouse can't take part of an incoming caravan's cargo, the refund for the rejected units now matches exactly what you paid, closing a small repeating gold trickle.
A rival guild member who used to be in your guild now shows their correct estimated trade value instead of a stale, far-too-low wage.
Scouted rival guild members no longer display the word "null" for their stats — an unknown value reads 0 or ???.
League scouting now correctly presents a rival's full roster, and the misleading "+N more on their bench" line has been removed.
A Tactician now shows one consistent skill number across the staff list, the mini-dossier, and the Tactician card, even during a retirement transition.
The "foretold talent has arrived" recruitment notice now names the hero's class instead of showing a raw placeholder, and a Shining Star always arrives as a proper adventurer.
With "Deployable only" turned on, one-click party call-up no longer fills your 30 descent slots with ineligible away members.
Editing an orders template no longer quietly switches auto-deploy back on for parties you had disabled, and hand-editing a party's orders now detaches it from later template pushes.
Auto-training intensity now survives saving and reloading, changing a window's settings mid-run no longer re-enrolls members you turned off, and a new training window starts from your guild defaults instead of inheriting the previous window's cap and intensity.
In single-player, the Academy enrollment screen now shows a prospect's real potential tier, and an unscouted prospect no longer gets a "low potential" jab.
Scout field reports in the Front Desk now show the scout as the sender instead of Ser Aldric, and are no longer filed away automatically when their surveyed floor is re-cleared.
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QUALITY OF LIFE
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Sage's Wisdom now explains XP and leveling with concrete numbers — the level curve (100 × level^1.65, up to level 200), what a training program grants, and how each intensity trades XP against time and injury risk.
In online-league mode, the shared "League standings" panel is now collapsible and appears only on the Standings tab, so it no longer duplicates the division standings on the Crown Cup landing.
The Proving Ladder tab now reads "Entry fee from Ng" to reflect that the fee scales, rather than implying one flat amount.
Several dropdowns — party orders and gambit templates, the training resist picker, and formation selectors — now use the in-game dropdown that renders correctly on Linux.