Patch Notes: v2.0.0-beta.4123 (Beta)

Gargadusa's Tower · build 25049920 · published

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

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FEATURES

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  • World Events are now live. This is a very large system that touches everything and has a lot of infrastructure, so I am just launching a few simple World Events to start to ensure they hit. I'll then role out new Events each week over the next few months. Note: these get pretty deep and eventually evolve into Novella-sized journeys, so laying the groundwork safely is key. Extra sauce, no World Event is procedural. Each aspect is a story or moment I want to tell that adds up to special lore things, so it's all by hand without procedural help.

  • NOTE: The World Events on/off setting now lives with the other Custom (Sandbox) options; games that aren't Custom always run with World Events on.

  • Compare staff side by side: weigh a scouted candidate against your current same-role staff (or any two on your roster) in one overlay, from the hire screen or the staff panel. If this works and feels good, I'll add this for adventurers.

  • Spar your own crews against each other in the Practice Sandbox — pick two of your parties and watch a full battle with a winner, remaining HP, and tiebreak. A spar ladder tracks each party's rating and record. Sparring is consequence-free: no XP, gold, injuries, or roster changes.

  • The weekly sparring champion is now surfaced by name (honoring nicknames), so you can finally see who won in the pits.

  • New Sage's Wisdom FAQ entry explains set-item bonuses (2/3/4-piece stacking, and that crafted sets are indestructible too).

  • New explain-the-number tooltips across the game clarify what a value actually means — Fame, Underworld Heat, season Pace, per-week training injury risk, Weekly Net and treasury health, the rival-interest warning badge, trade value ratios, and more, each written to match the mechanic.

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BUG FIXES

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Combat & Tower

  • Rival Challenge and Proving Ladder results no longer show a winning HP line under a "Defeat" banner. The verdict, the HP summary, the arena, and the rewards are all read from the same leg of the fight, so the outcome you see matches the scoreboard.

  • A hero killed by a last-moment setback while still at full health now reads "falls in the fighting" instead of "succumbs to wounds," and their damage-taken box reflects the real damage recorded during the battle.

  • Moderate injuries are now announced as moderate rather than minor, and cost a matching amount of morale.

  • A staged Tower descent that got stuck (thirty adventurers locked in, "Challenge Floor" doing nothing) can now be recalled with a new Recall Force from Tower button, and stuck saves repair themselves on load. Recalling a stalled ascent no longer instantly loses your front floor.

  • The "Challenge Floor" button now tells you why it's blocked (guild tier requirement, blockade, tower already conquered, or no force staged) instead of silently doing nothing.

Rivals & Quests

  • Rival re-challenge cooldowns that were frozen for years (stuck at counts like 83 or 160 weeks) now clear correctly; affected saves are healed on load, so your beatable rivals are challengeable again.

  • The week you settle a rivalry through a Diplomatic Summit, you no longer receive a second, duplicate summit quest for the same rivalry.

  • On Academy Only runs you no longer get "a rival signed your recruit" alerts — you can't recruit from the pool on that mode, so the alert was pure noise.

Records & Lore

  • A Hall of Fame legend whose contract lapsed no longer shows "records lost to time" — their career record is preserved and displayed.

  • Crafted set gear is now genuinely indestructible: it never loses durability, never asks to be repaired, and shows the indestructible bar — matching loot sets and the Sage's answer on set items.

  • Lore consistency pass: District Overseer Aldric's tenure now reads as six centuries throughout, and the tower's depth-record canon is harmonized (no guild ever descended past Floor 50; a lone adventurer once reached Floor 97).

Tooltip Accuracy

  • Several tooltips that described the wrong thing are corrected: a clean Tower clear is now correctly described as safe (heroes no longer die on a flawless win); the performance (+/−) column tooltip now describes win/loss differential instead of stat changes; the Treasurer unlock hint now says Tier 1; and the sell-price estimate explains the real trade spread and that it already includes your spread.

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BALANCE

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  • This is actually a big one: the HP algo has been updated to know reflect role in addition to stats. Tanks now have more base HP, ranged mages are now squishy. This will be an on-going balancing effort, but I'm excited to finally migrate this aspect of the role fantasy into the game.

  • Surviving a fight after dipping low no longer guarantees a wound. Instead, a survivor who dipped below 50% of their HP has about a 45% chance of a minor injury; below 30%, about 65% (moderate); below 15%, about 95% (major). A near-death plunge now costs a longer recovery than a shallow dip, and overall you'll pick up fewer wounds per clear than before.

  • Several zodiac Drives that asked for a number of quests now count weeks spent questing, so taking a string of short jobs no longer advances them faster than long expeditions. Week targets are set to match. A Drive you were part-way through may show adjusted progress after the update; it fills back in as you keep questing (a Drive you had already completed is unaffected).

  • Rotating a fresh, rested company onto a garrison wall now eases that post's fatigue (by 30, once per week) instead of inheriting the tired garrison's exhaustion — so rotation is a real relief valve, not a trap.

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QUALITY OF LIFE

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  • The Workshop's "Buy all missing materials" button is now batch-aware: pick "Buy for" 1/2/3/5/Max and stock every missing material for that many crafts in one press — you can buy ahead before you can queue.

  • The weekly Scouting Complete report now badges where each scouted adventurer came from (Guild Block · guild name, or Trading Block), and the Guild Block badge jumps straight to that rival's roster and rings the target row so you can actually find them.

  • The two party OVR numbers on the quest menu are now explained on hover (your party's base rating vs. its rating recomputed for the selected quest), and the pre-deploy risk meter now uses that quest-adjusted rating — so a party well-suited to a quest reads as safer.

  • Hover hints across the game now render as clean, readable styled tooltips (keyboard- and touch-friendly) instead of the browser's plain text boxes.

  • An advisor line at the deploy screen shows which of the selected party members' active ambitions the quest would advance.