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Gargadusa's Tower · beta · first seen

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Patch notes · published by the developer

Patch Notes: v2.0.0-beta.4682 (Beta)

On Steam

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FEATURES

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The Goblin Warband Siege

  • More refinement and polish here! This is pretty much my main focus this weekend, I think. Once this working as intended, all of the subsequent World Events will fall into place.

  • When a Goblin Warband besieges Hiltcrest, the crisis now opens with a full arrival cinematic in the town's own style, and your appointed Guild Commander steps forward to give a situation briefing before pointing you to the War Table.

  • The tier-3 and tier-4 hosts are now led by named legendary warlords — Skarn, Grukk, Maggra, Vhrek and Durgash — each with a distinct fighting style: Skarn brings a heavy ultimate, Maggra a healing-cutting curse, Vhrek a stun charge, Grukk a brutal axe, Durgash a guard-break. Art is on the way for these guys!

  • Warlords remember you, just like Tower bosses. Break a warlord's host at the gate and he dies for good; fail to break him and he escapes, returning at the next siege with a grudge that makes his host harder to grind down. The feed announces each escape, return, and kill.

  • Defenders who break a warlord's host earn the permanent Warlord-Slayer trait, and felling a warlord grants a renown reward. A new "The Warlords" dossier in the Bestiary tracks each one's record — times faced, escapes, grudge, and slain marks.

  • The gate-strike screen is now a proper war-council: a threat readout (the warlord's name, the host's real strength, and the exact head-count they'll field), an Favored/Even/Outmatched odds forecast, a body-by-body muster, a loadout step with formation presets, and consequence tooltips on "Bar the Gates" / "Man the Walls."

  • The War Table icon in the header pulses in the event's colour during any live world event, the map shows a siege legend and a "one week out" telegraph, the siege CTA reads "Muster the defense →" and jumps straight to the muster, and every quest sealed by the siege wears a "Blocked · Under Siege" badge until the town is freed.

Command & Automation

  • Auto-quest gains a seventh Commander's Order focus, Ambition: a party set to it favors quests that advance a marching hero's open ambition, and falls back to Balanced when the board offers none.

  • Battle Doctrine gains two new enemy-targeting orders: focus the lowest-HP enemy and focus the most-wounded enemy (lowest HP %).

  • Enchanted gear made by an Enchanter or Runesmith now carries a charge bank that drains only while worn (one charge every four weeks), and a new Recharge action on the Armory refills it for the material cost plus a bench-week fee. Arcane Residue doubles a new item's starting charges.

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BALANCE

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  • The Founding and Growth tutorial tasks no longer flood a new guild with renown — total task renown drops from 253 to 30, so you now earn your first tier promotions from real play rather than clearing the Tier 2 and Tier 3 gates before your first quest. The removed value is paid back as gold instead (task gold rises from 7,400 to 11,400).

  • A rival guild that already supplies a material now bids about 10% under market for more of it, and that lower valuation is consistent across the "Pays/u" column, its counter-offers, and the price-knock flag — a well-stocked guild is no longer a good buyer for its own surplus.

  • Treasurer auto-buy now honors a price ceiling on the price you actually pay (buy spread and bulk premium included) and buys the largest quantity that fits under it, instead of skipping the whole order; the buy-card estimate now shows the same spread-inclusive number the engine enforces.

  • A garrison company can no longer launder its fatigue to zero by rotating a second party in and back — a swap now always costs the outgoing company a real week of rest, so keeping the same company on the wall forever is no longer free.

  • Tournament and rival lineups now hold a real front line: the Crown Cup / CCL selector won't stack a third healer or leave the last seat frontline-less, and rival rosters are guaranteed at least two Tanks, two Healers, and two Melee — no more four-healer, no-frontline opponents.

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BUG FIXES

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  • Fixed a hard crash on the Gear tab that hit every brand-new save with no advice-eligible adventurers (the tab now renders normally instead of throwing).

  • Return to Main Menu no longer silently does nothing when a memorial is queued behind a battle report; if a send-off is actually on screen the button is disabled with a clear reason to dismiss it first.

  • Rivals no longer "accept" a swap the trade actually refuses — an undervalued swap is now countered instead of falsely celebrating a deal that never happens.

  • A Set Completion quest whose required hero has died, been traded, fired, or retired is now dropped from the board instead of sitting un-deployable and blocking every other hero's Set Commission.

  • A completed founding task now keeps its Claim button (and no longer blocks the grand reward) even if its condition later regresses, such as breaking up a full party after "Strength in Numbers."

  • Ambition hints stop over-promising: the deploy advisor and the quest-card badge no longer claim a quest advances a requirement the hero has already satisfied.

  • The weekly report's "Scouting Complete" line now shows a free agent's scouted OVR range instead of an exact rating, matching the recruitment hall.

  • Scout tips now respect the recruitment fog — an unscouted prospect's exact OVR is never quoted, and its potential tier is only named by a skilled enough scout.

  • Activity-log rows that rendered as a bare icon now show their full text again.

  • The morale panel's net weekly trend now reads a clean one-decimal figure instead of a long floating-point tail.

  • Weekly auto-repair no longer charges the full-gap price while only partially repairing gear — it now restores the piece to full, and skips gear worn by an out-of-contact deployed hero.

  • A hero mustered in the Tower during an ascent no longer counts as "benched" for a questing-uptime clause, so their morale and contract standing stop bleeding while they're deployed.

  • The negotiation screen now opens on a contract term the acceptance math actually rewards, so a recruit's stated "Preferred" term no longer reads a punishing 5% acceptance at their own asking price.

  • The contract-length bar chart now plots real cost — a taller bar means a term is genuinely cheaper to sign at equal acceptance — instead of a decorative bell curve.

  • A one-year contract signed in the last weeks of the year (after the auto-renewal pass) can now be extended by hand at year-end instead of lapsing with no way to keep the member.

  • The Academy Graduate trait now belongs to the guild that trained the holder and pays real re-sign and wage bonuses while they stay — an acquired graduate no longer wears a badge that promises nothing.

  • In online leagues, the "Watch" replay of a CCL tournament bout now always crowns the guild the standings recorded, and the shared free-agent bench now guarantees a mason and a carpenter so league guilds can keep upgrading their buildings.

  • A gear piece locked in storage is now protected from auto-scrap, cap-driven scrap, and auto-equip — not just Auto-Upgrade and deploy kit-out.

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QUALITY OF LIFE

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Gear & Crafting

  • The Quartermaster's low-tier and empty-slot chips now expand to name the actual pieces — which hero, what they wear and its grade, the base types their class prefers — and each Craft jump now lands on a class-appropriate recipe instead of a basic Iron Sword for everyone.

  • The Upgrade Advice panel no longer goes blank when nothing is affordable: it now names the best class-appropriate craft for each uncovered slot and the one thing blocking it (no crafter, workshop tier too low, skill too low, or missing materials).

  • Crafted gear now shows its craft grade as its own labelled badge beside the rarity word, so the two grades no longer disagree inside one colored name.

  • You can now lock an unequipped item in storage (not just a worn one) to keep it out of every automated equip and scrap pass while you finish crafting or enhancing it.

  • Procedural item and recipe names now re-assemble with correct grammar in all 18 languages, not just four.

Interface

  • The Commander's Ledger now shows an "Open" count for advice still awaiting action, those open asks appear as rows in the Front Desk inbox and count toward the unread badge, and a patrol row now spells out the actual ask and reads "Asked … · due … · N weeks left."

  • The party picker now searches your roster Notes tags and offers a tag filter, so the labels you created are usable right where you build parties; a hero's party-preference clause now shows on the right-click card and marks preferred teammates in the picker.

  • The party builder gains a Synergy sort and a pickable secondary "then…" sort, and guild-trade surfaces now label whether a price is the mid-market value or the buy/sell price, with this week's bid and ask spelled out.

  • The Trading Block recruit tab gains a sortable header and a filter toolbar to match the other recruit boards.

  • The building detail screen now shows a Staffing section — who fills each role, how many slots are open, and a jump to hire — instead of a bare list of unlocked roles.

  • The star beside a capped stat now explains its own class-role meaning on hover instead of only repeating the at-ceiling message.

  • The Academy's Potential Trend now shows the reachable tier band and flags when the trend has already bought its full ±1 step, so mentor investment past that point no longer reads as broken.

  • The Ambitions Crossroads card now states when each reward lands and that re-picking a Calling never re-pays the signature reward.

  • The Founding and Growth task windows can now be closed and restored, and the New Game screen points to the option to disable guided tasks entirely.

  • The weekly report's "Proving Grounds" section is renamed Free-Agent Parties, since it reports unsigned free agents, not your roster.

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