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Major update · published by the developer

Major Live Patch: Surface Breaches, Challenge Mode, Soul Magic, Skill Tiers

On Steam

Patch Notes: v2.0.0-beta.5363 (Live)

This is the biggest single Live patch I have pushed since the launch of V2 and holy moly is there a lot going on.

A couple highlights:

Surface Breaches open dungeons right under Hiltcrest, the Soul Magic system is introduced, Challenge Runs are now live, the War Table is redrawn as a painted map you can give orders on and every hero's active skill now upgrades through five ranks with a ceremony at each milestone.

Let's get into it -->


FEATURES

Surface Breach

For a full look, I posted a big, in-depth blog on Surface Breaches here.

  • Dungeons open near Hiltcrest now. Every so often the ground gives way at the edge of town: the old copper mine, the chapel catacombs, a sinkhole in the orchard. The week it happens, the breach arrives like a world event, with a painting of the hole and the weeks you have left. It goes to the top of the Raids section of the Quests tab with a three-week fuse. The Front Desk warns you when one week remains. Answer it, or what is down there comes up into Hiltcrest. Breaches are rare (about two a year) and come more often if you hoard Tower crystals. The first one can open once your guild reaches tier 3 with the Raids tab open.

  • Your scouts grade them like raids. Each breach carries an F to S rank, the same scale as a raid bounty. The grade is only as sure as your Scouting Post. A Tactician on staff adds a report of their own.

  • Nobody knows what waits at the bottom. The card, the dossier and the muster show the outside of the breach. What lives in the lair stays unknown until a party reaches its door, though the scouts pass on what it is said to flinch from. A Legend that got away from your guild before comes back known.

  • One party, one sitting, three tries. Send a full party of five, set their formation, pack what they can carry and go down now. Every fight is a full hex battle in the arena. Between chambers you choose: press on, make camp, light a lantern or turn back with what you have. A party that comes up short leaves the breach open. Another can go down the next week: one attempt a week, three before the fuse runs out.

  • Deeper pays more and costs more. HP does not come back between chambers on its own. Pressure climbs on the way down; frightened heroes fight worse and may refuse to go in. The pack holds eight slots (a bigger Warehouse adds up to two more), shared by your supplies and everything you find. A rout loses all of it.

  • Breaches pay by their size. A party that goes deep brings out about 15,000 gold from a Crack, 25,000 from a Breach and 50,000 from a Chasm. Elite rooms, caches, curios and the lair also turn up real gear (Rare or better) and grimoires.

  • A chamber gives up its loot once per breach. A later attempt fights again through the chambers an earlier one won, but they hold nothing more to take. A curio left alone or a chamber the party was driven out of still pays.

  • Every breach ends in a Legend. A named monster waits in the lair. Sometimes it is a boss come up out of the Tower itself. Kill it and the breach is sealed: its trophy, gold, gear (legendary out of a Chasm), a chance at a grimoire, renown, Crown standing and experience for the survivors. Leave it alive and it remembers your guild. It may come back up in a later breach, tougher for every time it got away.

  • Soul Shards. A sealed lair gives up one to three Soul Shards by size. Now and then an elite chamber gives up another. Shards go into one reserve for the whole guild. Each one saves the next hero who would die, after every other save has failed. That hero lives, but badly hurt and must recover.

  • The Soul Crystal. Set the reserve to keep its shards and ten of them forge a Soul Crystal (Gear ▸ Grimoires). It binds one hero for life: they cannot die and they never leave Hiltcrest. A blow that would kill them leaves a critical wound instead. They still age and retire unless you forge them a second Crystal for 10 more Soul Shards, which makes them Timeless: age no longer wears them down and they never retire. The binding cannot be undone.

  • Leave it and a rival may not. If the fuse runs out with the breach unsealed, a rival guild strong enough for it may go down in your place. If it wins, Hiltcrest is spared and the rival takes the renown and the Legend's head. If it fails, the breach breaches: lost renown, three weeks of thin gathering and, out of a Chasm, a burned building.

  • No two are alike. Each breach is generated from its own seed: the site, the size, the hidden chamber count, the omens, every chamber with its creatures and the Legend at the bottom.

  • The Sage explains it. The first time a breach opens, the Great Sage walks you through it. The entry stays in Sage's Wisdom.

  • The Salvage Run. When a breach run ends, the end screen offers to send up to 3 Salvagers back down to search the chambers the party cleared (you need a Salvager on staff). Each Salvager who goes gathers nothing that week. Ready Salvagers start picked; tap a card to keep one home.

  • Each chamber is its own hex board with no enemies. Drop a Salvager on a hex and they walk 5 steps plus 1 per 20 Skill (at most 10), searching every hex they cross. At Skill 60+ a Salvager has a "Keen nose" and smells finds 2 hexes away. You get one drop per Salvager per chamber.

  • What lies down there: whatever the party left on the floor, leavings the party missed (some of the chamber's gold and materials, more if a Scavenger fought there), Scrap Metal, Ancient Debris, Relic Fragments, a hidden cache of Rare-or-better gear now and then and, in the Legend's lair, a 25% chance at a Soul Shard.

  • Tells on the board: a glint means something the party left lies within 3 hexes. Scorch marks, drafts and rubble may hide something, or nothing. "Light a lantern" burns 1 Lantern Oil to show seven hexes, once per chamber.

  • Finds go on the sledge: 3 slots plus 1 per Salvager past the first. When it is full, choose a slot to swap or leave the find.

  • Noise. Every drop and every hazard walked makes noise. A withdrawal or a rout starts you noisier. At 100 in a sealed breach a passage collapses and the crew walks out with the sledge. In an open breach something hears them: they drop the last find and each Salvager has a 40% chance to come home hurt.

  • Recovery Run. After a rout there is a 30% chance one item from the lost pack still lies where the party broke. One Salvager may go after it, but the chamber starts loud.

  • "Search all" sends every Salvager to the strongest mark in each chamber left, loads your own gear, grimoires and Soul Shards first and walks out before the noise gets the crew heard. A chamber you walk past stays open for a later Salvage Run.

Challenge Runs

For a full look, I posted a big, in-depth blog on Challenge Runs here.

  • Challenge Runs arrive on the main menu, just under New Game. Each challenge sets its own rules and goal, stays open for good and starts any time with Take the Challenge.

  • The Challenge Runs screen lists every released challenge newest first, with its art, tagline, goal, rules, honor title and banner. A chip marks each one New, In progress or Passed. The main menu notice counts the ones you haven't looked at yet and how many you have passed. The New Game screen links to the list.

  • The first challenge, Never-Ending Patience, is out now. Your whole roster is immortal but every recruit carries a flaw, the guild starts with no inherited buildings and you have 80 years to defeat Floor 100. A pass earns the title The Patient.

  • A pass earns the challenge's title, its badge, its pass letter and its banner whenever you make it.

  • A challenge run keeps its rules. Difficulty changes, redemption codes and ghost guild imports stay closed until you meet the goal or leave the challenge. You can leave any run from Settings ▸ Difficulty and it then plays as an ordinary game.

  • A challenge run opens on the challenge's own sealed letter in place of Callum Dundry's inheritance letter. A copy also waits in your inbox to reread.

  • Every challenge you pass becomes a badge of honor, cut from the challenge's card art and shown in a dock along the foot of the main menu. Twelve badges complete a set, which earns the Year-Round title.

  • Five new Steam achievements, D-Tier through S-Tier, unlock at 1, 3, 6, 9 and 12 challenge passes. Only passes made under the signed-in Steam account count and runs played in Twitch Mode or with mods don't.

Main Menu

  • The main menu is now a living harbor scene, my little homage to Warcraft III. The Tower's beacon pulses, chimney smoke drifts, glints play on the bay, gulls cross the sky and the painting shifts gently with your pointer.

  • The menu's weather follows the clock: golden hour from 9am to 9pm US Central time and a night storm with rain and lightning from 9pm to 9am, the same sky for every player. On stormy nights Capricorn's dream sometimes forms in the clouds, lit by the lightning.

  • The menu's choices now hang as notices on a chained board titled THE GREAT SAGE PRESENTS. Picking one hauls the board up as the next screen rises in. Coming back drops the board in on its chains.

  • Continue now carries a wax seal in your guild's color. A small plank under the board holds Exit on desktop or Back to Website in a browser. How to Play is no longer on the main menu.

  • A banner pole on the menu flies your guild's colors and crest once you have chosen them in Guild Settings, or plain linen if you have no save. A badge whose banner is in the game has a fly control that runs that banner up the pole. October's banner is the first that can fly.

  • Ambience now plays under the menu music: the beach in golden hour and a sea storm at night, crossfading as the weather turns. The board's chains rattle as it moves and clunk when it catches. Both follow your music and sound effects settings.

  • The main menu always uses its own Cinzel and Crimson Text type, whatever you pick in Appearance. Options, Load Game and the other menu screens still follow your Appearance choices.

  • With your device's reduced-motion setting on, the menu scene and the board hold still. With Reduce Flashing Effects on, the night storm's full-screen lightning flash stays dark.

Interface

  • The CCL tab can now open in its own window from the ⧉ at the end of its strip, like Markets and Recruit. Weeks tick live in that window and a CCL event that starts focuses it instead of pulling your main view away.

  • On the Front Desk, the World Event, Parties and Guild Commander panels now pop out into their own windows too and remember where you put them. A popped-out World Event window stays open between events and waits for the next one.

  • Edit Layout now has a Saved layouts drawer. Keep up to 8 named layouts, switch between them in one click with a 5-second Undo and copy any of them as a code that pastes into another install.

Recruiting & Scouting

  • Scout specializations now change how a scout works. Martial (the old Combat), Physical, Mind and Personality give about 30% tighter stat ranges on their own stat groups (35% for Martial). OVR Read (the old Potential Eval) tightens the overall rating range by 30% and General scouts 10% faster.

  • Personality scouts also add 20 to their skill when rolling to spot a hidden flaw, whether on Watch or assigned by hand. A scout's specialization and what it does now show on the staff card, the Scout Capabilities row and the recruit list.

  • Scout priority templates can now rank single staff jobs, crafter professions, gatherer types and adventurer classes. Use Narrow a scope in the Priority Order editor. Classes has a search box.

  • The Recruit board's Adventurers list can now save its filters and sort as named views (up to 10) and switch between them with one pick.

Markets & Trade

  • In Markets ▸ Guilds, picking a material with They have selected now shows a second "and need:" dropdown, so you can find guilds that have what you want and need what you can offer. A new Asks/u column shows what each guild would charge per unit.

  • Clicking a guild in that paired search opens a materials trade with one unit of each material already on each side, skipping any side the guild or you can't fill.

Map & Combat

  • The battle view's company rail has a new Lowest HP % chip. It lists your heroes by the lowest share of max HP first, with each row showing its percent. The enemy rail re-sorts by the most-hurt first. Your choice is remembered.

  • Every Surface Breach site now fights on its own painted battleground: The Old Copper Mine, The Chapel Catacombs, The Mill Cistern, The Smelter's Throat, The Cellar on Lantern Row and The Orchard Sinkhole.

  • Hazard hexes on ford, cavern, ruin and dune battlefields have their own painted beds: a gravel channel at the ford, a sinkhole in caverns, a broken flagstone floor in ruins and a sand sink in the dunes.

Parties & Training

  • A new Keep seat pin on a party slot means a hero benched by Substitute for a deploy takes the seat back when the party returns.

  • Training party cards now have an Auto-train row too. It shows Auto with a Disable Auto button while a drill is repeating, or Set up repeating drills, which opens Party Training with that party already picked.

  • Reserve bench. Bench any hero from the right-click menu, the Party screen roster, the Dossier or the Training panel. No automatic pick chooses a benched hero: Substitute and the Commander's auto-deploy, Rebuild All, the Tower muster's "Call up the best" and "Call up the best parties", Auto-train idle, the Commander's party swap advice and the World Event muster.

  • Benching never pulls a hero out of a party they already sit in. You can still place or train them by hand; adding one asks "Unbench and add?" first. The Party screen shows a Reserve group, benched heroes wear a small Reserve tag and the Training panel's Reserve tab lists them for hand training. In CCL events a benched hero is only picked last, so the bench never costs you an event.

War Table

  • The War Table is now a painted map of the frontier: forest canopy, the eastern mountains, coast, river, lakes and marsh, with the Tower in the northeast. It's super cool. Places, roads, borders and quest marks sit on the painting. Zoom in past 1.2x and a sharp layer swaps in. Settings ▸ Appearance ▸ Artwork ▸ Classic keeps the old drawn board, with the new marks drawn in its style.

  • The week on the table. When something moved on the frontier, the Week Summary offers "See it on the table". The map then shows a "Week N on the frontier" card in plain sentences: parties home, raids over, new quests per region, named threats that appeared, grew or left, regions you now hold or lost and convoys that came in, were ambushed or were turned away. Click a line to open that region. New quests and raids wear a small gold dot. "Hide" puts the card away for the week.

  • Direct orders. Once your War Room stands, drag a ready party coin from the map's dock onto an open quest mark. While you drag, the coin shows that party's OVR, odds and anything blocking the deploy. Drop it on a quest and a small card offers Deploy, Change party and Full details. Drop it on a raid and the raid's muster opens with the party added if it can go. You can also click the coin and then the mark. Dropped off a quest, it tells you why: "Drop the party on an open quest mark." or "Another party already has this quest." Nothing leaves until you confirm.

  • Gatherers go out. With the War Room built, a gatherer can work a frontier region you have surveyed (3 quests done there) if the region carries goods they produce. Send them from the staff card's new "Works in" row or the region panel's "Gatherers" card. Out there they gather 25% more and each region says which goods it turns up more often than near the guild, if any. A gatherer never earns less there than at home. "Call home" always works.

    • The risk is real though: a gatherer afield can be injured (out 1 to 3 weeks) or killed. The weekly risk is roughly 0.3% to 2.9% by trade and region, 25% lower if you hold the region, 15% higher if a rival does, cut by an outpost and halved by a stationed patrol. Both cards show it before you send anyone.

  • Region holds now appear once the War Room is built. Before that, a region shows its survey progress ("Survey: 0/3 quests done here."). An open contract's card adds a "Why here" line when there is a reason: first clear this year, one quest short of a survey, you hold the region or a rival does.

  • The Sage explains the War Table when your War Room is built and adds three short notes the first time each appears on the board: "Your First Convoy", "A Party on Patrol" and "A Named Threat". They are also in the Guide.

  • The War Table's marks are now 26 full-color painted icons in the same style as the map, in place of the flat red stamps: a plumed helm for the Party of Heroes, a banner among tents for a raid, two peaks with a road for a mountain pass, a shield over a road for an escort and a covered wagon for a supply convoy. The compass, scale bar, The Reach, the surveyed stamp, tally ticks, waystones and your home banner are painted too.

  • Claimed contracts, wilderness cairns, world events, Frontier Patrol standards and cut supply roads have painted marks of their own. Creatures without their own art show a painted sigil for their family (aberration, beast, construct, dragon, elemental, fey, fiend, humanoid and undead) and count badges are painted parchment strips.

  • 20 more creatures have painted tokens on the War Table and in battle, among them wolves, bandits, cultists, goblins, hobgoblins, ogres, skeleton archers, slimes and spiders. Elites with a painting of their own (goblin lords, ogre warlords, broodmothers, alpha wolves and more) keep it.

Heroes, Dossier, and Active Ranks

  • Active Ranks. Every active skill has a rank from I to V by level: I at levels 1-9, II at 10-19, III at 20-29, IV at 30-39 and V at 40+. Rank II is the skill as it was, number for number. Rank I is a small step down and III to V step up: damage, healing and buffs ×0.875 / ×1 / ×1.125 / ×1.25 / ×1.5, longer durations at IV and V and shorter recharges for skills with no number to scale. Passives never rank. Ranks apply everywhere your heroes use their skill.

  • The dossier shows the rank on every active ("Thunder Clap III") with five gold pips and "Next rank at level 30" and its description's numbers are rewritten to the ranked values. A skill at rank V also gets a name of its own in gold (Thunder Clap becomes Earthsplitter), one for each of the 280 actives.

  • The Milestone Ceremony. At levels 10, 20, 30 and 40 a hero gets a full-screen ceremony after End Week. The guild chronicle writes in up to three lines of their own record and the wax seal presses the level into the page. Then choose a card: Upgrade keeps the current skill and it climbs a rank, or New path takes up a different active from the class at rank I, which climbs a rank at each later milestone. Press and hold a card to seal it. The roll is fixed per hero and milestone, so reloading never changes it.

  • Tutelage. Each week a hero trains under an instructor builds Tutelage toward their next milestone (more from a higher-tier instructor, ×1.5 if they teach the hero's own role). At the ceremony it raises the odds of a rare-or-better skill on the New path card, up to double. The dossier and the ceremony show the odds.

  • Milestone keepsakes. Every sealed ceremony becomes a card at the top of the dossier's Career tab. "See it in battle" fights the practice dummies with the skill before and after the seal and lets you switch between the two. A fallen hero's Memorial card lists their keepsakes.

  • The last milestone. Sealing the level 40 ceremony names the hero for the skill they hold ("From this day Mirelle is known as the Lifegiver"), one of 42 titles. It shows in the dossier header and on the Memorial card.

  • Deed titles. A hero who lands enough killing blows on one monster family for your guild earns a title for life: Dragonslayer (15 dragons), Faebane (30 fey), Fiendslayer (30 fiends), Voidbane (30 aberrations), Golembreaker (30 constructs), Gravewarden (100 undead), Stormbreaker (125 elementals), Beastbreaker (300 beasts) and Brigandbane (375 humanoids). The first holder is "Dragonslayer", the next "Dragonslayer the Second" and so on. A number is never reused. Titles show on the roster, in the dossier and in a new Deed Titles section of the Hall of Fame. Flavor only. Veterans who already pass a bar earn the title quietly at their first End Week.

Armory

  • Hiltcrest town orders. A new kind of crafting commission, open from week one with only a crafter on staff: a 15% chance each week of a Basic or Standard order from the town, paying 200 gold per tier level and +4 craft reputation. Letting one expire costs 4 craft reputation and rejecting one costs 2. A "Hiltcrest orders" pause row turns them off.

  • Faction commissions get an extra "Apprentice work" slot, always Basic or Standard, so a junior crafter has work. Regular faction slots now grow with guild tier (2 at tier 4, 3 at tier 7) and faction orders lean toward tiers your crafters can make.

  • Grimoire pages. A successful quest finds a loose page 2% of the time (4% on a critical success) and a raid or Tower win that finds no grimoire always gives a page. Every 10 pages bind into a grimoire at week's end while the shelf has room. The Grimoire Vault shows "Pages: n/10".

  • The quest, raid or Tower report that finds a grimoire page now shows "Grimoire page found" with a ten-pip meter ("Page 7 of 10"). The Grimoire Vault and the Weekly Summary show the same meter.

  • The week ten pages bind, closing the Weekly Summary opens the Grimoire Binding scene. Click or press Space to skip. When the grimoire shelf is full, the Vault and the summary say so: the pages wait and bind once you use or sell a grimoire. Pages are never lost.

Academy

  • From a level-2 Academy, half of new commissions name a specific class (for example a B+ graduate of one class). Only a graduate of that class counts and the pay scales with how rare the class's Career Track is. A-Tier asks need a level-2 Academy and each Academy level shifts more asks toward A-Tier.

  • Enrolling a prospect now offers "Welcome & Set Curriculum" beside "Welcome to the Academy". It enrolls them and opens Training ▸ Youth with the new student selected. The "curriculum selection required" alert also takes you straight to that student.

  • Semester Plan. Plan a curriculum for every semester of a student's run. When a semester ends, the next planned curriculum locks in on its own and the Front Desk tells you so instead of raising the alert. Finished semesters show what ran against the plan and "Lock In Planned" applies the plan to the current semester.

  • Students have a notes box. A note you left on the prospect carries over and follows them to graduation.

Alliance Quests

  • A partner guild's joint-operation letter has a third answer: "Counter: ask for N gold" (+25% gold). They answer at the next End Week; if they agree, the operation goes on your Quest Board at the raised pay. The button shows the odds (by the partner's temperament and your trust). Trust is not affected either way.

Staff & Buildings

  • The Receptionist panels gain a "Renewal term" choice: Preferred (as before), Shortest or Longest. The Extension window gains an "Auto-renewal term" row to pin one member's renewal length.

Custom Difficulty

  • New "Morale & Rapport" group with two settings. "Bench Grievances" (on by default): turn it off and only heroes with a Questing Uptime clause mind the bench. "Departure Memory (Weeks)" (0 to 208, default 52): how long heroes remember a close friend who walked out when they think about renewing. Before, a walk-out counted forever.

Saves & Cloud

  • Save slot lock. Each filled slot in Settings has a Lock button. A locked slot can't be overwritten or deleted from the slot picker, but your autosave, exit save and Ctrl+S still write to it. Locks are per device.

Treasury

  • The Treasury's history chart gains Gold and Net Worth tabs. Net worth (gold plus the market value of your materials and spare gear) is recorded each week, 26 weeks kept.

Settings

  • Name Book. Add your own first names and surnames in Settings (Customize) and new recruits, staff applicants and rival guild members draw them alongside the built-in names. On desktop, a names.json file in the mods folder works too and does not mark the save as modded.

  • New applicants are steered away from first names already on your roster, staff or applicant pool, so duplicate first names are much rarer.

Look & Feel

  • Faction crests. The Crown, Merchants, Temple, Military and Nobles now have their own crests in place of their emoji, on the Factions tabs, standing chips, contract lines and vendor and favor panels.

  • If you haven't picked a guild emblem, your guild's mark is now its painted crest in the header, on letters and in the Crown Cup. On the War Table it is your painted banner. Swearing an Oath shows that faction's banner over the ceremony.

  • Skill glyphs. Every class ability card now opens with an inked glyph in a small parchment seal, for all active and passive skill types, in the dossier, the recruit detail and the battle profile.

  • Hex battles in the ruin, crag, marsh, ford, cavern, barrow and dunes biomes now fight on painted battlefields. Three townsfolk who showed only initials now have portraits: Lord Regent Cassian Marlowe, Wenna Ledgerwright and Brunnhilde Dunderwoll.

  • The End Week report now opens on a painting of Hiltcrest in the week's season: spring, summer, autumn or winter. The week's debits and credits sit on a dark plate over it.

  • The Underworld now has its own painted crest, a hooded figure, everywhere faction crests appear. All six factions now carry painted crests.

  • Arcane heroes see a painted sigil light up on the ground in their Milestone Ceremony.

Multiplayer

  • Multiplayer Tower floors, competitive and co-op, now play out in the hex battle arena like single-player floors, with Watch, formations, terrain, weak spots, Tactical Maps and draughts.

  • After pressing Ready you can now "Take back my turn" from the waiting banner or My League. Your orders come back to you until the league advances.

  • Duel replays queue up when two duels resolve in the same week and the Duels tab offers "Watch again" on your 3 most recent duels.

  • The Guild Duel challenge screen shows your odds to win, when the challenge expires, the stakes, the rival's last five OVR and your cooldown in weeks. It keeps "Your five" on the card and warns you if one of them leaves the guild, is injured or is deployed. A watched replay adds a box score.

  • A finished league now offers "Continue as single-player", which leaves the league and keeps your guild, roster and gold. The guild is written to its own save slot first; with every slot full it asks you to free one. The same choice is on the main menu's Multiplayer screen.

  • A new Outbox (in My League and Markets ▸ League) lists every order waiting for your next Ready, marked Sent or Queued. Remove takes back a queued trade offer, trade answer or duel challenge before it goes. Your own pending trade offers show in Markets ▸ League until they are answered.

  • The league explains the wait. A paused league says the host paused it, a turn timer ("⏱ 5h 12m left") sits beside Ready and after a week resolves you're told whether everyone was in, the timer ran out or your commander covered your turns. A guild handed to an AI commander after weeks without a turn gets a Front Desk letter saying it is held for you and how to reclaim it.


BALANCE

Quests & Raids

  • The Lethality slider now works both ways on quests and raids. Set below 1x, it can spare a hero who would have fallen on a quest (at most half of those falls), who comes home with a critical injury instead. Set above 1x, it can claim a wounded raider who survived the fight. At 1x nothing changes and Tower fights are unaffected.

  • A raider saved from a killing blow by your raid's death protections (strategy, provisions, guild bonuses or difficulty) now comes home with an 8-week critical injury instead of walking away unhurt.

The Tower

  • Tactical Maps (Military vendor) is reworked. It no longer adds damage. Now every adventurer who descends gets +10 speed, Tower injuries drop by 15% and the weak spot of every decade boss counts as found. A Tactical Maps buff bought before the update runs out as it was sold.

  • War Rations now counts. Its +20% battle power is a per-fight edge beside provisions and tactics instead of sharing the capped building bonus. You can run it alongside Tactical Maps. All per-fight edges together still top out at +35%.

  • World Boss fights at the Tower now count War Rations (+20% battle power, under the same +35% cap as every Tower fight) and the Tactical Maps +10 speed, like every other Tower fight.

Map & Combat

  • Be sure to take note of this one: quest monsters hit harder. An even-match quest (party power equal to the quest's rating) now succeeds about 4 times in 5, down from nearly every time. It usually fells at least one hero even on a win. World Event and faction missions that resolve as a quest are harder too; Surface Breach chambers are not.

  • Grave Bulwark (Dark Warden), Soul Leech and Mana Bastion now heal properly in battle. When the hero takes a hit and survives, a share of the damage (15% for Grave Bulwark, 20% for Soul Leech, 12% for Mana Bastion) heals the lowest-health ally and it counts as HEALED in the box score. They no longer reduce party injuries after the fight instead.

Rivals & the Proving Ladder

  • Rival parties of five in Crown Cup League bouts no longer fight above their listed rating. They had a hidden bonus of up to about 40% and are now rated the same way as your party.

  • Rival heroes keep leveling. They used to stop at level 20; now they earn a season of experience each year on the same curve your heroes use. Measured: a rival Crown Cup party averages level 26.5 in year 5, 35.3 in year 10 and 39.2 in year 15, so long-serving rivals reach skill ranks IV and V. Existing rivals resume climbing from where they are.

  • A new guild now enters the Proving Ladder at a rating that matches its living adventurers' strength instead of a flat 1200, which ranked a brand-new guild first. The yearly reset pulls toward that rating.

Multiplayer Leagues

  • Guild Duels now move only the wager. The winner takes the loser's stake and there is no longer a 1,000g purse for the winner or 250g for the loser, so a Friendly duel pays no gold.

  • After a guild turns down your duel challenge you must wait 2 weeks before challenging them again. Declining stays free. A challenge blocked by a cooldown now tells you so and when you can challenge again.

Academy

  • Buying back a graduate you delivered to a rival through a Training Commission now costs at least the commission gold you were paid. The floor applies on the trading block, in fire sales, in rival offers and in direct trades. Graduates delivered before this update have no floor.

Armory

  • Flickering Wand and Tarot Deck now take Catalysts instead of Magical Essence. Every standard recipe can now be crafted from materials the open market sells without the Rare Imports favor.

Alliance Quests

  • On the smaller joint operation a Tier 2 Tavern opens, a failure that drives off your partner's people now costs 7 extra trust instead of 15. The full Tier 9 operation still costs 15.

Heroes & Dossier

  • Every existing hero takes the rank their level gives right away. Heroes at levels 1-9 drop to rank I (about 12.5% less on damage, healing and buffs), 10-19 are unchanged and 20+ get stronger at once. A one-time "The guild remembers" screen lists them. Ceremonies start with the next milestone a hero crosses.

  • The Quiet Word and promises now only work on heroes at the hall (idle, training or resting). A hero who is away shows "Your word waits until they're back."

  • Heroes bought or traded from rivals and older applicants now get the veteran Drive head start on their Ambitions (up to 50% by age and level) instead of starting at zero.

  • A hero who completed their Ascension in your guild leans toward renewing: a new "Ascended under this guild's banner" factor (+10).

Receptionist Auto-Renewal

  • Auto-renewal now pays market value. The Receptionist re-signs at the member's asking wage less a skill discount (Elite 10%, Master 8%, Strong 6%, Competent 4%, Developing 3%, Adequate 2%, none without a Receptionist), never below the current wage. Before, it offered a small raise capped at +20% a renewal, which kept grown stars far under market. Expect higher wages on renewal, sharply for stars who outgrew their contracts.

Surface Breach

  • A chamber an earlier attempt won comes back thinner on a retry: 80% of its enemies, at least 1 (so five become four). Elite chambers keep their captain and the Legend's lair never thins. Retries at a Breach-size breach now seal about half the time, up from about 1 in 8.

  • Breach risk labels ask for a stronger party now that your tank taunts properly: a Breach reads Medium from 1.15x its strength (was 1.1x) and a Chasm reads Low from 1.4x (was 1.3x).

Markets & Trade

  • Rival stockpiles recover: a rival's materials below its target now close 20% of the gap each week, so rivals actually build surpluses to sell you.

  • Rival surplus prices now vary by guild: deeper stock and a guild's specialty goods sell cheaper, from 0.95x of market down to a floor of 0.90x. The price chip is green when it beats your market price.

Parties & Recruiting

  • Synergies: Mistwalker joins Permafrost, Dryad joins Primal Forces and a new Storm Front synergy (Lancer, Stormcaller, Levinguard) gives +5% / +8% Lightning damage with 2 / 3 members.

Factions

  • Bulk buys and auto-buys from the Underworld now add 5 heat per unit, the same as single purchases. Stocking up now raises your discovery risk.

War Table

  • A supply convoy whose warehouse has no room for any of its cargo now waits at the depot: no upkeep that week and no ambush roll. It sets out on its own once there is room.

  • While the War Room is damaged, a gatherer sent to a frontier region stops work: no haul and no risk. Their staff card reads "Idle until the War Room is repaired". Once it is repaired they go back to that region. "Call home" still always works and gatherers working at home are not affected.

Recruiting & Scouting

  • Be sure to take note of this one --> Applicants now judge your guild on its real record. The heroes you lost this year now count: a deadly year earns "I've heard your guild chews people up" and "Adventurers come home alive" is only earned after 5 quests have resolved this year. "You treat departing members well" no longer appears, since nothing measured it. Expect applicants to be cooler early in the year and after a costly one. [NOTE?: deaths were never counted before, so every guild got the "come home alive" credit for free. Worth a line in your words]

Parties & Training

  • Instructor Drill Mode no longer sets a hero's Training Focus. Drills grant XP only and a drilled hero who levels up grows by the focus you set, including a Standing Focus. [NOTE?: drills used to steer levels toward the instructor's specialty; one line on why it's gone]

QUALITY OF LIFE

Alliance Quests

  • A joint operation's letter at the Front Desk now carries the partner guild's leader portrait and its name in the guild's color and signs off with the guild's name.

  • Accepting a joint operation keeps you in your inbox. The letter then has an Open the Quest Board button while the operation is posted or underway.

  • Joint operations now wear an Allied Operation banner on the Quest Board and the allied fighters in the writ show their portraits.

  • A joint operation's Battle Report now lists the allied party with each fighter's class and OVR and the bonus they added. The replay names the allied guild.

  • The writ and the partner's letter now state the extra trust you lose if a failed operation forces their people to fall back (a 30% chance). The feed line names the trust lost when it happens.

  • The Nemesis panel's "Fight alongside them" route now appears once a Tier 2 Tavern lets a partner propose a joint operation, not only at Tier 9. It also tells you when your nemesis's proposal is waiting at the Front Desk.

  • The feed line for a new proposal now says the letter is at your Front Desk and how many weeks you have to reply.

Markets & Trade

  • A material's buy panel on the Exchange now shows the Market ask (115% of market at default settings) and the discount actually taken off it. When your buy discounts pass the 90% cap it says so and explains the price floor. The sell panel shows the matching Market bid (85% of market).

  • The Exchange's Movers now print what moved each price, such as "rivals bid up" or "settling", so you can read it on touch screens too.

  • Marketplace, Master of Coin and Merchant Consortium sell bonuses now say that the same amount counts toward your Market buy discount.

  • Trade offer badges now read against an even trade: Excellent from 1.18x, Preferred Partner from 1.05x, Fair from 0.89x and They Underpay from 0.74x. Hover the badge for its "Deal Value" in gold. Before, a fair offer could read "Underpaying".

  • In the rival trade builder, the price chip turns amber only when the rival has actually knocked your offer down. A "Hide lowered-value" box hides those rows.

  • A rival's material offer in the trade window shows the deal rating and how much of each requested material you have.

  • The Price history chart draws rising weeks as green candles and falling weeks as red again.

Staff & Buildings

  • Building synergies now show on the Tier Roadmap at the tier that unlocks them, with the partner building, the tier both need and whether the synergy is Active, Suspended or Not active.

  • A synergy switched off by a damaged building now stays on the Synergies bar marked suspended, with a tooltip naming the building to repair.

  • Sage's Wisdom and the staff panel now say Quartermaster auto-repair comes from Armory T3, not from skill. Any Quartermaster then repairs equipped gear each week at a 15% premium once you switch it on in the Armory. The pre-quest auto-equip claim, which the game never did, is gone.

  • An instructor's Training Log entry now names each adventurer drilled with their XP and any level-up.

Armory

  • Bulk Sell in the Armory is now open to every guild. The Marketplace's Bulk Deals perk still adds its 10% bonus when you sell 3 or more items at once.

  • Grimoire Metamorphosis shows a "Chosen Class" card for the class you highlight: its roles, stats beside the hero's, the abilities they would get and a Strong / Fair / Weak stat fit.

  • Weekly Auto-Repair now also mends gear that broke while worn and puts it back on the hero who wore it when that slot is still free. Locked gear and field-locked heroes are left alone.

  • Crafting and Outfitter cards show a "⬆ N" chip with who a piece would upgrade. On a crafting recipe it's measured at the selected crafter's most likely quality.

Factions

  • The Rare Imports favor now spells out its crafting bonus: +20 points of success chance, capped at 99%. Success decides only pass or fail and never changes item quality.

  • Twelve Townsfolk quest clients have new names so none shares a name with a faction or rival leader (The Broker is now The Lamplighter, Brother Marcus is now Brother Cuthbert). Clients already in your save keep their old name.

The Tower

  • The Tower's raid order sheet now tells you that garrison parties called up for the assault follow the sheet in place of their own orders.

Map & Combat

  • Damage and heal numbers, CRIT labels and boss HP over the painted battlefield now have a dark outline and the ground sits under a light shade, so numbers stay readable. With High Contrast Text on, the outline is heavier.

  • A unit's trait panel in battle now uses the dossier's full trait rows, sorted Positive, Mixed, Flaw then Record and colored by group and rarity with each description shown.

  • A quest won with a critical success and no deaths now opens its battle paused at the opening tableau, so you can watch it or skip to the report. Under Battle Presentation ▸ Big moments, turn off "Open on critical successes" to send a critical success straight to its report.

  • Trial by Fire candidate cards show a real HP figure instead of "0 / 0".

  • Resting the mouse on a unit in battle shows a small card with its art, name, class, HP, OVR and Potential. The Tower formation boards use the same card.

  • Every unit wears a row of status badges with the rounds left (stun, burn, wither, slow, defer, shield, guard and haste) and a stun pops a "Stunned" word when it lands and on each turn it skips.

Heroes & Dossier

  • The In battle readout (moves, extra action, crit, output and defense stats) now shows on the Units Dossier's Profile tab, on the Stats tab even before a hero has a career record and on every hero card in battles and PvP bouts, including Rival Challenges, League Duel replays and Practice bouts. A new tile shows "~N Damage per hit" ("~N Healing per cast" for healers). Moves, Crit and Extra action sit in one strip, then Damage per hit beside Output stats and Less damage per hit beside Defense stats.

  • The Sage's Limit Break guide now says that one break per floor and the falling chance at higher tiers are Tower rules. On quests and raids each qualifying survivor rolls a flat 1 in 20 at every tier, so more than one can break in the same fight.

  • Honorable Retirement cards in the Memorial now expand like a fallen hero's card, with a career summary and a button to the hero's dossier.

  • Hovering a hero's Potential in the dossier shows "How potential grows": the Grimoire of Potential, Limit Break, Sanctum Tier 3 and the Meditation Scroll (Holy Orders). Sage's Wisdom has a full "How Potential Grows" page that also covers the Academy and Spiritual Awakening.

  • The Dossier has a "Trade & release" button that jumps to Contract & Trade on the Intel tab.

Reports & Rosters

  • The Adventurer Registry search box now also matches a hero's Drive, Calling road and Ascension step. Advanced filters add an Ambition dropdown listing the Drives and roads on your roster.

  • The Registry's Stats sheet now has a Columns picker: All columns, Overview, Offense, Defense, Support or Economy. The Tower columns appear under Overview and Offense.

  • Members you extend from the Contract Expiration popup now drop off its list with the counts updating. The popup also keeps your scroll position. Once every listed contract is extended it says so and the red warning and pulsing "Go to Registry NOW" step down.

  • The "LEVEL N!" badge in a quest report opens that hero's level-up card.

  • The Registry has a Former members list: adventurers whose contracts lapsed in the last year, when they left and where they are now (back with the guild, free agent, signed by a named guild, retired or moved on).

  • The command palette (Q) now finds people by name: roster heroes, staff and recruits. A hero opens their Dossier.

New Game+

  • New Game+ now opens on your return to your own desk. The founding cinematic, the letter, the Sage's welcome and the Guild Hall feed no longer retell Callum's inheritance. Your worn old buildings are still there to restore.

Settings

  • Settings ▸ Pop-up Alerts now has a Hidden confirmations row that shows how many you have hidden. Its Show again button brings back every confirmation you turned off with "Don't show me alerts like this."

  • A pause button beside the main menu's audio toggle holds the living menu still. The menu's Options now has "Reduce interface effects".

  • The Name Book holds up to 2,000 names per list (was 300) and has a new "Only use my names" option: recruits, staff applicants and rival guild members draw names only from your own lists. A list you leave empty keeps the built-in names and a list with fewer than 30 names warns that it will repeat often.

Interface

  • A raid's death-risk chip on the Quest Board now has its own tooltip. It explains that the raid figure is a rough estimate on a different scale from a quest's, so the two don't compare.

  • Every number of four digits or more is now grouped the way your language writes it (11,697 in English, 11.697 in German), including screens that printed raw numbers like "16345 Renown".

  • The feed shows "Show older (N more)" past its newest 50 entries.

  • The Hall of Fame's icon-only Legends filter chips now show their name on hover and follow your Icon Style setting.

  • The "A word unspent" header chip stays up all week while your quiet word is unspent. On screens narrower than 1920 pixels it shrinks to a glyph so the other header labels stay visible.

Language & Translation

  • The Custom Difficulty sliders' names, descriptions and reset tooltip are now translated in every supported language instead of showing English.

Parties & Recruiting

  • The "Prefers others" badge on a lineup slot now lists where each missing mate is and when they're free. Click it to swap them in from another party or add them if they're unassigned. The Registry gains a Clauses filter. Commander Rebuild All has an opt-in "Honor party preferences".

  • Hold All Orders. A new toggle on the Front Desk's party list pauses Commander's Orders, gambits and the quest and contract queues for every party at week's end. Parties already out finish and stay home. Heroes with an uptime clause count held weeks as benched.

  • The deployed party card shows "Barracks: N return ready" for members who will skip post-mission rest.

  • A free agent's card has a compact Sign button under the Age line, so you don't have to scroll to the bottom.

Surface Breach

  • "Make camp" and "Share a feast" are two buttons. Either one cuts to a campfire scene while the party rests. Pack slots get a labeled "Drop" button.

  • Changed your mind at the top of the stairs? Before the first chamber, Withdraw is now "Turn back": no attempt spent, no rest and your supplies go back to your stores.

  • Hover a pack slot or a floor item to see what it does.

Season Events

  • The Season Event bracket has a "Sim the rest" button that plays every remaining round in one click and stops on the final.

Challenge Runs

  • Each challenge card lists what it changes from its base difficulty, a "Time limit" line when it has one and a "Read the entry letter" toggle.

  • Challenge Runs count your passes: "Passed N times" from the second pass. Verified passes count across your Steam account.

  • Every save card now shows the challenge badge and its state (Passed, In progress or Ended).

Lore

  • Sage's Wisdom's War Table page now lists all three regional outpost tiers with their costs. The Guild Hall page lists the Miner under the Quarry where it actually unlocks.

Parties & Training

  • The Training panel:

    • Select several adventurers at once (checkbox, Shift-click for a range, Ctrl/Cmd-click for one) and start them all in one program from a bulk bar. It shows how many will start, the total gold and who is skipped and why, then asks to confirm.

    • A new "Max gold per enrollment" cap for auto-training (Any cost, or 50g up to 500g), as a guild-wide default and per adventurer. Auto-training skips any program that would cost more and a program you locked in stops when it goes over the limit, with a feed line saying why.

    • A new "Renew automatically" default turns auto-training on whenever you pick a program.

    • Start Training now sits right under the trainee and program, so the cost line and any reason it's disabled read first.

    • The one-click "Auto Train (picks best program)" button is gone. Turning Auto-Training on now locks it to the program you picked and the toggle shows what each cycle costs. [NOTE?: the old button could quietly pick the priciest program]

    • The locked Auto-Training card now says what unlocks it: "Build the Training Yard (Tier 1): 3,500g plus materials".

Academy

  • The Confirm Curriculum, Change Curriculum Mid-Semester and Set career track? boxes now open right under the option you picked instead of at the top of the list.

  • Before the first Advance Week of a semester a curriculum pick locks in on one click and you can change it for free. After that it stays locked for the semester.

Recruiting & Scouting

  • The Adventurers recruit board counts down to fresh applicants: "New applicants in 13 weeks" at the start of each season, down to 1.

  • A starred recruit a Watch scout hasn't reached yet reads "Waiting for scout" and a badge marks a scouted recruit whose verdict is Pillar of the Guild or Strong Sign.

  • The Guild Block and Trading Block boards now have the sortable Cmdr column the Adventurers list already has.

  • A recruit's row menu has "Scout next", which moves them to the front of a scout's queue or makes them a Watch scout's next pick.

  • Scout find alerts on the Front Desk carry buttons: View in Recruitment and, for a Trading Block find, View Rival.

War Table

  • Party rows show the Quest Board's risk word ("Low Risk" to "Extreme Risk") instead of a bare ratio. A busy party says why it can't go ("2 member(s) injured") and how many weeks are left.

  • An open quest in a region panel lists your ready parties right under it with their OVR, odds and a Send button. The region's holds, supply line, gatherers, outpost and patrol fold behind "Region details".

  • Pressing Quests while a region is open keeps that region as a filter and a row of region chips filters the Quests list by region.

  • The weekly card leads with the Goblin Siege ("The goblin siege has begun", "A warband reached the gates of Hiltcrest", warbands broken that week, "The siege of Hiltcrest is over") and says a party came home "with part of the job done" after a partial success.

  • During a Goblin Siege you can answer it from the map: drop a party coin on a warband host (or click the coin, then the host) and that party rides out against it. While the siege seals the town's work, every other quest mark is faded and says "Sealed until the siege is lifted." and a party sent out this way reads Ordered Out.

  • Escape on the War Table closes the top card or panel, then leaves the map. It no longer opens Settings.

  • Convoys, ambush marks, control pennants, patrol shields, incidents and threats open their region when clicked. A region's hover card sits beside the pointer and stays on screen. Unexplored regions say "rumors only".

  • Two warbands at the gate stack under one tag and the kind filter shows five kinds plus "+N" so it no longer covers the siege legend.

  • The painted map shows its true colors (no dusk wash or dark vignette) and creature marks wear their own painted colors. Dark and Light now apply only to the Classic board. Hiltcrest sits smaller on the bay with its docks over the water and siege hosts camp clear of the town plaque.

Saves & Cloud

  • The Load screen and the Save Slots panel can sort slots by Recent or by Slot. Your choice is remembered on this device; autosaves, quicksaves and backups keep their place.

Multiplayer Leagues

  • In a league, Settings shows the founder's difficulty rules as locked.

  • Leave, Kick, give host and Force-advance now ask for a second click. Once you're Ready, the banner says changes you make now count toward next week.

  • The challenge-sent message explains timing: your rival sees it after the next league week and an accepted duel is fought at the advance after that.

Guides

  • The Roster Management and Adventurer Transfers guides now explain when contracts end, what releasing costs and how On the Block and Untouchable work. The Tower supplies guide says the Tactical Maps speed can also sharpen a fast melee, tank or ranged hero's attacks.


BUG FIXES

Heroes & Dossier

  • Undying heroes can no longer die on an Emergency Event quest. A failed survival roll now leaves them with an 8-week critical injury instead and uses no Grimoire of Salvation.

  • Uploaded custom portraits now show in the small round avatars too, including Commander and staff posts in the feed, staff comments while signing and the CCL squad circles.

  • A hero traded to a rival guild partway through making Amends no longer carries the unfinished pledge and Reckoning with them.

  • Barracks bunkmates with a Bunk Bond now count as friends. They mourn each other, take a release the way friends do and lift party chemistry instead of lowering it.

  • A hero with a "choose ability" Reawaken charge plus ordinary charges now also gets Re-roll Passive and Re-roll Active beside the Choose buttons.

  • An old retirement entry in the feed no longer shows a dossier button that opened nothing and left the game acting as if a window were still open.

  • Pain Tolerance now works: a hero with the trait and a Minor injury can go on quests, at half their share of the party's power. Raids, the Tower and other deployments still refuse injured heroes.

  • Four signature passives (Grave Bulwark, Arcane Resonance, The Doomscryer and Event Horizon) now show a "Rare" badge instead of a stray "ULTRARARE" one.

  • Friends who retired or died no longer count as friends who "left the guild" when a hero thinks about renewing. Only real walk-outs count.

  • A hero sold to a rival while their active was charged no longer casts it in every rival fight for good.

  • The Registry's injury weeks now count every injury, heroic acts go to the hero who earned them and healers' clutch saves now register.

  • A hero who chose "New path" at a Milestone Ceremony now fights Crown Cup, Crown Cup League and Rival Challenge bouts with that skill at the rank the dossier shows, not the rank of their level.

  • With Skip Celebrations on, Escape no longer seals Upgrade on a Milestone Ceremony hidden under another window. It acts on whichever window is on top.

  • "The guild remembers" notice no longer appears in a brand-new guild. The ceremony's choice header now reads "Choose the next step".

  • A hero carried into New Game Plus with the Reborn perk climbs skill ranks I to V again from the new life's milestones, instead of staying at rank I.

  • A hero bound to a Soul Crystal no longer walks out of a Toxic party or leaves through a Questing Uptime clause or a Release Clause and the contract warnings no longer list them as at risk.

  • The Service box on a retiring hero's memorial card and on the age retirement choice now shows how long they served instead of "—".

  • The Maverick's goal now reads "Win 10 quests as the underdog", matching Unbroken Charge.

Quests & Raids

  • Raid cards, the raid bounty panel and the War Table map now show the XP a raid actually pays for a plain victory. Before, they showed about a third to a half of it. A decisive win pays more and a pyrrhic one less.

  • Crown Patrol, faction representative, legendary and faction-exclusive quests no longer change your relationship with a random client who never appeared on the quest.

The Tower

  • The "Drink a healing draught" battle order now works in Tower and World Boss fights. Heroes drink from the Healing Potions the Potions provision hasn't already claimed and every potion they drink is used up.

  • Heroes left marked as in the Tower after an ascent has ended now return to rest (or the infirmary if wounded). This unlocks their party for editing again, including on saves where it was already stuck.

  • The Raid Preparations forecast now includes the Feast Before Battle bonus when you can pay for the feast and the +2 stats Capricorn heroes get from floor 90, so its odds match the real fight.

  • The Recall Force from Tower confirmation no longer warns that the ascent's progress is lost. It now says floors you have cleared stay cleared, which is what happens.

  • Swapping a garrison, recalling it and stationing it again in the same week no longer grants the swap's fatigue relief a second time.

  • "Rotate in" on a garrison that needs two or three parties now stays disabled until you pick a full complement.

  • A Soul Shard that saves a hero in a Tower or World Boss fight now comes out of your reserve. Before, the hero was saved and the reserve never went down.

  • The Week 5 tower observation now picks a rival that can actually contest its floor, or skips it, so you no longer watch a rival get wiped out in a hopeless fight.

Goblin Siege

  • A building damaged in a Goblin Siege now loses all its tier perks until it is repaired, not just its stat bonuses. A damaged Training Yard no longer grants Sparring Partners and a damaged Reception no longer offers Featured Posting.

  • The replay of the sortie that breaks a Goblin Siege now plays after you decide what to do with the goblin hoard instead of getting lost behind that choice.

  • Heroes who level up from Goblin Siege sorties or the gate strike now appear in the week review's Leveled Up list.

  • Click a warband token on the siege map to order its sortie directly. The Week Report's siege banner no longer looks cut off.

Parties & Training

  • A hero on a Calling or Ascension whom Substitute benches for a deploy now takes their seat back when the party returns instead of staying benched and growing restless.

  • The Quests tab's deployed-parties count now includes parties on garrison duty, on a frontier patrol or away on a dispatch.

  • The ambition line on party cards now shows its tooltip every time, even after you click or drag the card.

Armory

  • Weekly auto-repair now fixes equipped gear only once it drops to Damaged, unless you pick another threshold in the Repair All selector. It had been patching barely worn gear every week at the maintenance premium. On an older save, pick Worn again if that is the threshold you want.

  • Applying several gear improvements at once now skips any pick that is no longer ready and names it in a short notice instead of dropping it silently. The Improvements list no longer counts an artisan who is away on garrison duty or recovering as available.

  • Set Completion Quest rewards now roll a base that fits the set's theme and keep their extra stats.

  • A commission's named item now matches its tier. A card no one can fill says what is missing.

  • The Gear page's Quartermaster bar no longer jumps under your cursor.

Markets & Trade

  • Selling a big stack of materials in one sale now pays the same as selling it in smaller batches. Forty units sold into a quiet market now lose about 2% instead of 15%.

  • Disable Market now stops the Treasurer's buy orders too, so it fully covers No Market Purchases. The Treasurer still sells for you and the Orders sheet marks each buy as closed.

  • For a Vanguard Order guild, gear sold through the Market no longer cuts into the bonus on the Treasury's Equipment & Loot Sales line.

  • The Markets Max and sell confirm buttons and the blocked-material toggle show their red fill again.

  • Markets ▸ Orders: the Treasurer's controls are reachable on every window size. Trade Filters folds away.

Factions

  • A faction letter you answer through a link or with its action buttons now reads as read instead of keeping its unread dot.

  • Loading a save from before faction letters had reply windows no longer costs standing for every routine letter already past its window. Those letters now close quietly.

  • The Temple's "The Moment of Decision" and the Underworld's "The Third Path" letters now arrive once you reach Exalted standing (750) instead of waiting for the 1,000 cap.

  • The Military's Fortress Discipline oath now counts only this season's losses, as its description says (no more than 2 adventurers per 13-week season), including deaths in a season's final weeks.

  • A new game no longer starts with the same Merchants contact listed twice under Known Contacts.

  • Whisper chains: two chains finishing in the same week now both complete. A chain no longer locks forever when a fragment letter leaves the inbox. A dropped fragment you never read is sent again.

  • Tier milestone letters now arrive when standing crosses a tier between weeks (a letter reply, a vendor boost, a commission).

  • House Sponsorship (Nobles) now actually gives its +20% recruit quality for 4 weeks.

  • Trade Network Access and Golden Consortium Membership now apply at every market price, including Standing Orders, the Treasurer's runs and the crafting "buy missing" quote.

  • The Temple tithe's free item now lands as a buff you can use. A tithe with nothing to give is kept for a later purchase instead of lost.

  • Armory access no longer unlocks vendor items you lack the standing for. Bulk buying now checks the standing requirement.

  • Haggling with the Merchants now locks only the item you haggled over, not the whole shelf.

  • The vendor "Also moves" standing preview scales with the bulk quantity, the Celestial Ward badge shows when it is active and unread badges no longer count trimmed letters.

  • Oath sheets show the real break week (Fortress Discipline and High Society Appearances break at 16 weeks, Shadow Agent Discretion at 12). Diplomatic Immunity and Intelligence Network now describe what they do. The standing tier card no longer promises effects that don't exist.

  • The Factions introduction now names the seven standing tiers correctly.

  • A successor's letter no longer pastes a garbled line from the late leader's private notes. A contact only calls your guild "a true friend" once you are Friendly.

  • Faction contracts on the Quest Board show the standing they pay per faction instead of one number labeled "renown". The weekly report shows the standing each contract moved.

  • The Noble Quarter crisis letters no longer promise rewards that never came. House Ravencroft's bounty letter now says it is paid when you accept.

Alliance Quests

  • A rival guild that has collapsed no longer writes to propose a joint operation.

  • Alliance quest text no longer says your partner's reinforcements die when an operation fails. They fall back from the field, which is all that ever happened to them.

  • An accepted Alliance Quest sealed by a Goblin Warband siege no longer expires unplayed; its clock pauses while the siege holds it.

  • "Open the Quest Board" in an alliance letter now scrolls to the operation.

Recruiting & Scouting

  • A former member you re-hire after their contract lapsed now starts with a clean bench record. Their bond and grudges still come back with them.

  • The early-departure signing refund (half the signing bonus back when a hero is lost within 8 weeks of hiring) now also pays when the hero dies on a raid or in the Tower.

  • The week review's Recruitment Pool Retirements list no longer shows the exact OVR of applicants you never scouted.

  • With Guaranteed Flaws on, a hero whose flaw is still hidden now shows "Present but not yet uncovered" instead of no flaw row.

  • A scout assigned to a free agent by hand can now uncover a hidden flaw, the same way a scout on Watch does.

Academy

  • A Tier 3 Academy's rarity bonus no longer opens classes that a trainee's potential tier keeps rarity locked, such as Ultra-Rare and Legendary classes for F-Tier trainees.

  • Academy graduates released in an older version no longer wait in the free-agent pool at a flat 100-gold wage. Loading the save re-prices them like any other free agent.

  • A graduate's Release to Market fee no longer changes every time the screen redraws.

Custom Difficulty

  • With Uncap Potential on, heroes on your roster now keep growing with age past their potential tier's ceiling. With F-Tier Challenge on, growth from aging now stops at the F-Tier ceiling.

Guild Commander

  • Your Commander's advice to rest a hero now stays open for the whole quest, contract or joint operation the Commander launched with that hero instead of being marked ignored (and costing trust) in the second week.

  • A party's gambits no longer send a seriously wounded or resting hero out on a quest.

Multiplayer Leagues

  • League Crown Cup matches now keep each hero's box score. The Winter coronation's MVP, All-Tournament and Records pages and the Battle Report fill in and heroes earn Crown Cup and season event career credit, including the title when their guild wins.

  • LEAVE on the main menu's league panel now asks you to confirm and says when it will also delete that league's save on this device.

  • If this device holds your save for a league, the main menu's league panel always offers RESUME instead of offering to found a fresh guild over it.

  • A league trade offer sent after you've ended your turn no longer silently disappears. Send now waits until the league week turns and says why.

  • Aldric Ravencroft III, the House Ravencroft heir, now stays with the guild that earned him instead of joining the league's shared youth pool or vanishing when you join a league.

  • Free-agent bids no longer fail for "not enough gold" on a big treasury. Faction favor effects apply in league resolution again for guilds with a lot of faction history.

  • Watch on a festival bracket now opens a match against a friend's guild, including a final between two human guilds.

  • A custom league server address is no longer mistaken for a league save.

  • After you found or join a league, the Guild Duels panel, the duel buttons, host controls and Ready show right away instead of after a reload. The Guild Duel window no longer opens behind the league lobby.

  • A Guild Duel replay shows your own leg and ends on the real result. Both duelists now watch the same fight and stand-in fighters cast their skills at Rank II instead of Rank V.

  • League Crown Cup bouts follow the league's real standings: no more watching your team win a semifinal and then seeing it eliminated and the Final is always the league's top two. Guilds that didn't qualify can watch as spectators.

  • Heroes who survived a fight on your screen no longer vanish from the league's record and a league week no longer lands without your guild's own events (signings, gold, CCL results, trade notices).

  • A member who was away for a while no longer loses a whole CCL tournament's purse, wounds and placement renown. Returning to a league that moved on two or more weeks shows every missed week's reports.

  • Joining or re-entering a league checks the passcode and the open seat first, so a wrong passcode or a full league no longer leaves you with an unwanted solo save.

  • My League now loads the league fresh each time it opens instead of briefly showing an old week. A Guild Duel's wager renown now reaches your own standings, so both duelists see the same table.

  • Starting a league no longer shows single-player controls while it links: Advance Week reads "Linking league…" until the league is ready.

  • Co-op: your company's Tower fight is labeled "Your company's fight" with the coalition verdict pending and the Front Desk reports whether your assault held or was repelled. The Week 5 Tower Observation no longer runs in a league save.

Map & Combat

  • The battle damage rail no longer merges two different enemies that share a name and a damage total into one row.

Bestiary

  • The Bestiary's danger filter no longer gives away creatures you haven't met. Its band chips and results count only discovered creatures.

Reports & Rosters

  • A long name no longer pushes the Extend button out of the Contract Expiration popup.

Settings

  • Settings search no longer offers options your platform doesn't show, such as the desktop-only Display options in a browser or Fullscreen on iOS.

  • The Event Sandbox no longer shows a "Skip the telegraph" checkbox that did nothing.

Interface

  • On touch screens, tapping a button no longer pops up its tooltip as well. Press and hold still shows it.

  • On the Front Desk, the World Event card no longer shows buttons that only lead back to the Front Desk.

  • Founding Tasks, Growth Tasks and the siege windows reopen when you press minimize again. They no longer stay stuck once minimized.

  • The Oath ceremony scrolls on shorter screens, so "I swear this oath" and "I need more time" are always reachable.

Look & Feel

  • On iPads running iOS 15, the game screen keeps its full height and the header's stat tiles compact to fit instead of clipping the Treasury tile.

  • The compact synergy card no longer shows pulsing near-miss rings. They now appear only on the enlarged synergy map.

Language & Translation

  • When a faction letter lapses unanswered, its feed line now names the letter in your language.

  • Russian: the Spellward's active, the Spellblade's passive and the Watcher's passive now use their current ability names. The Watcher's passive now correctly says the whole party deals 10% more damage.

  • The party Availability phrases and the oath lock line are now translated in all 18 languages.

War Table

  • Before the War Room, clicking a contract mark in the region already open now opens that contract instead of closing the panel.

  • Raid writs show the raid experience tooltip instead of the quest one.

  • Gatherer screens no longer promise that every region's goods come up 3 times as often. The pitch names the +25% yield and each region says what it finds more often, or that it finds nothing more often than near the guild.

  • The weekly card counts critical successes and critical failures as wins and losses.

Staff & Buildings

  • Sanctum Rest Recovery and the Temple's Healing Rites now actually shorten rests: each week a resting hero has that chance to shed an extra week. The Sanctum and Barracks tooltips now give the real numbers.

  • A gatherer's weekly casualty roll is fixed for that week, so reloading can't undo it.

  • Finishing a building upgrade brings back a dismissed Quality Renovation suggestion on the new tier.

  • Injured gatherers, a Salvager hurt on a Salvage Run included, now recover with your guild's healing bonuses instead of always 1 week per week. With a level 2 Infirmary they heal 2 weeks each week. An injured gatherer shows "Injured" and "Weeks left" on the staff card.

  • The Guild Hall's Instigator warning now appears when an Instigator's flaw is known. It never showed before.

Rivals & the Proving Ladder

  • A rival's profile page now shows your real challenge count (12 per season, counting down), cooldown, entry fee and rating.

Per-depot manifest changes

Depot changes

All depots
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Major Live Patch: Surface Breaches, Challenge Mode, Soul Magic, Skill Tiers · Gargadusa's Tower build 25773460 · SteamPeaks