Live Patch: Markets, Legendary Monsters, Joint Operations (v2.0.0-beta.5065)
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• Markets is now the Counting-House: six tabs, an overview plate, and Standing Orders that can cover a whole category of materials.
• Allied guilds now write to propose joint operations (Alliance Quests).
• Accepting a quest's bonus objective now actually makes the fight tougher. See Balance below.
• Goblin warlords lead their hosts from the first wave.
• Settings Codes let you share a whole custom ruleset.
• The Combat Academy synergy and the Scholar's Path now do what their cards say.
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Markets: the Counting-House
• Markets now has six tabs: Exchange, Guilds, Vendors, Outfitter, Ledger and Orders. In Multiplayer, there is a League tab as well.
• The Exchange opens on an overview plate showing the week's movers, the top three shortages (with a "+N more" tooltip), inbound caravans, your Treasurer's week, and a wire of the latest price news. Clicking the wire cell scrolls to the wire panel.
• Standing Orders replace the Treasurer's buy and sell rules and the restock list. It is one sheet of buy, sell and price-alert orders, each with a trigger, a limit and a priority.
• Standing Orders can cover a whole category (raw, refined, magical or all), with an exclude list. One order takes one Treasurer slot, and quantity and gold-per-unit limits apply to each material.
• Category orders skip materials that a single-material order already owns. A buy and a sell category over the same materials also skip each other's shared materials.
• Your Treasurer's existing buy and sell rules carry over as standing orders.
• Your old restock list becomes "Manual only" orders. Fill now works them, the Treasurer never does, and a toggle on each order hands it to the Treasurer. Restock orders converted from older saves use no cap slot.
• Treasurers work 5 / 8 / 13 / 20 / 32 standing orders by tier. Orders past the cap stay on the sheet, marked as not worked. Price alerts and Manual only orders don't use a slot.
• A price alert rings once, in the week the price crosses its line, with or without a Treasurer. It re-arms when the price comes back.
A buy-when-cheap or sell-when-high order fills its amount at most once per week.
• The market also has some personality now. The caravan master speaks for deliveries and caravan orders, the market broker explains why a price moved, and rival purchases name that guild's quartermaster.
• Price charts no longer draw bugged high/low wicks and they show up to 52 weeks.
• NOTE: This is a big step in my ongoing efforts to refine and deepen current features and systems. This is a good step, but there is definitely more to do on Markets.
Alliance Quests (Joint Operations)
• Allied guilds now write to your Front Desk to propose a joint operation. Accept within two weeks and it lands on your Quest Board. Decline it and the guild loses 3 trust in you. Ignore it and the offer lapses, which costs the same.
• The allied party is the partner's real lead adventurers. Their names, classes and OVR show on the quest card and the writ. A partner who can't field three healthy heroes still sends stand-ins.
• A Tavern at Tier 2 is enough for a trusted guild to propose a smaller operation: two allies, half the weeks, about a tenth of the pay, and a ROVR held under your combat license.
Goblin Siege (World Event)
• Legendary Monsters (Goblin Warlords in this scenario) now lead their hosts from the first wave, so you know whose army is at the gate.
• A warlord takes the field only once his host hardens to tier 3. Break the host sooner and he slips away and comes back stronger. There is no kill and no Warlord-Slayer for it. The War Table, muster cards and strike screen say when he is still holding back.
• Named warlords wear their proper square token portraits on the hex board and the War Table, instead of a cropped piece of the big painting.
The Tower
• Defeating Floor 100 now properly plays the victory cinematic once the battle screen closes. A conquered Tower has a "Relive the Victory" button to watch it again.
Rivals & the Proving Ladder
• The quarterly Rival Challenge (weeks 13, 26 and 39) now counts on the Proving Ladder. Winning or losing it moves your rating and the rival's and updates both W-L records and your head-to-head record. Gold, renown and the match itself are unchanged.
• Forfeiting a quarterly match, or ignoring it until it auto-forfeits, is now a ladder loss. The match screen warns that walking away counts as a defeat, and Esc no longer forfeits a rated match.
• The Ladder and rival profiles show a Fixtures W-L record. A forfeited Champion's Challenge no longer counts as a lost fixture.
Academy
• A mentor can now pass on one of their own traits. After two semesters, each semester end has a 30% chance of it. Traits that clash with the student's flaws are skipped.
• Trainees without a mentor show a dim chip. Mentored trainees show the mentor's bonus percentage, green when on-role and amber when off-role.
• You now get a feed line when a mentor leaves. The mentor bond line now states the rules it runs on.
• The Graduate History is now a full table: class, potential, role, level, OVR then and now, age, sign, status and outcome. Click a graduate's name to open their dossier. Rows show the graduate's real face and class rarity colour.
• The week-13 trajectory check now uses the same career-track stats the trainee trains, which can change the intervention cost tier of 100, 150 or 200 gold.
Guild Commander
• A party with a hero under an open rest order is held home, or the hero is swapped out if Substitute is on. A Substitute swap is temporary, and the rested hero returns to their slot. Held parties get a feed line.
• A hero is not re-ordered to rest for four weeks after an order resolves and train-when-idle no longer enrolls a rested hero.
• The Ledger's rest line names everything it still counts against the order.
Parties & Recruiting
• The Party Manager's Synergies tab has a new "By class" view. It ranks which classes would unlock or improve a synergy for the current lineup, and marks the ones that would fill an empty Tank, Healer or Damage slot.
• On the Recruit board, pick one of your parties to see a +N chip on each recruit showing how many synergies their class would add to it.
Custom Difficulty
• Settings Codes: copy your whole custom ruleset as a code to share, and paste one on the New Game screen to load it. Out-of-range values are clamped, with a warning.
• New Custom Settings option, Tier Growth Bounty: pays Crown renown for every potential tier an Academy student climbs before graduating. It is off by default, capped at 500, and paid when you sign the graduate. • New slider, Academy Trainee Slot Bonus: adds 0 to 30 trainee slots in steps of 5, once an Academy is built. It defaults to 0.
Heroes
• The Stats tab's "In battle" section now shows a hero's defense stats (the best two count) and a rough estimate of how much each hit is softened. • A new Sage page, "What Keeps a Hero Standing", explains health and defense.
Pop-Out Windows & Saves
• Markets, Recruit and the War Table map can each pop out and open in their own window (⧉). A popped-out Hearth or Division Standings window now stays open when you switch tabs, and links to a popped-out screen bring its window forward.
• You can now give a save an optional name. It shows on the slot card after you next save to that slot.
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Quests
• Be sure to take note of this one --> Accepting a quest's bonus objective now makes the fight itself tougher. Enemy strength and boss health rise with the objective, by 10% to 30%.
• NOTE: Turns out this has been bugged this whole time <forehead>. This does change risk levels, so be careful when first experimenting with it.
• That added danger now shows in the board's risk readouts, the deploy panel and the Commander's read. Gambits and Frontier Patrols judge quests by it too.
• A revealed Gambler now costs the guild's coin. Each one takes 20% of their share of the quest payout, and the battle report lists the loss.
• A patrol over the party cap no longer takes a board quest.
Goblin Siege
• The gate Loadout now opens on Skirmish Line or on Auto when three or fewer defenders muster.
• The gate forecast now judges the formation you picked. With three or fewer defenders it no longer promises "Favored" on a line that holds worse than Auto.
• The tier-5 gate strike hits harder. Gate strikes at the other tiers are unchanged.
• Siege sorties are re-tuned around how fast each unit actually acts.
• Goblins marching behind a warlord now fight at full strength at the wall.
• Skarn fights as a skirmisher and falls faster. Maggra and Bonecarver gain Grave Ward, and Grukk and Redtooth gain Bracing Order.
Markets, Buildings & Synergies
• The Trade Empire synergy (Marketplace T2 + Trade Routes T2) now gives its advertised 15% discount on material purchases.
• A sale can't beat your own discounted buy price, so Trade Empire guilds sell materials for less: typically 8–18%, and more when other discounts stack on top.
• Combined buy discounts are capped at 90% (10% of value).
• Treasurer auto-sales and warehouse overflow sales now count as recent sales, so heavy selling softens that material's price the following week.
• Warehouse overflow sales are priced like a manual sale of the same size. A big overflow auto-sale now takes the bulk-sale penalty of up to 25%.
• The Combat Academy synergy now works. Each party's first successful quest each season pays double XP. The Proving and Reckoning quests are excluded.
• Faction buffs bought by vendor Auto-Purchase now last 4 weeks, the same as buying by hand. Auto-buy renews, and charges, three times as often.
• Rival guilds that tier up bring their stockpile with them, scaled by the new tier over the old, up to 500 per material.
Academy
• Core Discipline now drills your trainee's Career Track class stats when that class belongs to the trainee's own role. Its week-13 checkpoint judges progress against those same stats.
• Mender's Path now also boosts CON, DEF, RES and SUR, and is available from the first semester.
• Scholar's Path now does what its card says: each semester a trainee has a 10% chance to discover a trait, on top of any Trait Cultivator instructor.
Heroes, Drives & Training
• Veteran free agents arrive with a head start on their Drive of up to 50%. Veterans aged 44 or older often arrive with it already fulfilled and the dossier shows years with their former guild.
• A veteran's head start on an "in a row" Drive now ends the first time their streak fails to advance. Count Drives keep it.
• A hero can advance only one Ambition stage per End Week. Calling, Ascension and Proving no longer chain in a single week.
• The Barracks gives each returning hero their own rest-skip roll, at half the party chance: 2.5%, 5% or 7.5% at tiers 1 to 3. Heroes who skip rest are named in the feed.
• Party auto-repeat training now pays your difficulty's training cost multiplier.
• Raid heroes saved by a miracle now keep the stat changes of the scar they receive (for example, Death Defiant gives +3 HRO and +2 SUR). This is not retroactive.
• A tank's taunt arms only in fights against a hunting boss or where no formation or order reads it.
• The dossier's "Less damage per hit" now includes the role's damage-taken factor, so tank and healer figures rise.
Custom Difficulty
• The Tower Curve slider now counts toward a custom run's difficulty rating. A curve under 1 rates harder. A curve over 1 flags the run as gentler than Cozy.
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Markets & Trade
• The Markets "Short" buttons now open Guild Trading filtered to the guilds that need that material.
• The trade builder's lists get column headers, and Price sorts by the value each row shows. Material lists can also be sorted by Now%.
• The trade builder marks gold-for-gold trades, and trades that offer or ask for no materials, as ones a guild will refuse, and disables Send (and "Make this work") with the reason.
• With "Gold only" auto-balance, a trade that asks for gold now lowers the gold you ask for instead of adding gold to your offer.
• The trade builder says "has nothing spare this week" instead of a bare empty list, and points to the gold slider for gold-dealing guilds.
• The empty commissions board now says rivals must be Allied (trust 60+) before they send commissions.
• The rival-guild material filter now reads "They need" / "They have".
• Limit modes and priorities have tooltips. Each Now % and Wk % order gets a plain-words hint that names the market trend the Treasurer actually checks.
• The auto-trading status counts only orders the Treasurer can work.
• The Orders sheet stays visible with Disable Market on; Fill now is simply disabled there.
• The market's "why it moved" line now names shortages and your own sales only when they actually moved the price.
• The Income Filters toggles are readable again. • Material names in the feed follow a language switch.
Reports & Rosters
• The Battle Report's Gold Breakdown lists every paid modifier. That covers the vendor gold boost by item name, Crown Contract, Sovereign Charter, Royal Backing, Faction Creed (×0.8 or ×1.1) and the Merchant tithe. Negative shares show signed in red, and a Treasury multiplier gets a footnote. Failed quests no longer list the vendor, Crown Contract, Royal Backing, creed, specialization, focus and trait rows above a zero total.
• The Week Summary shows the faces of the party on every quest in progress and every quest completed. Level-ups show portraits, sort gains largest first and show the top four with a "+N more" toggle. Training rows use stat chips.
• The Commander's Ledger opens a hero's full dossier when you click their name.
• The zodiac harmony chip shows under every sort in Party, Rival Challenge and CCL Registry.
• A veteran free agent's portrait now matches across the roster, dossier and CCL Registration.
Heroes & Dossier
• The dossier groups Traits & Flaws as Positive, Mixed, Flaw and Record, with filter chips when there is more than one group. Slow Starter, Prima Donna, Expensive Tastes, Mercenary Heart, Specialist, Season's Child and Stoic count as Mixed.
• Custom tags can now be colored. Click the dot on a tag chip to pick one of six, and every hero and party wearing that tag shares it.
• On a hero's Rapport tab, the names of close friends, the hero who got this week's quiet word, and a grieved fallen friend now open that hero's dossier.
• The party captain's crown and the guild-record title now explain themselves on hover. Record holders still show their active Drive or Calling.
• Stat tooltips now describe what each stat does. Agility sets movement range and sharpens critical hits (it never granted evasion), and defense counts the best two of DEF, END, RES and DUR.
• A hero offered a Proving can still step back to the Crossroads and choose a different Calling while the Proving is only posted, and keeps the signature they earned. Once they march on the trial it is final.
Armory
• The Armory has a "Can Equip Now" filter, and heroes out on a mission are marked deployed.
• Repair All's rarity floor now works. A new "Broken only" threshold repairs only broken gear through Repair All, and weekly auto-repair treats it as the Damaged default.
• Recharge All refills every enchantment you can afford, worn gear first and then the emptiest. A "Needs recharge" filter chip lists the candidates.
Recruiting & Scouting
• The Weekly Report now shows each scouted Academy prospect's potential tier.
• Scouting a Guild Block listing, a Trading Block listing, an Academy prospect or a rival's hero now offers only idle scouts. Busy scouts are greyed out with a note saying why. The rival profile's scout picker likewise offers only idle scouts.
• The Guild Block now says when it's showing a single guild, with one-click buttons to show or search all guilds.
• A building's staffing "Hire" button now opens the right Recruit tab (Staff or Crafters), filtered to that role.
• The signing screen's value rating and deal badge now account for your difficulty's wage level and the contract length you pick, so a fair ask no longer reads as Overpriced.
• A scout's report now adjusts a recruit's wage ask toward a difficulty-scaled value.
Academy
• The mentor picker now sorts by mentor bonus for the selected student by default.
• The Career Track card shows which of the target class's stats this semester's training boosts, and suggests how to boost the others.
• The Elite Talent Frequency tooltip now says it sets the potential incoming Academy prospects arrive with.
• Long sponsor names on Academy commission cards are no longer squeezed out by the reward.
Parties
• An "Auto-repeat paused" chip now shows on a party whose training auto-repeat is held, including one waiting on a Tower descent hold.
• Cartographer and Chronicler project cards now describe what each project does.
Language & Translation
• Faction vendor names and descriptions now read in your language, and the descriptions say plainly that only one boost of a kind runs at a time. Forged Documents now says it grants +50 standing with The Underworld.
• Enemy trait names and descriptions on the quest board and in the Bestiary now read in your language. The custom-difficulty Academy category label is translated too.
• The league browser and tooltips name Cozy as the old 1.0x baseline instead of "Normal".
Look & Feel
• The CCL venue now follows your Appearance settings: theme, High Contrast Text, Text Size and Reduce Interface Effects. Reduce Interface Effects also stops its looping animations.
• Under the CleanOS theme, CCL headings use the display typeface again.
• Parchment theme: warnings and Trade Status on the adventurer card's Activity tab wrap again instead of running off the card.
• Battle log: a tank's Taunt now shows clearly, in its side's colour, labelled as a taunt and counted under the Skill filter.
• The website's Patch Notes link now opens Steam News.
Settings
• Pasting a Settings Code with off-step slider values, or an off-list Legendary class, snaps or rejects it instead of storing it.
Lore
• The guild's previous master, who leaves you the inheritance letter, has been updated to Callum Dundry, from The Shield of Hiltcrest. Existing saves update automatically. The lore really hasn't changed here, they are the same guy. I just updated the name for the book and have now adjusted it to match.
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Saves & Cloud
• Overwriting a save slot that isn't your active one no longer brings back the older game after you close and reopen (desktop and iPad).
• The overwrite confirmation's "Replacing with" line now counts adventurers only.
• On Steam, an adopted cloud save is no longer overruled by an older local copy on a later offline launch.
Parties & Training
• Parties in slots hidden by a lowered party cap no longer keep questing, patrolling or training on their own. They come home and the slot is emptied.
• A patrol in a hidden party slot no longer rolls region incidents.
• Party auto-repeat training now pauses while a member is held for the Tower descent, instead of being wiped, and resumes once everyone is home and fit.
• A descent hold that includes a garrisoned or patrolling hero no longer freezes auto-deploy and auto-training.
• Garrison fatigue no longer shows long decimals after a party swap.
• Party Commander-fill no longer seats a hero you ordered to rest into an empty slot.
• The Barracks ready-early feed line skips heroes who retired after a near-fatal wound.
Heroes, Trades & Hall of Fame
• Heroes bought from a rival guild with a direct trade offer now arrive with their Drive set, instead of showing "No Drive yet" until you reload.
• Heroes traded in from rival guilds keep their passive and active abilities, flaw and specialty.
• Heroes signed from rivals now count only the raid wins, Tower floors and Crown Cup titles earned with your guild toward the Raid Veteran, Tower Delver and Crown Champion honors. A hero you trade away and buy back keeps their earlier raid wins, floors and Crown Cup credit.
• Hall of Fame induction cards now name the correct honor and show the stat it was earned on.
• A senior veteran's pre-fulfilled CON Drive reward now reaches their stored HP.
• A retired hero who takes a staff post keeps their custom portrait, including on the contract they sign.
• When a rival guild collapses, scouts watching its departed heroes are freed and offers on them expire.
• The rival Fixtures badge no longer counts rated fixtures twice.
• Fixed two adventurer portraits that showed a blank silhouette.
Academy
• Academy alumni who took a staff post read "On staff" instead of "Departed", and a graduate you buy back is found again.
• A graduate delivered to a rival keeps a face in your alumni list. • The instructor leadership label now reads correctly.
Markets & Treasurer
• The Markets "Short" tooltip no longer runs off the bottom of the screen.
• The Treasurer's Orders sheet: category orders can be edited in place, with an "Except…" picker.
• The Treasurer's Orders sheet: a dry market names the material it ran out of.
• The Treasurer's Orders sheet: a refused buy or sell no longer marks a price order as filled for the week.
• The Treasurer's Orders sheet: Treasurer ledger rows carry the week the Orders sheet shows.
• Fill now no longer double-fills a price order alongside the weekly tick, and Treasurer alerts are judged at the new week's prices.
• The Treasurer's "no order fired" feed line reads correctly
• The staff scouting wage benchmark is back on the difficulty-scaled formula.
• A failed quest no longer shows a Sovereign Charter gold row.
Staff & Buildings
• A crafter already crewing a build, away on an escort, or working a workshop job can no longer be assigned to a Workshop Station upgrade.
• The Arsenal's auto-buy now works while a temporary armory pass is active.
• Role headhunts only offer roles your class limits still allow.
• Early contract extensions are no longer offered on a deal signed late in the year.
• Moving everything out of the Vault now warns when Salvage auto-scrap would take items.
Siege, Map & Combat
• The siege order line now names the host that will actually strike.
• A remembered gate formation now uses that formation's current layout.
• Escape closes the map's world-event card without opening Settings or advancing the week.
• The Frost, Storm, Tide and Earth Elementals, Mana-Wisps and the Confluence no longer list the Flame Elemental's Flashover.
• In the battle log, burn, held blows and ward soaks use the same HP scale as the hits around them, and burn and held-blow ticks count under Damage Taken.
• The END and DEF tooltips read correctly.
Multiplayer Leagues
• Every guildmaster founding or joining a league starts with the same three inherited buildings. • Treasurer trades in a league now go out as ordinary market orders and reach the league market. • In a co-op league, every coalition member now sees the Tower victory cinematic when Floor 100 falls. • Fixed a crash and a stall caused by malformed recruit data or contract bids.
Interface
• The Movement tab badge no longer re-renders endlessly or stays muted after the log trims, and the Movement log no longer makes the game redraw nonstop while it is open.
This announcement was originally published by The Math Team on Steam on Oct 1, 2026.
Open the original on Steam