Live Patch: World Bosses, Co-Op Parties, Multiplayer Updates (v2.0.0-beta.6050)
Every weeks seems to be a big week and this one is no exception. The first World Boss has arrived, multiplayer can finally queue together in joint jobs and the War Table grew into a real command table with briefings, threat clocks and rivals on the march. Every battle report and the End Week summary got a fancy new look. The Astrology system was updated in a big way. And quality of life changes abound.
Be sure to read the Balance section: raids were dropping gear at twice the intended rate and a few gear bonuses were counting more than once. All of this is live now.
FEATURES
World Bosses
- The World Boss system is now live and joins the World Events pool. I wrote a deep dive breakdown on Steam with all the details on the first Boss and how it all works.
- New World Boss event: "The River Hilt Burns". For a full year the Ashen Stag holds the River Hilt and you climb its ladder on the War Table. It can roll for guilds at Guild Tier 5 or higher, rarely in winter and mostly in summer and autumn. While it is coming the region shows the boss and a countdown. Once it arrives, the region burns.
- The Stag fights in four stages: Smolder, Blaze (two Charging Stags on a burning glade), Wildfire (a second phoenix and four Charging Stags) and Ashfall (two Dire Wolves and an enraged Stag that hits harder every round from round 12).
- The Ashen Antler, Ashen Bow and Ashen Cloak are won at levels 4, 8 and 12. The Antler and the Cloak take 40% less Fire damage. The Bow grants Ashen Arrows, a burning shot up to 4 hexes away that hits everything around its target.
- Driving the Stag off at level 20 pays 150 renown and a bunch of secret goodies. From week 44 a rival guild may bring it down first. You still earn renown for the levels you climbed. If it returns in a later year it picks up where you left off.
- You can face a World Boss more than once a week, as long as each attempt sends heroes who haven't fought it that week. Rewards won during a Challenge Run arrive when the run ends instead of being lost.
- The hero who lands the killing blow on a won level earns the boss's title for life. For the Ashen Stag that is Stagbane.
- Facing a World Boss opens a sortie (above), set up like a Surface Breach: The Briefing, Who goes and Line and orders. FIGHT on the World Boss card and its marker on the map both open it.
- The Briefing shows the boss's current stage, what it fields, what the next stage brings, what a win gives and a read of your force. Who goes lets you send anyone from one hero to thirty, starting from your Tower thirty. Anyone who can't go is grayed out with the reason.
- Line and orders sets the formation on the boss's arena and the raid doctrine shared with the Tower. The force is for this fight only, so your Tower thirty stays as you left it.
- New Settings ▸ Gameplay ▸ World Bosses switch, per save and on by default. Turn it off and no World Boss comes to this save. Turn it back on and a boss still in the realm arrives with its ladder where you left it.
Multiplayer
- Multiplayer games can now run joint jobs, co-op and competitive alike. On a quest or raid, "Open a Joint Job" lets heroes from other guilds in your league take seats beside yours. The league fights the job on the hex board at the next turn and your heroes stay home until then.
- NOTE: This is new tech, so there are bound to be bugs, but this is SUPER sick. Let me know how it feels and I'll keep working on expanding this functionality.
- Joint Tower assaults on the co-op front open the same way. Hosting or joining one needs the same Guild Tier and War Room as the Tower itself. A guild gets one strike on the front a week, solo or joint. The host's Tower orders ride with the party.
- Multiplayer can also Call a Raid Group on the World Boss: thirty seats for heroes from every guild in the league. Each guild on a winning group gets its own full purse, loot and badges, nothing split, as long as it seated at least five heroes.
- In a competitive league, a joint job is open only to the guilds its host invites. A joint quest or raid there pays no more than the fight is worth, so no two guilds can rig a rich purse.
- In a league every guild now reads the same War Table map, so two guilds can no longer both hold the same region. League rivals contest regions on it too. In a co-op league the coalition holds as one side.
- Major world events now come to Multiplayer. The league rolls one event for the whole realm and every guild lives through it together: the warning, the onset, the effects, the clear quests and any decision it asks of you.
- A Rival Collapses guts the same AI guild for everyone and its best people go to the shared recruit pool. A Hero Walks Into Town sends the hero to your guild only. Story arcs stay single player for now.
- Multiplayer CCL legs, the league Crown Cup and guild duels are now fought on the hex board, like single player. Close fights are less certain than before. Duel replays still show the exact fight the server ran.
- In Multiplayer with festivals off, the Crown Cup is fought between the four division winners in week 51 on the hex battlefield, semifinals then a final. Every guild in the league can watch the fights. The Rankings Cup tab has a new "Your Cup party" panel where you name up to five heroes to fight it for you.
- Hero deals with AI rival guilds now work properly in Multiplayer: Trading Block buys and swaps, contract sales, Guild Block buyouts and direct offers. In competitive leagues, AI guilds also send poach bids and hero offers again and a nemesis can lure a hero away. If two guilds want the same hero, the higher offer wins.
- Multiplayer guilds can challenge AI rival guilds on the Proving Ladder. Rival challenges against AI guilds carry renown both ways, as in single player. The quarterly Rival Challenge takes wagers again and a Vanguard Order guild can call its Champion's Challenge on an AI rival.
- Competitive leagues now run the full Tower garrison, as in single player: supply upkeep, Salvage Patrols, Fortify, garrison skirmishes, the watch drill, detachments and military requisition.
- Black Hand Membership can be bought again in competitive leagues. Each week it takes 5 Annual Renown from the top AI guild in your division and never touches another player's guild.
- Co-op leagues now play the quarterly exhibition against the realm's AI rival guilds. The Military Command's Siege Breaker Kit now helps your own guild's assaults on the shared Tower front.
- Three more single-player events now run in leagues. The Refugee Influx brings its applicants as your own private recruits. Trial by Fire in Week 30 runs on ten fresh applicants of your own. The Week 5 Tower Intelligence Report runs in competitive leagues on the hex map and the first guild to post it decides the outcome for everyone.
- In Multiplayer games with festivals on, the CCL letters now run too: the Summons, the Seal, the Eve and the Result, plus the pre-seal reminder and the format notice.
- Star effects count in leagues too, so the power you see is the power the server fights.
War Table
- The Commander's Briefing: up to three paper cards on the top edge of the War Table rank what needs you this week. They cover a warband near the gate, a threat that strikes next week, a front line about to fall, expiring contracts, a cut or stalled supply line, a hold about to flip, an idle ready party and an expiring trade offer. Each card has one button and can be dismissed for the week. With nothing to rank it says "All quiet. Advance the week."
- Threat clocks: a small segmented clock beside each timer fills as the weeks turn. Clocks cover a named threat's next strike, the Tower's front line, a warband's road to the gate, the next siege wave, convoys, a contract's last two weeks, a party's return and an outpost's build. Its card says what happens when it fills ("Bog Hag strikes the patrol in week 11."). A threat striking next week draws a dashed arrow to its target. A new Clocks switch hides them.
- A new "Plan the week" switch draws a faint arrow from Hiltcrest to a quest for each ready party, with a reason: "Expires this week", "Keeps your Marshlands hold", "Best odds" or "Fits its orders". The plan panel lists what the Commander would send with Review and Send on each, plus Send all. Nothing goes out until you send it. With a Tactician hired the plan carries their name.
- Rival guilds now march on the War Table. Each week a rival's banner, in its own color with a dot per party, stands on the road into each of its two operating regions. Hover or hold a banner for its tier, home frontier and this season's quests and raids. A new Rivals switch shows or hides them.
- Rivals now make announced moves. A rival working a region you hold can contest it, surging its presence for 4 weeks with two weeks' warning. A rival whose trust is below −10 can raid a supply line on its road, making ambushes 1.75× as likely for 4 weeks. Answer a contest with quests and patrols or a raid with guards. You can also call either move off with a Rival Challenge win from the new "Challenge them" button.
- World events now tilt the map. A Major World Event crisis raises road ambush risk ×1.25 and threat odds ×1.5 in its region. A boon lowers them. A sealed Surface Breach adds presence to its region and the region card lists the creatures you have met there. An escaped Goblin Warlord camps in a region between sieges, raising its threat odds ×1.5. A live Factions request shows at its faction's town.
- The board now shows the season. Winter is pale with snow on the peaks, spring greens up with blossom, autumn turns golden with falling leaves and frost in its last two weeks. Each season eases in over two weeks.
- The frontier remembers. Cairns stand where heroes fell, with the newest name, the week and a link to the Memorial. Laurels lie on regions you have held 8 weeks or more, on the year's longest hold and on a rival's home ground you won. A toggle shows or hides them.
- Margin notes: pin a short note (up to 80 characters) on any region or road. Up to 20 notes. They stay on this device and are not part of the save.
- Season in review: once a year ends, the War Table offers a replay of that year. Scrub week by week to see who held each contested frontier. Recording started with the first beta of this update, so the first replay arrives at your next year's turn.
- New Settings ▸ Display option, Command from the Table (off by default). When on, the War Table's frame carries Advance Week, the Front Desk and the Treasury, so you can run a whole week from the map.
- The War Table now has sound and touch feedback: a quill scratch when you arm a coin, a tap when it lands, a wax seal when a deploy goes out, a war horn for a threat that struck and a cart creak for a convoy that came in. Every cue follows the Sound toggle. Glows stop pulsing under reduced motion.
Battle Reports
- Every battle report has a new look and falls in line with the Weekly Reports in look and feel. Quests, raids, garrison skirmishes, siege bouts and Surface Breach rooms all report as a dispatch on parchment, with the captain's account of the fight, a wax seal pressing the outcome and the season's painting behind it.
- The report has six tabs: Overview, Party, Debrief, Contributions, Battle Log and Spoils. Keys 1 to 6 pick a tab. The Battle Log keeps Watch the battle, the full log, Momentum, Key Moments and the Captain's Log. Spoils lists the gear, pages, materials and gold line by line. Hero portraits and names open the hero's mini dossier card.
- The old MVP Spotlight and Chemistry sections are gone.
- The valor line no longer prints the hero's raw stat. It reads "<Name>'s valor inspired the party to push beyond their limits."
Weekly Report
- The End Week summary is now a letter from your receptionist with tabs for Overview, Adventurers, Fights, Guild and CCL. It covers the realm too: the season turn, world events, a World Boss and the siege, each with a door to the War Table.
- Every hero moment of the week stays on the page under "Adventurers this week" to watch again. Level-up cards gain "Skip the other N" and "Keep level-ups in the week summary". The Adventurers tab lists each hero's stat gains and new OVR under every level-up, from quests, raids, contracts, garrison skirmishes, drills, training programs, sieges and Surface Breaches. Each Level chip opens the LEVEL UP! card.
- A "things need you before next week" list shows waiting graduations, ceremonies, offers and choices. "On your desk next week" flags contracts about to end and heroes back from the infirmary.
- The Front Desk's Weekly Report tab shows the letter one week per page, with "Full report ▸" for the classic card. Settings ▸ Alerts ▸ Week summary style switches between the Letter (default) and the Full report.
Stars & Astrology
- The Dossier has a new Chart tab. It draws the hero's sun, moon and rising sign on a star wheel and your best Astrologer interprets it for you. A more skilled Astrologer opens more of the reading. Without one the signs still show, but you won't get much helpful information.
- NOTE: Astrologers are now a lot more important, since unit behavior is completely tied to these 3 astrological indicators.
- Each hero's rising sign now gives them a temperament that leans two of their stats a little in battle. The Chart tab shows which.
- A skilled Astrologer now softens the morale hit of a hard moon. An Expert or Master also seats partymates by sign, easing friction and strengthening harmony between signs. It shows in chemistry as "Astrologer's counsel".
- The Stargazer's Forecast now follows the season's sun. A hero whose sign it favors reads well and one it opposes or squares gets a warning.
- The Chart tab names the week's sky events, including the Blood Moon and a new Eclipse Afterglow week.
Quests & Raids
- Summoner quests are live on the board. About one plain job in eight now posts as "Summoner · Destroy the Source": something at the back keeps calling more foes and destroying it ends the fight.
- Raids now draw from twice as many sites per category, each with its own alarm text. Elimination and exploration raids bring bosses that fit the place: a wurm at the Bogwyrm Nest, the dead at the Drowned Barrow, etc.
- Newer quest types get their own briefings and the weekly feed adds field reports per quest category, plus a setback line when a job goes wrong.
- The board mixes more job types. Townsfolk post a wider spread of work and each season leans toward its own jobs: escorts in spring, delves in summer, hunts in autumn and rescues in winter.
- A cleared or failed hunt, lair, hold or delve can post a follow-up on the next board: a second stage after a win or the problem grown worse after a loss. The card names the original job.
- Four quest modifiers now change the fight itself. Foul Weather sends the party in a little worn with mud on the field. Fresh Breach weakens the warband but adds an elite. Full Moon makes undead and fey stronger and the quest card warns you. Local Guide lifts the threat fog.
Surface Breaches
- A Surface Breach no longer opens without warning. When one is coming, your best scout sends a Front Desk letter: "Conditions are just right for a surface breach. I'd say we have 5 to 8 weeks to prepare." The breach opens 5 to 8 weeks later. With no scout on staff, the Temple's contact sends the warning instead. Breaches come about as often as before.
Heroes & Dossier
- The Adventurer Dossier now shows everything the roster side card shows: roles, injury details, party, second ability, flaws and Amends, morale drivers, records, career timeline and averages, scouting verdict, contract notes, former guild, the full activity log and the tag editor.
- Ambitions can now ask for role deeds: damage dealt, damage taken, damage prevented and healing done, on quests, raids or the Tower. Progress counts from when the goal begins, so a veteran's lifetime totals don't finish it at once.
- Twelve new Drives, one per sun sign, such as Blood and Thunder (deal 18,000 damage on quests), The Anvil (take 29,000 damage on quests) and Field Surgeon (restore 18,500 health on quests). The Slayer, The Champion and The Renowned can now be reached through role deeds as well as top performer credits.
- With an Astrologer on staff, a hero's Ambition tab offers "Read the stars again" once per hero. It swaps their Drive for another Drive of the same sun sign. Progress on the old Drive is lost.
- Heroes now spend some downtime around the guild. New Life at the Guild moments (an arm-wrestle at the tavern, yard drills, letters home) move morale and sometimes a faction's standing by 1.
- Gear bond scene: when one hero has worn a piece of gear for 26 weeks, End Week stops in the ceremony room to deal its two specialization paths. Press and hold to seal one or choose Decide later. The 52-week Soul Bond plays there too. Hovering a path previews its stat change.
- Party bond scene: the first time a group of heroes reaches Bonded or Transcendent chemistry together, End Week stops for a short scene with their names. Both scenes have a row in Settings ▸ Alerts if you'd rather skip them.
- Every party card now shows the party's chemistry as a chip, for example "Harmonious +6 OVR". It appears on the quest, contract and raid pickers, the Tower Muster, the Tower's raid formation slots and the War Table's Muster rail. Hovering it names the best and worst pair. The bonus is already counted in the party's OVR.
- Active skills get a level-50 rank. A hero who took a New path at 20, 30 or 40 can climb one more rank at level 50.
- The year-end celebration has a new Titles Held section for living heroes who carry a record title into the new year. Each realm record they hold pays +2 Renown.
- The Bestiary gains a Bosses tab. The Tower section lists every floor boss your guild has felled. The World Bosses section keeps every boss you've fought, with best level, clears and keepsakes. The Bestiary also splits into tabs for Creatures, The Warlords and Breach Legends.
- The Bestiary's creature pages now chart the creature as it fights in a quest: OVR, HP, speed and numbers, with a Weakest / Average / Strongest switch. A Tower boss's page shows its OVR and HP.
Rapport
- A new Keep close button on the Rapport tab marks up to 6 heroes as your inner circle. They ask for your word first and come to camp first. Once the guild has more than 20 heroes only the inner circle, the Commander, party captains, a hero you made a promise to and a grieving hero come to camp. Anyone can still be spoken to from their Rapport tab.
- New use for the weekly word: send a hero to talk with a guildmate. A friendly tie between them grows by 5 on both sides or a new friendship starts. Pairs already at odds are not offered.
- Before a word with a hero, the talk card now shows A Little Advice from your people. Your Astrologer says which approach the hero's stars favor. A Bartender or your Commander can name one of the hero's hidden traits once they know them well enough. The camp card also lists what you've learned about the hero so far.
- Settings ▸ Alerts adds a Camp scenes row: "Come to me" or "Wait in the week summary". The camp scene card shows the hero's Bond, your last three exchanges and your Astrologer's read. Heroes already Devoted to you now come to camp only when grieving, after a broken promise or over friction.
- Hero conversations, the quiet word and the Rapport card no longer call a hero "they". They use the hero's name instead, in every language.
Crafting
- The Quartermaster's advice and each opened slot chip in the Armory have a new "Craft all ready" button. It queues every ready craft in one press with the best crafter who has room and puts each piece on its hero when done.
- An opened slot chip also has an Order sheet. It groups the heroes the Quartermaster has a craft for by recipe, lets you swap a group to another recipe, shows the bill of materials and buys what's missing before you place the whole order.
- The Workshop can now queue a craft whose missing materials are already on an inbound caravan. The job starts the week the cargo lands. A new "Buy missing and queue" button orders and queues in one press. Materials the caravan already covers turn amber instead of red.
BALANCE
Quests & Raids
- Raids no longer roll gear at twice the intended chance. A Balanced decisive victory now averages one piece of gear instead of two. Aggressive raids still find a little more and Cautious ones a little less.
- Each Outfitter listing can now be bought once a week. A bought piece reads "Sold" until next week's selection.
Armory
- Constitution and Vitality on gear now properly raise the HP a hero actually fights with.
- A hero's own gear now feeds their own attack and defense on quests, raids, the Tower, Surface Breach and the Sparring Pit. A Ranger's bow raises their offense while a mace's Strength does nothing for them. The dossier's Damage per hit moves when you change gear.
- Auto-Equip, Optimize, Fill and every other automatic gear pass now rank gear by what it does for the hero in battle (damage or healing per hit, how much of each hit they block and HP). Your heroes may pick different gear the first time you run them.
- Heroes can now only equip weapons, offhands, armor and helms their class can use, through every equip path including Optimize and loadouts. The Gear panel says "Not for this class". Accessories and relics stay open to all. Gear a hero already wears stays on, even after it breaks and is repaired.
- An improvement synergy's bonus now counts once. Some improved weapons were getting it three times. Existing gear is corrected when you load your save.
- Runic Attunement no longer counts twice. Attuned gear was adding its attunement again on top of the bonuses it had already earned, so long-worn attuned items will read lower than before.
- The Soul Bond bonus now scales with rarity: +1 to every stat on Common gear, +2 on Uncommon and Rare and +3 on Epic and Legendary. It used to be +2 on everything. Gear that already bonded keeps its +2. The bonus is paid once per item, so an item that bonds again with a new hero adds no second bonus.
- Starting gear for magic ranged classes and Monks now matches their class.
War Table
- Holding a region now helps every party you send there, not just patrols. Quests in a region you hold resolve at +10% party OVR. A region a rival holds costs −8%. Patrols keep their own +25% / −15%. It needs a War Room.
- Supply lines now pay their way. Every road pays back its 2,000 gold charter in about 40 to 53 weeks unguarded. Guards now cost +25% upkeep instead of double, so they pay for themselves on a dangerous or rival-held road. Each road also carries its own rare material, with a 25% chance of one more per safe delivery.
- An ambush now loses the cargo and stalls the road for 3 more weeks before the next convoy leaves. The road keeps paying upkeep.
- A named threat left with no patrol hunting it for 2 weeks now goes to ground and stops raiding the roads and the market until a patrol is stationed there again. Its card says so.
Map & Combat
- Ranged heroes now hold behind their own tanks and melee instead of running ahead of the line. Once an enemy reaches them they step back and keep shooting. In testing an archer's death rate on a well-matched quest fell 60%. This covers quests, lairs, practice, raids and garrison fights.
- The Aggressive stance's focus orders now apply only to tanks and melee. Archers keep their own instinct unless you point them at Ranged yourself.
- Crit chance passives now raise that hero's own crit chance instead of the whole party's. Passive crit is capped at 35% and a Duality second class counts at half.
- Tanks on hex-fought quests and raids now earn Top Performer credit from the damage they actually took instead of their defense. Tanks went from about 35% to 54% of Top Performer credits to about 12% to 21%, so other roles earn them more often. Tower Hero of the Day no longer goes to the Tank almost every time either. The Battle Report now marks the Top Performer.
- Finishing as top performer now also counts in won raids and won Surface Breaches. The Champion, Living Legend and Phoenix Heart ambitions say so. The same count gates class ascensions, so those can come sooner too.
- In PvP bouts (Crown Cup, Rival Challenge, Crown Combat League and Trial by Fire) ward abilities now wait until an enemy is within 2 hexes, so tanks advance on their first turn instead of warding in place.
World Bosses
- A won World Boss fight loses at most 1 of its thirty heroes on a victory and 3 on a pyrrhic win. The rest come home injured. The Ashen Stag's purse rises from 2,500 to 20,000 gold (+35% a level instead of +10%) and its renown from 40 to 80. When 3 or more heroes fall in one fight, the Crown pays a year of each fallen hero's wages.
- A World Boss's captains no longer bunch up beside it. The boss holds the center of its front line, two captains take the flanks and a third stands behind. The Ashen Stag's late stages are eased a little so a solo fight wins about as often as before.
The Tower
- Hero of the Day now earns +50% of the floor's XP after a won floor instead of an instant level. One hero no longer pulls away from the rest of the roster.
Multiplayer
- A league duel party must now be five different heroes still on your roster, or the challenge isn't sent. Each side is scored across all five seats, so an empty seat counts as zero.
Custom Difficulty
- Switching Rapport off no longer releases a promise due at this End Week, so switching off can't dodge it. Later promises are still released.
QUALITY OF LIFE
Saves
- The opening menu has a new MANAGE SAVES button. It lists every save slot and lets you lock, unlock or delete each one. Deleting asks first and also removes the Steam Cloud copy. Locked slots can't be deleted.
War Table
- Hold-to-peek cards now work on any touch screen, not only the iPad app. Patrol incidents, named threats, sigils, the World Boss marker and the guild roosts open their own cards. Marks get bigger tap targets.
- The region race now reads in plain words with a tug-of-war bar ("You 3 · The Red Wings 10", "Win 2 more quests here to take it"). The math moves into a "Why" fold. A guild at its tier cap is told the cap is what stops the hold.
- The map key gains a "The frontier" section. A damaged War Room lists what is still running on the region panel. Hover a "New quests in <region>" line on the week card to light that region's new quest markers. Hovering a party on the map names its chemistry.
Armory
- The Dossier's In battle box shows what each stat counts for in a fight. The gear compare has an HP row.
- The Replacing compare judges a swap by the hero's fight numbers instead of total stat points, so an "Upgrade" means they actually fight better. Picking gear for an empty slot shows the same preview.
- Gear shows its progress toward specialization and Soul Bond, with a Soul Bonded badge once bonded.
- Repair All always shows in the Dossier and on the roster side card. When it can't be used it is grayed out and says why.
- The Quartermaster has a new Keep sets together toggle (off by default). When on, Optimize and Fill put set pieces on one hero first so they earn the set bonus.
- A ready craft in Upgrade Advice has a "Craft · <crafter>" button that queues it with your best free crafter. Registry ▸ Crafters has "Send all to seminar".
- After using a grimoire the panel says what happened. Picking a second class with the Grimoire of Duality shows the class card first. The Grimoires page shows labeled chips for each grimoire a hero has used.
Heroes & Dossier
- The Dossier's Attributes start from Base, the hero's own stats. With gear and With buffs add on top. With buffs lists the cook's meals and the party's power. The radar keeps one scale across all three, so the rings hold still when you switch.
- The stats registry's All view adds Floors Cleared, Flawless Floors and Hero of the Day columns.
Interface
- End Week popups now open one at a time in one fixed order: fight reports, replays, memorials and arrivals first, then the letter with nothing over it, then notices, decisions, celebrations and tips. Escape on the letter no longer dismisses a hidden tip.
- The week letter opens faster after End Week. The screen no longer freezes for a few seconds while the game saves.
- Gear and materials in the week letter and the battle report open a hover card with their details. Hovering Income or Expenses lists the week's top streams. Hovering a quest or raid in the Fights list shows the party that went.
- The weekly report's Contracts card shows the XP each party member earned. A party contract in progress shows the XP it will pay.
- The World Boss card shows your thirty's power and the likely outcome. Its War Table card shows its level, ROVR and weeks left. A World Boss's secondary bosses, such as the Ashen Stag's Phoenix, draw larger than ordinary foes in battle.
- Quest titles now name a foe the fight actually fields and keep the job's own type, so a salvage no longer posts as a Hunt and a dungeon delve is no longer called "Forest". Titles can now name Spiders, Ogres, Elementals, Slimes, Fey, Harpies and Constructs.
- The Idle party reminder (Settings ▸ Display ▸ End of Week) now has Off, Badge and Confirm. With Confirm, ending a week while a ready party sits idle with no orders asks first.
- The top header is tidier. On the Classic look it fits on one line at every desktop width. Appearance, Notepad and Edit Layout moved under a new More button.
- Ascension and Level Up now play in the Milestone Ceremony's room. Choosing a Guild Specialization lays out four charters and takes a press and hold to seal. Hall of Fame inductions play as a ceremony with the eulogy inked in line by line.
- Sage's Wisdom has three new entries: when adventurers retire and whether you get a warning, how new recruits show up and what decides their tier, plus what promises do and why relationships matter.
- Settings search no longer offers Force GPU Acceleration where it does not exist. Searching "lag" or "stutter" now finds Battlefield View.
- A click anywhere on a Rapport camp scene finishes the line being written.
Crafting
- Refining now shows its workshop-time cost and the Refine button tells you when the week's workshop time is spent, instead of failing after the click.
- Refining recipes and Projects gain a "Buy all missing" button. Projects show have/need for each input and say where each missing input comes from.
Contracts
- The Receptionist's Report order (Favorites First, Highest OVR, Cheapest) now actually orders the Week 48 renewal report and the Auto-Renewals dashboard.
- New optional Renewal budget: set how much in yearly wages the desk may renew. It signs in Report order until the budget runs out and holds the rest for you. Off by default.
Parties & Training
- With "When idle: Train" on, a party held home by a hurt member now trains its fit members until that member recovers. Commander's Orders parties with "Rest if hurt" do the same. The training window ends a week early so the party marches the week the hero heals.
- You can now pick how long a "When idle: Train" window lasts: 1, 2, 3, 4, 6 or 8 weeks. It defaults to 4. "Auto-train idle" now respects your Max program length.
- Clause holders show an "Uptime N/12" chip in the party picker that counts benched weeks toward their Questing Uptime clause.
- A hero's standing focus can now hold through training. Held, a finished program pays XP only and leaves the standing focus in charge of every level-up. The scout specialization now shows in the scout pickers.
Factions
- A faction Request reply that leads to a mission now opens the squad picker right away and says how big a squad it wants, how long it is gone and what it pays. The squad picker groups heroes under their party with a Fill the squad button on each party header.
- The Wire's Oldest first / Newest first switch is one arrow toggle.
Markets & Trade
- The Front Desk's Realm Markets panel shows an All Offers chip while offers wait. Price Trends rows open their material on the Exchange, your pinned materials head the list and a new Price | Now% switch shows each price against base.
- The material trade builder says what a rival will actually do. A deal they take reads "Will Accept". Anything short of their bar reads that they'll counter or refuse.
- The Guilds list's Asks per unit column shows what one unit actually costs to buy, the same figure as the trade builder.
- Rival surplus and request chips print the price that guild will actually accept per unit.
Raids
- The Raids tab gains a "Raid allowance: N a year" breakdown listing each building that grants raids and what its next tier adds.
Guild Commander
- A Commander party call has an "Open Party Optimization →" button that lands on the matching swap card. The Commander's open call is always listed on Party Optimization.
Map & Combat
- Battle log lines show the overkill on a killing blow and the overflow on a heal, so the log squares with the Dealt and Healed totals.
Language & Translation
- Much more of the game is translated into every supported language: the battle viewer and end cards, the Class Field Guide, the Auto-Renewals view, the Grimoire panel, most Armory buttons and panels, gear rarity, Tower tier names, vendor countdowns, material names in reports, the nemesis taunt letter and the Inventory Overflow warning. The Rapport card speaks to you informally in German, French, Italian and Latin American Spanish. A few wrong-language words are fixed in Vietnamese, Turkish and Dutch/French.
BUG FIXES
World Bosses
- The Tower's Muster and Loadout stay open after the Tower falls, so a conquered Tower can still set the thirty for a World Boss.
- World Boss fights now use the formation you set. Before, the thirty marched in the default muster.
- Heroes who already fought a World Boss this week can no longer fight again when one boss leaves and another arrives in the same week.
- The World Boss card now says "Faced already this week" beside a muster problem.
- A World Boss Raid Group that wins with no guild seating five heroes now still counts for the realm. Guilds under five seats still get no purse.
- Older joint World Boss lines in the feed and joint reports no longer read wrong.
- The Who goes step no longer suggests a hero who can't ride out. A World Boss hover card no longer floats over the battle or the sortie screen.
- The Bestiary and Trophy Room keep the full World Boss record, so an old keepsake no longer shows as owed again.
War Table
- A tap on a contract now opens the contract even when a sigil or marker is drawn over it.
- A damaged War Room no longer stops you dismissing guards or canceling a supply line.
- The week letter's Treasury line now compares with the week before instead of always reading "▲ 0".
- Threats now go by a short name ("The ridge drake strikes your patrol") instead of a mid-sentence phrase.
- Plan the week labels heading to one region no longer pile up. Season flecks stay on the board and the briefing strip no longer covers the map's buttons.
- In the popped-out War Table window, the briefing's Advance the week button hides while a dialog is open.
- Faction request pins sit on their town and open a card on hover or hold. Margin notes follow your guild when it joins or leaves a league.
Armory
- Repair All in the Dossier and on the roster side card now mends every piece to full at the price it shows. Before, it mended each piece only partway for the full price and the side card ignored your rarity floor.
- Repair All and the weekly auto-repair no longer skip a crafted piece that only its recipe's crafter can mend. The weekly repair warning now names that crafter only when a piece actually needs one.
- The repair wrench on the roster side card now shows the discounted price you actually pay.
- The Gear tab no longer lags with a big inventory, when you open it or end the week with it open.
- Turning on auto-specialization with a backlog of old gear no longer floods the screen and the feed. The bond scene shows three plates of each kind and folds the rest into "And N more". A big week writes one feed line. Soul Bonds keep their own plates.
- The Sets panels now say why a hero's gear is locked (on quest, on raid, on contract or dispatched).
- A Set Commission can no longer be farmed by moving the same set pieces from hero to hero.
uests & Raids
- Summer Dungeon Delve quests now properly pay their seasonal reward bonus.
- Quest risk labels now agree everywhere: the card, the Deployment panel, the Muster card, the picker and the Tactician all read the same odds, including War Table holds.
- A raid launched late in the year counts only against that year's raid limit. A reopened raid report no longer counts a raider who later left the guild among the fallen.
- The quest board's Gold and Gold/Wk sorts now follow their arrow.
Contracts
- A hero whose contract runs out on a garrison or patrol now comes home at the turn of the year instead of staying on station at the old wage forever. A healed hero with a lapsed contract is no longer sent back to the post. A hero whose contract lapses at a garrison post now leaves the post.
- A contract renewed at a raise now re-prices its Release Clause and Performance Bonus at the new wage. Veterans carried into New Game+ get the same re-price.
- A Party Preference clause signed after the hero mulled the offer now works. Before, it never fired.
- Renewals skipped for being over your raise cap are no longer reported as "over budget". They get their own section in the Week 48 report and their own chip on the roster.
- The roster's Term column now shows the weeks left beside Extend.
- An extension a hero accepts after Let Them Think or Let Them Shop now signs the clauses and auto-renew choice you offered, like one accepted on the spot. A No-Trade clause signed that way now turns down open poach offers.
- The contract XP tooltip no longer promises guild, trait and objective bonuses. Contracts pay a flat amount to each party member still on the contract.
Heroes & Dossier
- A hero who joins by signing, trade, a league bid, the Academy or a faction letter now starts counting toward a damage or healing Drive right away.
- The Slayer, The Champion and The Renowned Callings now fill their progress bar as a hero nears any of their roads.
- A hero's rising sign no longer changes when they graduate, get traded or move between guilds.
- Tower bosses and the monsters a floor fields now count in a hero's Greatest Quarry.
- A hero wounded in a Crown Combat League bout, or injured any other way, now stops solo training until they heal. Injured heroes no longer count toward a party drill.
- The dossier's stat radar now counts each stat's own room to its ceiling. A category with every stat at its ceiling shows a gold check.
- A hero's solo training length now matches everywhere it is shown.
- The Rival Challenge wager screen now shows what a win actually pays, including High Stakes and Grudge purses.
- The Year Schedule now shows the seasonal recruit influx and the quarterly Rival Challenge on the weeks they really land.
- Skipping a ceremony's intro while its art is loading now stays skipped.
- Ambition goals that count gold or standing show thousands commas. So does "XP to next level".
- Four camp confessions no longer state a fixed age, so a young hero no longer mentions a nine-year-old daughter.
Staff & Buildings
- A foreman or overseer who mulls over an offer and then accepts it now actually signs and gets to work.
- A staff applicant who mulled your offer now declines if the post was filled in the meantime. You can no longer end up with two Receptionists.
- Wage talks with a retiring hero now remember your earlier offers. Repeat a stale offer and they take it as an insult.
- A retiree who turns down the staff terms no longer loops you back to the ceremony.
- Hiring a Treasurer no longer fails when your crafter and gatherer slots are full.
- Paused buildings now resume when you hire a new overseer, seat a retiring hero as one or re-role a staffer into the job.
- A rival guild no longer rolls your guild's name, including after you rename your guild or start New Game+.
- The bulk training card now shows the real program length.
- An applicant who is mulling your offer or refusing to negotiate now shows a grayed-out Hire button with the reason.
- Scouts away on a training trip no longer show as idle. Right-click Scout or the S key on a recruit queues them with a busy scout.
- The Tactician's active operations line now counts raids, faction contracts and faction joint operations, not just quests.
Factions
- Answering either letter of a two-letter faction dispute with the compromise now closes the other letter at once, with no cost and no slight. Before, the other letter still offered its full backing and, if ignored, cost you standing. A letter an earlier build left open closes the same way.
- Faction letters about a rival faction show the rival's name instead of "{{rival}}".
Markets & Trade
- Buy buttons for materials now quote what the market actually charges, with your faction discounts and the price climb after recent buys counted. Before, a button could read affordable and then the buy was refused. They also no longer order cargo already on the road.
- Faction Vendor countdowns now count to the real restock week.
- Treasurer buy orders no longer count caravan cargo a waiting craft job will claim. Treasurer keep-stock orders no longer skip the week a caravan arrives.
Battle Reports
- Tanks and Healers can now be crowned Raid MVP in Surface Breach chamber, garrison skirmish and Goblin Siege reports. A won Surface Breach's top performer now adds to their Standout Performances.
- The battle report's Total row shows the party's damage taken.
Interface
- A week that crashes now opens the classic report with its error banner instead of a letter that read as a quiet week.
- Hover cards in the week letter no longer stay stuck open. After Clear All Logs, the open week letter no longer slips back a week every time you reload.
- Escape on a hero's mini dossier card now closes only the card, not the Dossier underneath.
- Scout reports, Sage letters and rival guild letters no longer show the Crown contact's portrait, including letters already in your inbox.
- Hero moment chips in a popped-out panel no longer leave the keyboard shortcuts dead.
- The level-up card no longer offers to keep level-ups in a week summary you switched off.
- Quest titles no longer read "Clear the The Ruins".
- The Front Desk's Action Required tab shows its count when inactive. Opening the Front Desk from the Wire marks reports read so the badge clears.
- Academy trainee potentials use the same colors as everywhere else. Long Tower tier labels stay inside their slots on narrow screens.
- The Sage's Wisdom recruit help no longer claims a role nobody in your guild fills is more likely to turn up. Each new batch tries to bring at least one applicant for every role you've unlocked.
Custom Difficulty
- The MAX badge and stat check marks now follow Uncap Potential and F-Tier Challenge. Under F-Tier Challenge an Ambition reward no longer pushes a stat past 40.
- With No Party Restrictions on, formation slots show "Any role" instead of "Required". Patrols and queued contracts no longer refuse a party without a Tank, Healer and damage dealer.
Rivals
- If a rival guild folds before your declared Champion's Challenge, you now get the year's challenge back.
- A Proving Ladder challenge withdrawn because the rival folded now gives back your season declaration along with the entry fee.
- A refused Mutiny Ultimatum no longer reopens at every End Week. The Guild Stability Warning now opens only when there is news.
- A locked Tower Preparation card now names the gate you are actually missing: Guild Tier 6, War Room T2 or both.
Multiplayer
- Undying Roster now works in a league. It used to switch off in every league save, so heroes could still die.
- A league week that fails on the server no longer keeps half of that week.
- AI rival guilds in a league now restock their trade goods each week. A guild already drained refills slowly, so an empty shelf right after the update is expected.
- League duels and league Tower fights count each hero's gear and class bonus in full. League CCL matches and joint jobs count lifesteal, drain and warden healing passives as single player does.
- The Joint Job Table shows the pay the league actually pays. A hero held for a joint job can't also leave on a faction mission, a contract or your own Tower or World Boss attack that turn.
- Deleting a save slot that holds a live league game keeps a protected copy first and never brings back a league you left. The league you're playing always gets turn alerts.
- Heroes who level up on a joint job show up in the week's Leveled Up review.
- A hero who took a third New path at level 50 keeps their kit in leagues.
- Loading a save no longer carries early-retirement wage talks over from the save you had open.
Academy
- A graduate the Academy lifts back to the tier they enrolled at now gets that tier's stat ceilings.
Look & Feel
- Emojis now draw on Steam Deck and Linux under Proton instead of showing as boxes.
Crown Combat League
- Watching a settled match now replays the fight that was recorded. Before, it could show a different fight and result.
- The live event view now scrolls on short windows instead of cutting off the bracket.
Map & Combat
- Archers stepping back out of melee no longer kite onto a hazard tile. Replays say a ranged hero "holds the line" instead of calling it hemmed in.
This announcement was originally published by The Math Team on Steam on Oct 21, 2026.
Open the original on Steam