TL;DR
Formations: place each delver on a 3x3 grid, and save formations for any fight.
Begin your guild in any of the six divisions, or let fate found it.
Every wing at its top level chooses one of two specialisations.
Escorts: guard a wagon to any town in the realm.
Part-exchange and trade-ups on the Market, and ten new events that answer the state of your guild.
Each step of Difficulty in the dark is much harder.
New
Formations. A 3x3 grid on the Formation tab and in every contest's prep: place a delver on a square and that is where they stand when the fight opens. A formation is a set of slots, each a role, a square and orders, for that fight only, in delves, Trials, the Cup and the Crucible. Orders(gambits) can be saved to a formation.
Begin in any division. The founding is a ladder of the realm's six divisions with a Lean, Fair or Full purse beneath it. Higher up, you start with a bigger guild hall, a deeper roster, stronger founders and a patron who pays for that division, and the purse lasts as long as at home. Cozy begins in the Backwater.
Let fate found it rolls a whole founding and shows it at The Signing before the seal, with Roll again.
Choose the Homeland your guild hall stands in.
Specialisations. A wing at its top level takes one of two paths, eighteen in all: the Stables or the Inn, Surgeons' Ward or Long Ward, the Vault or Letters of Credit, and more.
Escorts. Guard a wagon of your region's goods to any town in the realm, 3 to 12 days. An ambush can occur, and you can fight it on delve screen.
Part-exchange: offer up to three of your delvers toward a buy or a poach, even with every bed taken.
Trade-ups: a short-handed guild may offer one better delver for three to five of your trained-out ones.
Ten events for a guild too full, too thin, trained out, rich or lean: a sealed crate, a master passing through, a rival across the square and more.
Kit focus and priority on the Armoury: tell Kit them out what each delver needs most, and who goes first.
Their last five against you on a rival guild's card: what they fielded and how they set up.
Hover a guild's name almost anywhere for its division, place, strength and last five, and synergies say what they do.
Set aside steps any pop-up out of the way while the clock stays held. Suggested by Cryolite.
The delver's sheet in two columns, in Settings, Display for wider screens
Changed
The dark bites difficulties have been made harder
Honing is 50% faster then it was.
A short party, or a delve with more fights, teaches more.
Nobody is marked down for a better partner in the same role: Delve reports were being unfair if they were being outperformed, They are now rated for their own contribution not just the teams.
Quests are priced on a party's worth of wages, .
A town that thinks well of you pays 10 or 20% more for its own quests.
Renown from quests, events and the rest follows your division, as delves and Trials did.
Commissions and the patron's test now match your division's danger.
A natural 20 in a room always brings a piece of gear.
The Training Yard shows each delver's rating as a number, and An Ill Omen's gamble pays more.
Layout changes to the war replay, war salvage, the Calendar and the Dungeon board.
The game's own window and taskbar icon should now be the red seal (desktop builds).
Fixed
Fighters walk round the wagon instead of wedging against it.
"Their own orders" did nothing after a delver was put on an Armoury save.
The Smith's Offer could rework pieces queued at the Armoury, which then dropped them
Finances showed a false "Other" at each year turn from year 3, It now shows correctly
The calendar's bye line said "tie".
Translations
Every new line is in all twelve languages.
