TL;DR
Posts carry orders: a post can set its members' gear and training priorities, give a yard order to anyone without one, and be kept off the quest, war and Trial lists.
New Hire: newcomers drop into a holding post until you sort them, and each post can be the one new recruits join.
Choose the contract length when you sign: two, three or four years, in the Tavern, on the Market and when poaching.
Orders move to the Training Yard: the battle plan, doctrine and each delver's orders are a tab in the Training Yard. The Armoury keeps the kit.
Send the Physician to war: they make the Triage Call at every battle of that war, and are missed at home until it ends.
Terms and charters: rules that simply happen to a run are now terms, No Odds is its own card, and the term groups fold.
Founders come from their region, and the Hearthgrown chooses the people it raises.
The lair search, reworked: a beast killed on the walk home can offer its lair, the searchers' Concentration decides the find, and a rival may have got there first.
Fights read the walls: area spells need a line and a wall stops the blast, a delver on Retreat gets out of a corner, and healers can keep the party in sight.
A strong party has a steadier quest day, and the Deep's walk home is two days from any floor.
The Wall joins the Legends Slain, folded by year.
Fights and the board
An area spell needs its line: cast at a foe behind a wall, it used to catch everyone near them. Now it wants the same line of sight a single spell does, and a tall piece between someone and the blast shelters them. The same holds for a foe's blast (一只小野怪).
Retreat gets out of a corner: a delver on Retreat, or a Ranger falling back, who was backed into a wall used to stand frozen with the foe on them. They now turn along the wall to the way that leads furthest from the foes, and fight if there is no way out.
New healer order, "Keep the party in sight": with no one in sight to mend, the healer walks to the nearby spot that sees most of the party, the hurt counted first, and never into a foe's reach. Offered where the boards have pieces.
A shooter at a wall's end steps round for a line instead of standing with a shot ready and no foe in view, and a surrounded fighter gives ground away from the whole press instead of shuffling back and forth.
A formation slot's orders reach only the class they were written for
A strong party has a steadier day: above the Triumph line, the day's worst luck is not as bad. Measured at 150%: Ill-fated days 8% to 1%, Triumphs 67% to 83%. At 120% nothing changes.
Home from the Deep in two days, whatever the floor. The board, the Trial warning and the planner all read it.
A deepened signature says how much wider its area grows, as a share, not as a raw range.
The delve board's danger hover and How to Play say that richer work follows the division
A siege or hunt ring on the war replay stands only on land.
Delvers and the guild
The Physician can go to war: chosen on the muster, at skill 50 and up. At that war they make the Triage Call at every battle without spending the year's call. At home nothing of theirs works until it ends: wounds mend at the plain rate and there is no Triage Call for a delve. A single war keeps them for the battle's day, a long war to its last battle, and they come home by themselves. Their staff card says At the front
A Mentor speaks for every child: they ask about any child of the hall until they have given their word on them, and they review a teacher an event chose: another hand, or keep them with that teacher
Friends in hard times, rivals in good ones: in a pair with nothing for or against each other, a delver who leans to hardship (Loyal, Stalwart, Dutiful, Team Player, Old Soldier, Steady) closes ranks after a hard delve, and one who leans to glory (Glory Hunter, Ambitious, Vain, Arrogant, Sore Loser) competes for the credit after a clean one.
A wound takes a delver off their yard order, and gives it back when they mend. An order you give during the wound is left alone. Rest the weary now counts the injured.
A stair vow is kept only by a delver who went down the Stair.
A second pet never replaces the mascot: it finds another home, or goes with the delver who spared it.
Finances says what the delvers will ask after a promotion: every sworn delver at the other division's going rate, against what they draw now, and how many renew at the next turn of the year.
Open the Books keeps the kin oath: the Envoy no longer brings private offers for peoples a hall swore not to take.
The Archivist's tips say where they go, in the sidebar's names, and three are new: the last day of a Market sitting, a member of staff who leaves the council when the year turns unless re-signed , and an oath that will ask for more beds than are free.
The Wall joins the Legends Slain: one page under Honours, the ledger folded by year with the newest open.
A fully built hall says the beds it has, not a level that does not exist.
Posts and orders
A row for each post on the priorities grid: its delvers follow the post's gear and training priorities in any cell they have not set. Their own choice always wins.
Post yard orders: a post can carry Train, Hone or Rest for members with no order of their own .
Keep a post off the lists: a switch in the Roster's posts menu takes its delvers off the quest send-off, the war muster and a Trial's picks, with Show all to bring them back. Ordinary delves still list everyone.
New Hire: a holding post newcomers drop into until you sort them. A new game sends its hires there, and the founders still go to the watches
Create Post can hide an empty post of your own and choose the post new recruits join. Your own posts sort in the order you made them.
Orders have their own tab in the Training Yard: the battle plan, doctrine, class orders and each delver's orders. The Armoury keeps the kit. The yard's "Has orders" filter is now "Assigned", so it no longer reads as fight orders.
The kit list groups by post: a Post column, sorted by post, each post folding like a calling, with open or fold every post. It groups by the Roster's own rule.
A forge or caravan commission picks the class first, and the delver is optional.
Kept in the Yard: on the Dungeon screen a delver set to train, hone or teach sits greyed below those who are free, still pickable, and the party's warnings name them.
Quests
The lair search, reworked:
a beast killed on the road on the walk home offers its lair, a day or two out of the way, and the Day Book says when it is too far;
the chance of a mythic find reads the searchers' best Concentration, 20 to 45 in 100 (it was 30 for anyone);
one search in ten, a rival's party got there first: share the find, or take it all;
very rarely, the lair holds a young one of a dungeonborn kind, for the hall or for whoever carried it.
A lair search you set aside stays set aside, where it used to come back every morning, and setting aside a lair, a map or foraging no longer holds one of the board's slots empty.
Two treasure maps at once: a party whose day there passed is stopped on the way back, and one that never got there says so, and the map goes back on the board .
Continue asks before a place on the map lapses, as it does for the wagon.
The quest card moves the post to the condition line, where a long class and race can no longer push it off.
The Market
Contract length at signing: two, three or four years, each with its wage (a longer term asks a little more a year), in the Tavern, on the Market's Buy and when poaching a rival's delver.
The Wanderers tab has the Search's filters: Would join you, class, stars, trait and find.
"Would consider you": the Wanderers and Search filters hide only a flat refusal, and each wanderer's row gives their odds.
A delver you follow coming on the market raises a card the day they are listed or take to the road, and a wanderer is no longer called gone.
Part-exchange: courting a rival's delver counts yours at the courting price, a listing at the listed price.
Asking at the Door is withdrawn when no bed is free.
The signing dialog no longer fades with the row it opened from.
Founding
Terms and charters: nine rules that simply happen to a run leave the charter sheet for Terms, for the whole run: Unannounced Wars, More Wars, The Long War, Children of War, The One Great Hope, The Fallen Die, No Coin from the Dark, Bounties in Renown and the Backwater start. A charter sworn with one keeps it.
No Odds is its own card, and hides the odds with or without the Fog.
The term groups fold, and start folded.
Founders come from home: the draft leans to the home region's peoples, and all of them under One Homeland. A sworn kindred or a house's people still wins.
The Hearthgrown names the people it raises, and is no longer lost under One Kindred.
A two-kin founding drafts the second kin as often as the Tavern does.
Ask a house: the chosen house is described before the Envoy goes: its lore, who it sends, and the Envoy's read.
Screens and settings
The opening card says where the display options are: text size, UI scale and font, in Settings.
Sorts and filters are remembered between visits: the Armoury's rack and kit sorts, Finances wages, Rival Guilds stats, the Market's Selling and Transfers sorts, and the Training, Ties and Gate Book filters ). The Armoury, the Guild Hall and the Market open on their first tab.
The Caledar looks back at a season already gone this year, read-only.
The language menu fits the screen, opening on the side with room and scrolling.
The Roster's Sort by menu stays on the screen.
The Training table fits at 1366 wide in Spanish.
The Armoury's grade hover says what a band does and where it ranks.
Two kit fixes: the "everyone here has better" tag judges a piece on its full stats, and a piece the forge makes for a delver is kept for them.
The scried odds' hover says they are a reading, and that a Loremaster makes them truer.
The Pace hover says it spends only 15% of the usual wind.
Say each thing once: nine places that printed one fact twice now print it once.
Wording pass: 378 more lines made plainer, and 29 lines checked against the code and rewritten to say what they do.
The Hall of the Fallen, the Day Book and the Chronicle are told in the language now in use.
Fixes
A party home after the year turned is no longer warned about the season before.
French: 3,542 lines corrected, places named in French, and corrections from discord.
German: names decline after a preposition, and ordinals are in the player's language.
Italian: the Guardian is named as the English names it.
Spanish and French: the Training table's Job column has its own word.
Translations: every new line in all twelve languages.
