Delve Rewards and Hotel Rest

27 July 2026

Ruin floors now pay Cultural Influence worked out from your envoy's own level, and you can see what a floor is worth before you decide to go deeper. A long hotel stay now leaves your envoy rested, which is a real effect it carries out onto the road.

Both changes are about the same thing: knowing what you are getting before you commit an envoy to it.

improvedreducednewreworkedremoved

What a ruin floor pays

Floor rewards were a flat multiplier that ignored how strong your envoy was. They are now worked out from your envoy's level, and shown to you before you continue.

  • reworked
    Cultural Influence per floor
    WasA flat multiplier, the same for every envoy: baseline, double for a personal first, triple for a world first.
    NowA fraction of your envoy's next level, banded by level. Levels 1 to 10 earn the largest fraction and it tapers through to 50, so a floor stays meaningful as your envoy grows instead of becoming rounding error.

    Being the first player in the world to reach a depth still pays extra, now as a 50% bonus on top rather than a separate multiplier.

  • new
    NEW:Every floor's Cultural Influence varies by 10%

    The same floor with the same envoy no longer pays an identical number twice. The reward preview shows the range, not a single figure.

  • reworked
    Resource rewards scale with envoy level
    WasA fixed pool split across resource types.
    NowThe pool grows with your envoy's level, and 60% of floors pay two resource types instead of spreading thinly across all four. Amounts follow the 10:8:4:1 wood, stone, clay, metal ratio, so a metal roll is small in count and large in value.
  • new
    NEW:Reward preview before you continue

    The delve screen now shows what the next floor is worth before you commit to it: the Cultural Influence range in real numbers, the resources, and the lore chance. It used to be expressed as a percentage of a level, which meant nothing without knowing what a level costs.

  • new
    NEW:The lore chance shows its full spread

    Rather than one number, the preview shows the whole outcome distribution: the chance of no fragment at all, and the chance of each tier. Lore is presented separately from resources, because the two-resource roll never applied to it.

Resuming after an injury

An injury used to throw away the floor you were standing on. Progress is now banked in proportion to how far through it you were.

  • improved
    A floor pays out proportionally
    WasReturning or being injured mid-floor forfeited that floor entirely.
    NowThe part of the floor you actually completed is banked. A moderate injury forfeits only the segment you were in, not the whole descent.
  • new
    NEW:Resume odds are shown before you accept

    When you resume an interrupted delve, the screen states the folded odds for the remainder of the floor from the exact point your envoy stopped, rather than restating the odds for a fresh floor.

  • new
    NEW:A cleared ruin says so

    Reaching the bottom now shows a ruins-cleared screen instead of continuing to offer a descent that cannot happen.

Hotels leave your envoy rested

A hotel stay used to be worth Cultural Influence to the host and nothing to the guest once it ended. A long enough stay now leaves your envoy with a rest effect it carries onto its next journeys.

  • new
    NEW:Rested, Well Rested and Fully Rested

    The longer the stay and the better the hotel, the higher the rank. Rank 1 is +6% arrival Cultural Influence and -5% travel time; rank 5 is +40% and -50%. The effect lasts 12 hours and carries a number of charges, and either bound can end it first, so your envoy's effects panel now reads both: "4 charges, 11h left".

  • new
    NEW:Every arrival spends a charge

    The rest effect is consumed by arriving somewhere, not by time alone. That is what stops a single long stay powering an indefinite tour.

  • reworked
    Check-out settles the stay
    WasA stay paid out on a separate claim action after you checked out.
    NowOne confirmation, with the settlement shown before you accept it. The claim action is gone.
  • reduced
    The host's share is pro-rated to the minute

    Checking in and immediately out used to grant the host city a full period of influence. Both sides are now paid for the time actually stayed. This closes an exploit rather than changing what an honest stay is worth.

  • improved
    The Hotel says what it grantsHotel
    Was"Hosts visiting envoys who generate Cultural Influence. Higher levels increase visitor capacity and generation."
    Now"Hosts visiting envoys. A long stay leaves an envoy rested, improving Cultural Influence and travel speed on its next journeys. Higher levels unlock deeper rest."

    The per-level effects list now names the deepest rest that hotel can grant a guest.

Around your city

  • improved
    Homestead levels 5 and above each grant one more citizenHomestead
    WasLevels 5 through 16 granted 4, 4, 5, 6, 7, 8, 10, 11, 12, 14, 16, 18, 20 citizens.
    NowThey grant 5, 6, 7, 8, 9, 11, 12, 13, 15, 17, 19, 21.

    Level 5 previously granted the same 4 citizens as level 4, so the upgrade bought nothing.

Fixes

  • Merging a city no longer duplicates the resources insurance keeps.

    An insured merge credited the kept resources and also transferred them, so the total went up.

  • "Claim and Merge" states the rarity before and after.

    The result screen now names the target land's rarity change and the land it claimed, instead of leaving both to be inferred.

  • Travel routes on the map follow the path the envoy walks.

    The line was drawn straight from origin to destination, which crossed tiles the envoy never entered.

  • Envoy names in non-Latin scripts are accepted.

    The name filter rejected them outright. It now folds Latin lookalikes before matching instead, so evasions are still caught.

  • The reward preview no longer loads on a delve that has not started.
  • Merge result copy matches what an insurance-kept merge actually did.
  • The land merge screen fits a phone.