Delve Preparation, and Investments on Your City Page
10 August 2026
Delve preparation now charges what it always said it charged: a share of the resources and Cultural Influence your envoy is already carrying, instead of quietly shrinking the next floor's reward and leaving your haul untouched. Because the charge is real, the tiers are repriced and the odds they buy rise with them, from +3 / +6 / +10 points of a safe outcome to +5 / +12 / +20.
Investments are now a surface on your own city page. A Patronage row in the building list opens a panel listing every investment other players hold in that city: whose envoy holds it, what you get, what they get, and how long it runs. You are told when one arrives even if you were offline, and a city with something waiting lights the Empire badge.
There is also a Change Log now. This page. It is linked from the footer, every patch has its own link, and it carries every staging deploy back to 27 July.
Delve preparation spends what you are carrying
Preparation was described everywhere as spending a percentage of what you had gathered so far in a run. It never did that. It reduced the reward of the floor you were about to enter, so buying Full preparation meant the next floor paid nothing while the haul you were already carrying went untouched. Paying for Full over and over cost you almost nothing, because there was nothing real to pay with.
- reworkedWhat preparation chargesWasA share of the reward the next floor was about to payNowA share of the resources and Cultural Influence gathered so far in the run, taken proportionally
Lore fragments are never spent. The charge is taken from the bank you saw on the "Continue Deeper?" screen, and an encounter toll on the same floor is charged after it, against the reduced bank.
- reworkedThe three preparation tiersWasLight 33% / Medium 67% / Full 100% of a full kit, buying +3 / +6 / +10 points of a safe outcomeNowLight 3% / Medium 7% / Full 12% of your haul, buying +5 / +12 / +20 points
The percentages are before Insured Cargo and the bonus is before Thorough Preparation. The prices sit just under what the odds justify while there is still run left to play, and just above it on a shallow ruin's last floor, so preparation is a read of how much run remains rather than a purchase you make on autopilot. The bonus still moves probability out of the three injury outcomes into safe, proportionally, and leaves dead end alone.
- reducedPreparation and sending a runner home are one choice per floorWasYou could do both on the same floorNowOne or the other
A runner banks your haul early and empties what the delve is carrying. Because preparation charges that same haul, the two combined into a hole: send the runner, then buy any tier for nothing. A runner sent on an earlier floor is unaffected.
- reworkedInsured CargoCommerce · Tier 3
Your envoy prepares a delve for less: Light costs 2% of your haul instead of 3%, Medium 5% instead of 7%, and Full 9% instead of 12%.
WasLight 20% of a full kit instead of 33%, Medium 50% instead of 67%, Full 80% instead of 100%NowLight 2% of your haul instead of 3%, Medium 5% instead of 7%, Full 9% instead of 12%The old wording was a percentage of a kit price that was never what the game charged.
- improvedThorough PreparationExploration · Tier 3 · 2 ranks
Preparing before a delve normally raises your envoy's chance of a safe outcome by 5% to 20%, depending on how much you buy. Each rank multiplies what that preparation is worth: 1.5x / 2x.
WasThe card quoted a 3% to 10% rangeNow5% to 20%, the range the tiers now buyThe multiplier is unchanged at 1.5x and 2x. Insured Cargo discounts the cost, Thorough Preparation raises the bonus, and neither touches the other.
- improvedThe tier cards show your own numbersWas33 / 67 / 100 regardless of your skills, with an outcome bar that ignored Thorough Preparation entirelyNowThe cost this envoy will actually be charged, against your current haul, and the odds the descent will actually roll
All four tiers arrive in one payload from the server, so the numbers on the card are the numbers the charge uses rather than a second calculation done in the browser.
Investments on your city page
Investment is something other players do to your city, and the city page treated it as an afterthought. It now reaches the city page the way the Temporary Embassy does.
- newNEW:A Patronage row in the building list
It sits above the built buildings with a "READY TO CLAIM" count while something is waiting, and below them with an active count when everything is claimed. Only the city's owner sees it. A visitor sees no Investments row.
- newNEW:Every investment in your city, itemised
Each card leads with the investor's envoy the way the Hotel and School panels do, portrait, name, level and home city, with the owning player's nameplate under it, then the path and tier. Below that, what you get, what they get and how long the term has left. The rates are read from the game's own tuning rather than written into the panel, so a balance change cannot leave it quoting a rate the game no longer pays.
- improvedThe claim panel is readableWasStyled for a dark surface and rendered on the light city page, so labels sat at 1.2:1 against their backgroundNowA light surface, with each row carrying the real building art
It also drew its icons from a four entry map of generic glyphs, so a Silent Partner investment in a Market showed a shopping bag.
- improvedA Venture Fund's boost to your own city is visibleWasApplied silentlyNowStated on the venture's card
Every active venture in your city raises your production of the funded resource by 5%, stacking. That has been true all along with nothing on screen saying where it came from. The dividend the investor draws comes out of their own stake, not your storehouse, and the panel now says so for every path.
- newNEW:You are told when an investment arrivesWasA live notification only, so being offline meant never being toldNowRecorded when the transfer commits and delivered next time you open the game
- improvedThe Empire badge counts cities with something to claimWasCities with a ready extractorNowCities with a ready extractor or an unclaimed investment
A city that is both counts once, because the badge counts places you have to visit. A storage-full city still counts when an investment is waiting, and the panel warns you about overflow before you claim. The label reads "N cities need attention".
- improvedCity Sponsor's resource picker moved to the Investments panelWasIn the Town HallNowOn the City Sponsor card, with every other investment in the city
The Town Hall row keeps its sponsor count as a signpost.
Patronage
- newNEW SKILL:Patron's WelcomePatronage · Tier 4 · 2 ranks
Your envoy earns more Cultural Influence on arrival at any city where it holds an active investment: +15% / +30%.
It takes the two points City Sponsor gave up, so the Patron fork still offers 11. It is the one Patronage skill whose worth is not decided on the Invest screen, so it is reported on travel with the other arrival skills.
- improvedCity SponsorPatronage · Tier 4
UNLOCKS: You receive a share of everything a city collects, sent to your home city, and its production of one resource rises by that same share, once your envoy invests in its Town Hall: 3% / 6% / 10% by tier. Your envoy stays at that city until the term ends.
Was3 ranksNow1 rankEvery figure it pays is set by the tier of the stake, not by the rank, so ranks 2 and 3 cost a point each and bought nothing. The same benefit now costs one point.
Envoys
- newNEW:Any envoy's skill tree is readableWasThe skills panel on a player's profile was an empty box that read as "this envoy has no skills"NowThe whole tree, with the ranks that envoy has learned
Learned ranks were already public. Only the owner can learn anything, and nothing on the panel offers a non-owner a button.
- improvedThe Impressive Envoys board shows portraits
Each entry carries its envoy's portrait beside the name, on the summary card and the full board.
- improvedHomesickWasBlocked exploration, and measured range from wherever the envoy stood, so an envoy that had chained outward through several cities had no legal move at all short of Emergency RecallNowAn envoy can always travel home, however far that is, and can still explore
The debuff never expires on its own, so an envoy with no legal move stayed that way.
Your envoy at a Hotel or School
Both screens revealed the payout only at the moment of commitment: the hotel's Cultural Influence did not exist on screen until you pressed Check Out, and the school's until you pressed Complete Training. In both cases the number is the thing you are deciding about.
- improvedThe hotel stay card leads, and states what the stay has earnedWasYour envoy was rendered twice, and its earnings appeared only on checkoutNowOne card above Current Effects, with the rate per hour and what has accrued so far
- improvedYour own envoy leaves the public guest roster
It has its own card above the list now. The Guests count still counts everyone, because capacity is a fact about the building.
- improvedThe school leads with your envoyWasYour envoy sat below a list it had been excluded fromNowAn azure card at the top of the panel, carrying the training payout
- improvedThe Guests and Students bars count placesWasA single measured fillNowOne segment per room or per desk
Past 20 places the segments would be thinner than the gaps between them, so the bar falls back to a continuous fill.
- improvedAn envoy's name and home city stop being croppedWasBoth truncated on the envoy title cardNowThree lines: name, home city, then its badges
One card for what your skills do
Nine action screens stacked three bordered boxes where there was one thought: a balance ledger, a list of the skills that apply, and the resolved total. On five of them the block's heading was parchment text painted on parchment, so it could not be seen at all.
- reworkedAction summariesWasThree boxes, one of them invisible, each restated by a neighbourNowOne card, with the ledger, your skills and the resolved total as zones inside it
On the NPC exchange you were told the amount you would receive three times, in two visual languages, inside 120 vertical pixels. It says it once now. When nothing applies, the card is absent rather than an apparently blank gap.
- improvedThe travel drawer has one clockWasTwo boxes 40 pixels apart with the same label, one counting permanent skills only and the other counting skills and temporary buffs, with nothing to say which the envoy would runNowOne card, with each buff as a row beside the skills, marked Temporary and priced by what it does to the journey
- improvedThe travel time reads as a heading
It is the number the whole screen is about and it wore the same 10 pixel micro label as every other row. Cultural Influence is spelled out rather than abbreviated, and the envoy's travel art sits beside the clock.
- improvedThe journey row fits a narrow screenWasStacked into three full width blocks for every destination, about 370 pixels before a single fact about the trip appearedNowOne horizontal row, about 200 pixels, with a city destination taking a second row for its name and its owner
- improvedBegin Travel stays on screen
The button sat inside the drawer's scrolling area and could be scrolled out of reach.
- improvedEnvoy action buttons use game artWas"Visit the Market" and "Host a Festival" drew flat pictogramsNowThe same art as everything else on the board
Market and trading
- improvedMy Offers finds a listing you put up in another player's MarketWasThe tab dropped every offer whose selling city was not the one on screen, so a listing made through a foreign Market was missing from the one place you could cancel itNowThe tab lists what this city has standing, wherever it was listed from
Your other cities sell from their own storehouses and have their own copy of this tab, so their rows are not this Market's business. In a Market you do not own, the selling city is named on its own line.
- improvedA listing says how you may accept itWasThe browser decided for itself, using a completed trade route as the only rule, so a Free Trade Agreement offer or a brokered one showed "No route" where the button goesNowDirect route, free trade or broker, answered by the same code that runs the trade
A part taken offer now also shows what is left of it and what was originally listed, so you can see it is part taken before committing.
- improvedAn exchange that will not fit is refused before it costs you anythingWasThe input was deducted and the daily trade or the 12 hour cooldown spent, then the output was trimmed to whatever fittedNowRefused outright, with the reason on the button
This covers both the NPC exchange and Artisan conversion. Neither can push a store past its ceiling any more either.
Lore and discoveries
Four faults in one rule, the one that picks which fragment an exploration awards.
- improvedA Legendary find is a fragment againWasThe Great Library's assembled map, complete with the raw tag marking where a caption belonged, because it was the only thing in the Legendary poolNowReveal assets are never awarded, and a tier with nothing left to give steps down to the next one
The two real Legendary pieces are wonder gated and the Sea of Auriel piece is Foundation Stone gated, which left the pool with nothing else in it. Previously the rarest outcome could also produce a "Lore Fragment Discovered!" result with no fragment, no text and no Cultural Influence at all.
- improvedA fragment belongs to its terrainWasThe 32 Old World continent pieces state their terrain as a condition rather than a column, and only the column was honoured, so a piece of the mountain continent could turn up in a swampNowThe condition is enforced
The Sea of Auriel piece, which sits behind a world wide cooperative unlock, was also reachable from one ordinary exploration of the map centre. An unrecognised condition now fails closed.
- improvedThe discovery result names the rarity you were handedWasThe badge read the tier that was rolled, so it could announce a Legendary find and then hand over an Epic fragmentNowThe tier of the fragment actually awarded
Notifications
- newNEW:Notifications persistWasA single live push. If you were not connected when it happened, it was delivered to nobody and there was no record it had happened at allNowWritten down and delivered the next time you open the game
This is what made the skills whose payoff lands while you are elsewhere invisible: a brokerage cut, a Prospector's Cut, an auto rolled reinvestment, a standing order reposting itself.
- improvedThe map stops greeting a new player with the world's history
Discoveries made before you arrived are no longer announced as though they had just happened.
Buffs and debuffs
- improvedExplorer's VigorWasAdvertised a 10% better chance of a lore find on three screens and enforced it nowhereNowIt applies, and compounds with Keen Senses to 1.32x
- improvedFrostbitten and HeatstrokeWasThe travel guard read Swamp Fever's rule onto all three, so a Frostbitten envoy could not walk past a mountainNowFrostbitten and Heatstroke block that terrain as a destination. Only Swamp Fever blocks crossing it
Swamp Fever's preview also checked the destination alone while dispatch walked the whole route, so it offered journeys the server was about to refuse. Both walk the route now, and both exempt the tile your envoy is standing on, so an envoy in a swamp can still leave it.
- improvedThe three hotel rest tiers each state their own numbersWasOne sentence with no numbers in it, shared across a span from +6% Cultural Influence and -5% travel time to +40% and -50%NowEach tier states its own range
The Change Log
- newNEW:This page
Linked from the footer. Every patch has its own address you can send to someone, and the history goes back to 27 July, which is as far back as these notes have been written.
Terms of Service
Section 9 and section 10 have changed. The Terms prohibited automation but gave us no remedy between a warning and a suspension, and no standard for choosing one.
- reworkedA measure that limits what an account earns
Added to the list of things we may do about a breach, between reversing an unfair advantage and restricting access. It is aimed at breaches that work by accumulating more than fair play allows. You keep the account and every feature in it, and what changes is the rate at which unfair gains accrue.
- reworkedProportionality, and what we act on
We pick the step we reasonably consider proportionate to what happened, on the evidence we have. Automation shows up as a pattern across days rather than as a single action, so we may act on evidence of that kind, and we keep the measure to what that evidence supports. Section 9 now also says plainly that we look for it.
- reworkedA measure is time limited and reviewed
It runs for a limited period and is renewed only while it is still warranted. If the behaviour has stopped, the measure is not renewed and lapses shortly afterwards.
- reworkedGold you have bought is never touched
A measure that limits what an account earns never affects Gold you have paid for or what that Gold bought you. The single exception is an account closed for a serious breach, which the Terms already covered.
Fixes
- The delve summary's Total now includes what preparation cost you.
The charge sat in the same columns as the reward rows and read as a subtraction, but the Total ignored it. It is now a labelled red row that the Total nets, in the final summary and in the mid run haul panel.
- Encounter tolls appear in the delve summary at all.
They had rendered as an empty row since tolls first shipped, so a toll you paid was invisible.
- A prepared floor is no longer marked amber in the delve summary.
It read as though something had gone wrong on it. A safely cleared floor is green even when you paid to prepare it first.
- Picking a preparation tier and then sending a runner no longer blocks the descent.
The refusal was reported as "you cannot descend at all" and disabled Continue Deeper. It now says preparation specifically is unavailable, and still refuses to sell you a tier the runner has taken off the floor.
- A preparation card no longer quotes odds an encounter has already changed.
An encounter at depth 7 or 9 can arm a modifier that is still live at 8 and 10, so a card could advertise a safe chance five points off the one the descent would roll.
- "Swift Journey" can no longer be bought while "Expedition Stride" is running.
Stride applies instead of it, so the diamond bought nothing. Buying Stride while Swift Journey runs is still allowed, because that is an upgrade.
- "Hold a Festival" no longer offers what the declaration will refuse.
The button tested your skill, the running festival and the cooldown. Declaring also refused for four more reasons, most often a cost the city could not pay, so the button enabled itself and the request came back an error with nothing on screen to explain it.
- An envoy committed to a Temporary Embassy is no longer offered a hotel room.
The residency already pays for the room. All three surfaces offered the button and let you find the rule out as an error. The button now reads "In Residence".
- A trade's fair value is quoted in the same direction as the offer.
The create panel stated the rate one way round and the fair value the other, so offering Metal for Wood quoted a fair value of 0.10x against a headline of 10x. The browse rows now also lead with the verdict in words and carry the fair rate beside the one being charged.
- A visiting trader's Max button reads their own storehouse, not the host's.
It mixed the vault tier and Storehouse citizens of one city with the level and mastery bonus of another, so it could offer a trade the server would refuse.
- The market's exchange rows fit a 320 pixel screen.
The Give, Receive and after trade rows sized their fields in fixed widths with nothing able to yield: 23 pixels of overflow inside the building detail panel before, none now.