RELEASE 1.0.13
Holding the crown
Eleven things you asked for. The raid's castle is now captured instead of cleared, Iona keeps a rank with you and sells better parts at each one, and nine other things now do what they look like they do.
October 2026 · Discuss on the board
The Crimson Districts are taken, not cleared
The raid's third stage used to open like every other one: kill everything standing in it. The Proving Castle is a fortress, so now you hold it. The stage ends when the crown at the castle's centre is captured.
- Stand on the crown and a meter at the top of the screen fills. One Warden takes it in ninety seconds. Every Warden after the first makes it half as fast again.
- Contested. If the garrison is standing on the crown with you, the meter goes at a third of the speed.
- Step off and it loses ground — but never past the last quarter it reached. A wipe costs you a push, not the whole hold.
- The waves do not end. From the first foot on the crown the castle sends wave after wave, and they get heavier. There is no last wave to wait for. Only a full meter stops them.
The crown is outlined on the ground in the colour of whoever has it, under a column of light. The waves leave ammunition but no gear. Taking the crown is what pays: a piece for every Warden in the room, lying on the crown when the garrison breaks.
Iona keeps a rank with you
Iona used to sell one fixed shelf of common parts. She now has five ranks, and each one opens a better shelf. Your rank rises with the Glim you spend at her bench: her fee for a build or an infusion, and anything you buy from her. Taking apart, swapping and salvaging are free and do not count.
| Rank | Glim spent | Opens |
|---|---|---|
| 1 · Walk-in | — | Common parts at ◆1 |
| 2 · Regular | 1,000 | Uncommon parts at ◆2, armour modules at ◆2 |
| 3 · Trusted | 4,000 | Rare parts at ◆4, armour modules at ◆4 |
| 4 · Favoured | 10,000 | Legendary parts at ◆6, high-grade modules at ◆6 |
| 5 · Bench Partner | 20,000 | Legendary parts and high-grade modules at ◆8 |
She sells barrels, magazines, optics and accessories — not receivers, and no signature parts. A named gun still has to be found. Armour modules are under Armour → Spare modules, for your class, with each module's stats shown before you buy. Everyone starts at rank 1.
Armour infuses and comes apart like a weapon
Infusion had two rules for one word. A weapon took a copy of itself and used it up. Armour borrowed the power of a stronger piece and kept that piece. Armour now follows the weapon:
- Feed a piece another piece for the same slot. That piece is used up.
- Yours takes the higher power of the two. The lower one adds progress toward the next point, so a weaker drop is worth feeding in too.
- It costs the same flat 250 Glim as a weapon, and no Upgrade Cores.
Dismantling had two buttons that did different things and did not say which was which. There is one now. On a piece built from modules it reads Disassemble and takes the piece apart into its four modules, the same as a weapon comes apart into its parts. Nothing is melted. If you want Glim for a module, salvage it in Inventory → Parts. When the button cannot be pressed, the reason is written under it.
Loot you can read from across the basin
Every beacon used to glow so brightly that it showed up white, whatever its rarity. Beacons are now in their rarity's own colour, and you can tell the tiers apart by shape too: the better the piece, the taller the shaft and the more rings. A weapon's gem is a spike. Armour's is a flat plate.
Ammunition is not a beacon any more. It is a dark crate with rounds standing in it, sat on the ground inside a square mark, with a small arrow over it. Pale is primary, green is special, violet is heavy.
A reward screen at Kade's board
Handing a record in used to pay quietly. Now it puts a reward screen over the board: which record you signed, a tile for every piece with its rarity and power, the Glim and Cores, and what the hand-in unsealed. It stays until you dismiss it.
Fireteams
- Invites you can answer. The invite banner now says who is asking and has Accept and Decline on it. Press Y or N without leaving the fight, click the banner, or press D-Left on a controller to accept.
- Hand the lead on. The leader gets Make leader on every present member's card.
- See who leads. The leader's card is marked and listed first, they wear a star on their nameplate, and the HUD says who leads. Everyone is told when it changes hands.
Smaller fixes
- Falling out of a Crucible arena now kills you and puts you back at your base. Before, the match never heard about the fall and you stayed down until it ended. The other side takes the point.
- Your Wardens as they are. The selection screen after login shows each Warden in what they have equipped, with their weapons and armour listed.
- The weapon in your hand stays there when you change map.
- The objective marker has a switch on the Ashen map. Off hides the diamond and the beam; the route on the map stays.