The Adventurers Patch Notes
1.0.0.0 in full summary, then the recent live 9.9.0 and 9.7.x slice.
Eternal Vigilance Entertainment keeps a pinned Steam thread that is thousands of lines long. This page is not that thread. It summarizes 1.0.0.0 (31 August 2026) and the live patches players actually feel going into 1.0: 9.9.0, 9.7.7, 9.7.5, 9.7.4, 9.7.3, 9.7.2. For the narrative timeline, use the updates hub. For pitch versus shipped, use the roadmap.
Numbers below are the developer’s, copied from Steam news and the notes thread. Percentages are theirs, not a fan DPS sheet.
v1.0.0.0 (live) — 31 August 2026
Forts. Goblin fort battles had incorrect combats; that is fixed. A new stats page shows more raw fort data. Request duration decreased over 50% with a minimum of 2 days. Request rewards increased approximately 30%.
Quests. Quest ending text has been added to all quests. Early Access leftovers that dumped you at a blank closer should now resolve in prose.
Balance. Agility slightly nerfed: block chance −25%, parry chance −33%. Resolve damage for magic increased by an additional 25%. Pierce damage still uses Agility (that move was Update 1 in December 2024). The tier list is written against this pair of changes.
UI. Extra translation fixes. Dynamic tooltips no longer showing old data. Quest tooltips cleaned. Spacing tweaks in the view.
Enemies. Wasp death and animation cleanup. Iron Defender weakness and resistance modified. Giant bat movement speed increased. (The thread lists further creature nits; those three are the named ones worth a wiki sentence.)
Stats. Ally relationship bonuses in combat now show the bonus when highlighted — the 9.7.5 social +50% is visible, not hidden.
Overall. Demo updated to remove the Early Access tag.
Mods. Added modding for Abilities, Combat Actions, Fort Buildings, Fort Requests, Quests, and Towns (on top of 9.9.0’s classes, creatures, items). Icon override remains a relative icons/filename.png path. Details: modding.
The 1.0 Steam news post is a thank-you. It tells you to read the thread. You just did the useful third of it.
v.9.9.0 (live) — 9 August 2026
Modding support, initial turn-on: Classes, Creatures, and Items. Shipped on beta that week while live still took balance and icon updates. If your 1.0 install includes these files, you are past the “beta only” window.
v.9.7.7 (live)
Items. Halberds now have range 2 as their default attack.
Creatures. Twenty-plus flying creatures are not impacted by difficult terrain.
Combat. Summoned creatures now provide XP to the summoner. Energy upkeep did not go away; you just get paid in experience for the pet’s work.
UI / bugs. Combo box fixes. Incorrect Fort Training tooltip fixed. (Beta notes also mentioned weapon-type skill requirements being ignored — that class of bug is why 1.0 still lists tooltip work.)
v.9.7.5 (live)
Balance. Social relationship bonuses increased by 50%. Cave fog-of-war visibility +50%. Nighttime battles an extra +20% visibility on top of the FOW rules.
This is why Scout (see resistances and extra event text) and the 9.7.4 FOW page still matter: you see more than at FOW launch, not the whole cave at once.
v.9.7.4 (live)
Combat — fog of war for nighttime battles and enclosed spaces like caves. In darker interiors, visibility is only as far as you can see. On exterior night maps the notes describe 250% additional viewing before it is too dark. You can still be caught off guard.
UI. Tricksy icon cleanup (it blended into the chrome). Class name added to the stats screen. Enchantment stats show beside the base with a (#) modifier.
Bugs. Enemy sweep attacks too aggressive — fixed. Other combat AI range fixes appear in the same cluster of notes.
v.9.7.3 (live)
Combat. Unstable platforms (mud, sand, snow) apply a 33% reduction in hit chances and damages.
Hotkeys. Travel map stop-movement and center hotkeys added to Settings. See controls.
Items. More trash items stack, cap 9.
v.9.7.2 (blacksmith times)
Blacksmith. Time to smelt and craft reduced to instant on rush orders. When not instant: armor and weapons take 2 in-game hours, smelting 1 hour. Rush price +5 gold. The design intent, in the notes, is to place several orders then rest in the tavern and pick up gear. Fort blacksmith item stats visibility was fixed shortly after (9.7.2a / 9.7.4 cluster).
9.7.2a also cut Bag of Gems sale price 33% — if a gold guide still tells you to vendor gems at the old rate, it is stale.
How to use these notes in play
- Rebuild Agility-tank Paladins; 1.0 cut block and parry. Put Paladin on Strength/Resolve again (party planner).
- Casters got a real Resolve magic bump. Wizard Ice Storm and Cleric radiant hits are not the same as 9.7.
- Halberd range 2 plus flying-ignore-terrain changes chokes. Pin and Come At Me still matter.
- Summon XP is a reason to keep one pet alive, not a reason to Dark Pact from 10% health.
- Fort requests are faster and pay more in 1.0; Daily Cost can still outrun them if you hire eight personalities.
For older EA history (Update 1 pierce=AGI, Cleric death mechanic, 8.4.5 Druid/Warlock, Paladin 2025, crises 9.5.x), stay on the updates hub. Do not paste the entire thread into a loadout video.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
What are the headline 1.0.0.0 balance changes?
Agility block chance −25% and parry −33%. Resolve magic damage +25%. Fort requests are shorter (over −50% duration, minimum two days) and pay about +30%.
Did 1.0 add new classes?
No. It added fort tools, quest ending text, the Agility/Resolve pass, extra mod surfaces, and a pile of bug and UI fixes.
When did fog of war ship?
9.7.4 live. 9.7.5 then boosted cave FOW visibility 50% and night battles an extra 20%.
Do summons give experience?
Yes, from 9.7.7: summoned creatures provide XP to the summoner. They still spend the caster’s energy until combat ends.
What did 9.9.0 add?
Initial modding for classes, creatures, and items (beta on 9 August 2026). 1.0.0.0 then added abilities, combat actions, forts, quests, and towns.
Where is the complete list?
The pinned Steam patch-notes discussion. This page is a summary so you do not have to read two thousand lines to find the Agility nerf.