Valtheryn v0.62.0 · Build beyond the cap. Fight with clarity.
Continue Academy Studies and Settlement Works after permanent upgrades are maxed, answer alliance Oathlink requests to trim a teammate’s active order, and read decisive combat numbers in battle reports. Shield Formations now gives its stated Infantry Defense, while Formula 14 adjusts near-even casualties. This release carries forward the larger late-game training companies, 50,000-bed Moonwell, stronger late-tier progression Power, and the current Thornhaven experience.
What changed in v0.62.0
Passes 44 and 45 refine combat and give fully developed Wardens repeatable projects. The late-game training, Moonwell, troop Power, event, and Realm numbers below reflect the current build, including improvements carried forward from late v0.61.0 passes.
Study after the last doctrine
Three repeatable Academy Studies—Field Notes (30 minutes), Archival Survey (2 hours), and Grand Colloquium (8 hours)—use the normal Research queue and ordinary resources. Completing one counts toward matching research objectives and the active research competition, even after all 139 permanent doctrines are maxed. They add no permanent doctrine, Warden XP, troop stats, Guardian stats, or Power.
Keep building after level 30
Path Mending (30 minutes), Civic Repairs (2 hours), and Grand Restoration (8 hours) use ordinary construction slots and resources. Completion counts toward matching builder objectives and competitions. These projects do not raise building levels, grant Warden XP, or add lasting settlement or combat power.
Repeatable project scoring
Short, medium, and long studies or works offer up to 90, 360, and 1,100 matching event points. Actual points reflect naturally elapsed time, so Project Speedups and Oathlink aid reduce the skipped-time share. Normal event scoring limits still apply.
Answer an ally’s project call
Alliance members see a pulsing Oathlink icon above the private Realm map when another current member has an eligible Research or Construction order. Open it to review the Warden, project, remaining time, and reduction, then answer once for that order. Your own orders and other alliances’ orders cannot be answered by you.
Small aid, firm limits
Each answer removes about 1% of the order’s original time, normally at least 10 seconds and at most 2 minutes per member. All answers together remove no more than 10% of the original duration, and at least one second remains. Current alliance membership is checked when answering; stale, finished, or already answered requests cannot be used again.
Infantry Defense now matches its description
Each completed Shield Formations level now gives eligible Infantry the stated 4% Defense, up to 20% at level 5. This applies to Infantry defending at home and to an attacking Infantry march absorbing defender counter-pressure. It does not give a field march home-only defensive bonuses.
Near-even battles have a tuned casualty curve
The shared two-sided pressure curve now starts at 34% base casualties at equal pressure before recovery and other modifiers, down from 45%. Serious overmatches remain dangerous: the severe-rout floor still reaches 92.5% attacker casualties around pressure 5.0. Solo settlement and node fights, settlement rallies, Oathenreach, and Frontier patrols use this tuning; Campaign follows its separate PvE rules.
See why a battle ended this way
New solo, node, rally, and Oathenreach reports show both sides’ effective Attack and Defense, class matchup, incoming pressure and casualty rate, final rolled Attack versus defender Defense, and wounded versus permanently killed. A breach with fewer than 10% of attackers surviving is still a victory, but the report calls out how narrow it was.
Troops, Guardians, and research all count
The server resolves the actual forces sent and defending, including valid reinforcements. Troop tiers and classes, Research, deployed Guardian stats and command bonuses, and the appropriate battle context affect the matchup. The defender holds an exact final Attack-versus-Defense tie. Normal offensive casualties die; eligible defenders and reinforcement owners use their own available Moonwell beds.
Raise larger companies
A fully developed Barracks plus training-capacity Research can train up to 12,500 troops in one normal order. An active Grand Muster Charter raises eligible orders by 25%, bounded by 15,000 troops. Barracks 25 unlocks the second training slot. Company size changes training throughput, not the current 10,000-troop permanent solo march cap.
Recovery grows to 50,000 beds
Moonwell 30 provides 15,150 building beds; completed Field Infirmaries, Sanctuary Protocol, and Immortal Guard add up to 8,000, 12,000, and 15,000 respectively, subject to the 50,000-bed total ceiling. Existing wounded occupy beds. Casualty reduction and wounded eligibility resolve before admission; overflow becomes permanent deaths.
More progression value for Tier IV and V
Royal Vanguard now carry 200 base progression Power each. Aegis Templars, Celestial Lancers, and Astral Champions each carry 315. These Power ratings do not raise their battlefield Attack or Defense; research, troop composition, and Guardian combat effects still use their real combat values.
The current solo cap remains 10,000
A fully developed personal march can carry 10,000 troops permanently, or up to 12,500 while a Warhost Command Writ is active. The larger training and Moonwell capacities did not increase this march limit. Alliance rallies have their separate shared capacity.
More goals and clearer rewards
Thornhaven now has 47 one-time Realm Milestones worth 721 Gems in total, plus their XP and resource rewards. Each 24-hour Realm Competition offers three personal milestone chests whose complete track totals 350 Gems, 400,000 Gold, 1 Astral Crystal, and 1 Settlement Waystone before separate leaderboard prizes. Chest states have dedicated art.
Quickly assemble a balanced force
The standard march picker and rally contribution picker offer Strongest mix. It spreads legal capacity across the strongest ready troop class choices, then fills remaining space from available troops. You can still adjust counts before sending.
Thornhaven remains the live Realm
Thornhaven remains the sole playable Realm, supporting up to 1,500 Wardens across 64,000 × 40,000 with 640 finite deposits. Moonveil remains locked without an automatic opening trigger. Live marches, incoming notices, mobile controls, account access, and forum identity improvements from earlier passes continue in this build.
The free package window was extended
Register and legitimately claim the one-time free Beta Tester Package before November 9, 2026 at 16:27 UTC to qualify for the permanent cosmetic Valtheryn Beta Tester title. An account created at or after the cutoff does not qualify; registration alone and Realm membership alone do not award the title. Valtheryn 1.0 currently targets the same date and time, but that launch target may change.
Existing Thornhaven settlements, buildings, permanent Research, troops, wounded rosters, Guardian progression, inventory, alliances, Campaign progress, cosmetics, Gem Vault contracts, bounties, and Realm history carry forward. Repeatable projects add optional queue work without resetting completed upgrades.
Current player snapshot
Current v0.62.0 rules and ceilings; historical changes below describe the build in which they first appeared.
Past game updates
Ten previous game versions are retained as player-facing history, newest first. Older numbers describe their release at the time; use the current snapshot above for today’s rules.
v0.61.0Tier V, Realm Improvements & Late-Game Capacity
- The Tier V Infantry / Cavalry / Archer triangle was completed with Aegis Templars, Celestial Lancers, and Astral Champions; the permanent Research tree reached 139 doctrines.
- Live marches, faster threat notices, timed settlement scouts, responsive phone controls, and Warden Account and Forums improvements made Realm activity easier to follow.
- Rally War Room projections, map route handling, Research Time Reduction display, Warden troop-stat context, and Training Speed display received consistency and performance fixes.
- Personal Event Milestone Chests gained dedicated artwork, and Strongest mix became available in standard and rally troop selection.
- Late-game training grew to 12,500 troops normally and 15,000 with eligible Grand Muster capacity. Fully progressed Moonwell capacity grew to 50,000 beds.
- Royal Vanguard rose to 200 progression Power per troop and Tier V formations to 315 without increasing their combat Attack or Defense.
- Daily/weekly/login and personal competition rewards were normalized; the current values are described in the player handbook.
v0.60.0Thornhaven Expansion, Combat & Progression
- Thornhaven became the only playable Realm and expanded to 64,000 × 40,000 with 640 live resource deposits and room for 1,500 Wardens. Moonveil remained locked.
- Warden’s Path gained 44 one-time Realm Milestones offering 696 Gems in total plus XP and resources at that release. The current track has 47 milestones worth 721 Gems.
- Emergency Militia recovery expanded through Keep 30 with claim caps, defensive-loss checks, and anti-farming cooldowns.
- Infantry counters Cavalry, Cavalry counters Archers, and Archers counter Infantry through the highest troop tiers; composition is weighted by combat strength.
- Guardian command scaling, solo settlement attrition, owner-specific Moonwell recovery, and the casualty-based settlement ruin visual improved combat outcomes.
- Realm Competition pacing, Gem Vault rates, rally plunder limits, Peace activation rules, settlement artwork, and scouting Research descriptions were refined.
v0.59.0Multi-Realm Foundation & Realm Safety
- The game gained the underlying ability to maintain isolated Realm memberships and progression, preparing Valtheryn for additional Realms in the future.
- Resources, troops, buildings, Research, Guardian progression, alliances, rankings, and world state were designed to remain separate between independent Realms.
- Current v0.62.0 policy supersedes the old player-facing Realm-selection flow: Thornhaven is now the only playable Realm and new Wardens are assigned there automatically, while Moonveil is locked.
- Young settlements keep their generous opening resources, but protected starter reserves cannot be harvested through disposable alt accounts before the maturity gate.
- Eligible completed Realm Competition rewards are credited automatically instead of remaining indefinitely unclaimed.
v0.58.0Competition Economy, Beta Prestige & Gem Vault
- Realm Competitions moved to 24-hour windows with a 300 / 200 / 100 Gem main podium.
- Research, Construction, and Training competition score now reflects natural progression instead of purchased skipped time.
- Valtheryn Beta Tester prestige became an account entitlement rather than automatic Thornhaven membership. Current v0.62.0 requires registration and a legitimate free-package claim strictly before November 9, 2026 at 16:27 UTC to earn the permanent title.
- Creating Player Gold Bounties requires Keep 8 and a settlement at least 72 hours old.
- New Gem Vault contracts use 0.5% / 1.5% / 3.5% base yields for 1 / 3 / 7 days; early cancellation returns principal only.
v0.57.4Larger Armies, Settlement Identity & Deployment Command
- Permanent personal march capacity expanded to 10,000 troops; Warhost Command can temporarily raise a maxed march to 12,500.
- At this release, permanent training-company capacity expanded to 5,000 troops and Grand Muster could temporarily raise a maxed order to 6,250. The current ceilings are 12,500 normal and 15,000 boosted.
- Moonwell recovery capacity was expanded through strengthened existing Research; the current v0.62.0 rules supersede that older capacity tuning.
- Settlement Paint and Prismatic Warden Names expanded public identity without adding combat power.
- Stationed Forces received a dedicated command window, Oathenreach command tabs were improved, and outbound recall behavior was hardened.
- Alliance Trade, troop deployment workspaces, threat alerts, Market readability, Warden’s Path, and other HUD areas received a broad usability pass.
v0.57.3Combat Integrity, Realm Identity & Command UX
- Allied casualties were pooled before contributor allocation across rallies, reinforcements, and Oathenreach.
- The Infantry → Cavalry → Archers → Infantry counter system gained a ±12% final composition cap. The late-game T4/T5 class assignments were refined again in v0.60.0.
- Recovery Wards, rally resolution validation, contribution-based rally rewards, and stricter Peace rules improved PvP fairness.
- Alliance Diplomacy, Realm Bookmarks, alliance pins, profile likes, Warden portraits, chat identity, and earned cosmetics expanded Realm identity.
- Guardian Research expanded the Verdant Archive to 137 doctrines and Astral refinement added a long-term Guardian progression path.
v0.57.2Campaign, Guardian Research, Bounties & Realm UX
- Campaign Expedition opened as a persistent 250-stage PvE warpath with automatic legal force selection and Guardian participation when available.
- Guardian became the seventh Research branch; Daily Guardian Training increased to 250 base XP.
- Project Speedups expanded to active Moonwell Healing while preserving shared saved excess-time credit.
- Gem Vault 2.0, Player Gold Bounties, Command Boosts, expanded Realm Market supplies, and the 30-Day Login Bonus broadened long-term progression.
- March visuals, Realm HUD lanes, defeated-settlement aftermath, Scout/Battle audio, and account preferences were expanded.
v0.57.1Reliability & Loading Hotfix
- Normal game/page activity was separated from heavier Realm processing so routine play was less likely to be held up by long-running world work.
- Temporary state conflicts and service problems began returning clean retryable responses instead of surfacing as fatal game errors.
- Existing Warden progression was preserved.
v0.57.0Economy, Army, Research & Realm Progression
- Moonwell casualty/wounded handling and battle-report clarity were substantially expanded.
- The Realm Market Supply catalog grew to 33 bundles and permanent settlement styles joined Identity.
- Research costs were retuned for stronger late-game resource sinks while keeping the doctrine tree intact.
- Project Speedups expanded across Research, Construction, and Troop Training with bulk use and saved excess credit.
- The Realm expanded to 32,000 × 20,000 without resetting progression.
- New Wardens began receiving 1,000 Gems plus 150,000 each of Food, Wood, Stone, and Gold.
v0.56.9Shared Research & Construction Speedups
- Existing Project Speedups became usable on active Construction as well as Research.
- Each active building order gained its own acceleration controls, including exact queue targeting.
- Unused excess speedup time became reusable saved credit shared between Research and Construction.
- Construction can be accelerated all the way to completion with no daily acceleration cap.
