The patch is a progression rebalance, not a cosmetic hotfix
The developer said the Gold Ore/Gold Bar phase had become more grindy than intended. v1.0.6 therefore changes drops, quest rewards, crafting, worker tiers, Castle progression and military upgrades in one pass.
That means a pre-v1.0.6 “optimal midgame route” can be wrong even if every mechanic in the video still exists.
Biggest player-facing changes
More Gold Ore enters the economy
- all golems drop more Gold Ore;
- earlier Combat Quests award more Gold Ore;
- Rescue The Baker now awards Gold Ore;
- Spider Pests now awards Gold Ore.
Gold Bars cost less and craft faster
- crafting cost: -33%;
- crafting time: roughly -10%;
- first +1 output upgrade: Gold Bar requirement -50%;
- second +1 output upgrade: Gold Ore/Bar requirements roughly -40%;
- first extra crafting line: Gold Bar requirement roughly -40%, other requirements roughly -50%.
Master/Tier 3 worker progression is cheaper
- Master Worker Gold Bar costs: -25% to -60%;
- Master Worker Tool costs: roughly -40%;
- Tier 3 worker collection-upgrade Gold Bar/Tool: roughly -50%;
- Tier 3 creation Bread/Tool: roughly -20%.
Adjacent bottlenecks were reduced too
- Advanced Tooling Gold Bar/Tool: -33%;
- Advanced Tooling Mushroom/Animal Claws: -50%;
- Bread/Tool crafting time: roughly -10% each;
- Build Castle Prosperity: roughly -50%;
- Spearman/Swordsman/Archer Level 3 Glory: roughly -30%.
What should you change in your run?
If you were already stuck at the gold phase, update before farming more. Re-open every affected upgrade and compare the new requirement with the stock you already have.
Do not keep grinding toward the old target just because a video or note says you need it. The combined reductions can move an upgrade from “hours away” to “buyable now.”
One small bug fix
v1.0.6 also fixed the “Royal Mortar Enhancement Cap” not appearing correctly.
Source
- Hotfix v1.0.6: steamdb.info/patchnotes/25156796/