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Hear ye, hear ye!

It's officially been one week since Drop Duchy has been released, and we're back with a new update to correct the following bugs:

Patch notes - May 14, 2025

  • Fixed enemy Fluvial Guard sending (friendly) units to player river buildings

  • Fixed technologies not resetting properly at the end of the round (if you used them a round, you could no longer do it at the next round):
    • Daily Bread
    • Blessing

  • Fixed terrain-related buildings sometimes appearing as enemies even if the terrain was removed: no more Watch Towers in a grid without plains, or Shipyard in grid without river (if you suppress the terrain type, ennemis shouldn't have terrain-related buildings of the deleted terrain)

  • Fixed the displayed type of cards:
    • Fertile Grounds now properly shows "Production"
    • Exploited Lands now properly shows "Production"

  • Fixed being able to skip to Act 3 by spamming A at the end of the Act 1 screen (trigger 2 screens of terrain choice when spamming during the "boss defeated" screen)

  • Fixed expedition gains not updating after upgrading the Holy Land card while the menu is open

  • Fixed "Build a church" expedition not giving Faith for this round if you had already entered the location

  • Fixed exploit with Forced Conversion tech turning boss units

  • Fixed Health gains going towards the Boss 3 gauge instead of the Health bar (tech Blessing, Herborist)

  • Fixed audio cues missing when reloading the save during a round

  • Fixed swapped translations between some faction quests descriptions in all languages except English
    • "Upgrade Belfry x10"
    • "Upgrade Holy Crusade"
    • "Upgrade Belfry level 6 before the Wall"

  • Fixed Windmill description incorrectly requiring forests in Russian

  • Fixed challenges "Win against boss" not triggering if both camp end up with zero units left

  • Fixed The Wall piece not dropping down automatically, leading some players to think it was stuck

  • Fixed Ukranian translations on 5 cards to clarify the difference between "connected" and "adjacent"

  • Fixed the bug in which opening the Deck menu after selecting a card in Guild/University allowed to select one again

  • Fixed inverted values between Boss 2 & 3 additional recruits (Boss 2 is 10, Boss 3 is 20)

  • Fixed tech icons overlapping with the piece count & some pieces (on Boss 2), now reducing in size accordingly

  • Fixed Scoundrel challenge not triggering if you had only one of the two cards

  • Fixed Devotion card applying its effect several times to the same enemy building

  • Fixed Crusader Outpost not working on Fertile Grounds

  • Fixed squares spawned by Noble buildings not triggering exploration despite the row being full

  • Fixed "Hold the Door" quest not unlocking if the player wins the combat with zero units left

  • Fixed units icons staying on non-military buildings after they received units from Fluvial Guard

  • Fixed Church Tither appearing as a random reward despite removing the Forest terrain




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