← Patch notes

1.10.0

1.10.0 Patch Notes

The tower has an end. Floor 999 holds its architect, and beating him closes the climb. The road there carries thirty-four journey chapters and eighteen floor lords standing every fifty floors, and an SS mercenary can pass a personal trial to earn a name of their own. The app now opens in Japanese and Traditional Chinese.

The end of the tower

  • Ireon, the Architect of the Tower, stands on floor 999. Beat him and the climb closes with a completion screen and a way home. It used to say only that the tower goes on forever. Your records stay, and cleared floors remain replayable
  • A unique lord stands every fifty floors, eighteen in all, from Mortum the Funeral Bellringer on floor 150 to Arken the Anchor of Return on floor 950. Each has their own silhouette and their own reason to climb
  • Every lord uses skills of their own: twenty-four of them, such as Ear-Crush, Final Correction, and Bloodchain Cleave, each with its own effect. Thirty-four ordinary enemies also stop borrowing ally class skill names and use their own
  • Battle backdrops differ by zone: ruins, empire, murim, dragon, abyss, and architect

The journey

  • The Adventure tab has a Story entry. Twenty-one main chapters and thirteen character chapters, thirty-four in all, and you resume where you stopped
  • Every named hero has a reason to climb, and the scattered pieces of the world gather into the ending on floor 999
  • Baekri Hyang's beginning is now a three-act story of its own. It opens on floor 5 and carries an investigation choice and an ending for her
  • Story battles touch no mercenary, no currency, and no week. Each scene carries its own track
  • The bottom Dungeon tab is now Adventure. Story, personal trials, bond quests, material dungeons, reincarnation and weekly raids all live inside it

Personal breakthrough

  • An SS mercenary takes a personal trial on floors 350, 500, 750, and 900. The challenger and two companions, three in all
  • Each pass unlocks a look of their own: twenty-three for ordinary builds and fourteen for named heroes, thirty-seven in all. Named heroes also take a title such as Fallen Blossom Sword Saint or Starshot of the Forest
  • You do not pick a specialization. Knights, priests, and taoists guard; everyone else strikes, and the class decides. Change class through reincarnation and the specialization follows
  • A mercenary who takes the third oath stops aging and stops wanting to leave
  • The trial guardian is an absolute benchmark. Strip their gear or change the party and the same enemy stands

Gear mastery

  • Raise mastery on a weapon or armor slot. Gold that had nowhere to go once your facilities maxed out goes here
  • Each level raises that slot's attack, defense, and HP. It follows into the power readout and the weekly ghost
  • Mastery stays with the slot, so swapping gear keeps it. It does not follow through release, retirement, revival, or reincarnation, and the screen says so first
  • When a facility is at its last level, one line points at the remaining gold and sends you to the roster

Gear codex

  • The codex has a fifth page for gear. It reads the floors each grade drops on, its numbers, and relic options from the same source the drops use

Healing kits

  • Buy healing kits at the infirmary. On the result screen they lift an injured member on the spot and send them to the next floor at half HP
  • Hold up to six, use up to two per expedition. The price is twice the average gold reward of your best floor

Four languages

  • Japanese and Traditional Chinese join Korean and English, four languages in all
  • Text that used to be baked into the screen now goes through translation: mutations, enemy prefixes, lord gimmicks, synergy and risk labels, mercenary names, and the chronicle

Screens

  • Buttons, panels, tabs, and gauges are drawn art now. Roster rows, adventure entries, and the top bar wear the same parts, and the eight bottom tab icons are pixel art
  • The base's Roster Status is now This Week's Party. It stands the mercenaries who will actually climb instead of any five on the books, writes every name in full, and dims anyone who cannot go with the reason beside them. Tap it to go to the tower party
  • The alert strip stands only on the base tab and can be dismissed. Feuds call names instead of a count. A disband crisis cannot be dismissed
  • Button labels fit on one line, and a label that does not fit switches to a shorter one
  • The app uses the whole screen on large displays. Unfolding a foldable or opening it on a tablet left a small card in the middle with dead space above and below. The battle stage grows with it

Sound

  • Five tracks were rewritten with new instruments: strings, flute, horn, pads, and percussion with reverb, instead of a repeating single note
  • The title track no longer waits for your first tap. It was there but never heard
  • The battle track was rewritten darker, and story scenes carry five tracks of their own

Balance

8 items
  • The four founding members now carry a tier 1 weapon and armor. Bare-handed, the first weeks ran at a 75% win rate on floor 5, 38% on floor 7 and 25% on floor 9, and one expedition reached floor 2. Lord numbers are unchanged
  • The floor 60 wall came down. The first generation lord multiplier goes from 1.55 to 1.35. Floors 1 through 50 and everything above 101 are unchanged
  • The generation budget slope starts at floor 301 instead of 101. Enemy budget on floor 300 goes from 481 to 373
  • Infirmary base recovery goes from one week to one and a half. Injury weeks and death rolls are unchanged
  • An abyss rite now stands with two companions instead of the candidate alone. Alone, the win rate was effectively zero
  • Boss bounties are gone. They were an early feature whose only reward was abyss shards, so they never gave you a reason to climb. An expedition already under way continues as an ordinary climb
  • Power reads less like a role. HP and defence count half again as much, healing counts less. In the same roster a knight goes from last at 7,226 to 9,000, and the nine members' role averages land within 9% of each other
  • The risk labels before you depart moved with it. A party marked "even" now wins 51.5% of the time instead of 53.6%, and "favoured" 73.9% instead of 77.8%

Fixed

22 items
  • A swipe that started on an inner panel could not scroll the screen. Across five Adventure detail screens and the scouting and post-battle screens, 199 of 1,402 measured swipes on 99 screens were blocked; now none are
  • A revival perk could rescue a lost abyss rite and grant awakening, and withdrawing from scouting alone could grant it too
  • The trial guardian grew stronger with certain parties. On floor 900 a front-row-only three faced enemies 6% stronger
  • The strike specialization described an effect it never had, the trial party sheet overwrote expedition presets, and the list said "ready to challenge" while an expedition was out
  • The personal breakthrough screen cut named heroes down to "Kaiser von Gran…"
  • Release, retirement, revival, and reincarnation did not say that mastery is lost
  • The healing kit footnote hid "you cannot use more this run" behind the out-of-stock line, and the infirmary price had no gold unit, so it read as a count
  • On saves past floor 999 the completion notice covered the Floor tab and it would not open
  • The pre-departure lord nameplate did not know the new lords, the floor 999 architect, or the floor 100 true form, so it named the wrong one
  • After abyss awakening a mercenary showed both "does not age" and "aging", and a named hero who reincarnated lost their breakthrough proof and growth cap
  • The healing kit button was under finger size, and it stayed active while debt made the purchase fail
  • In English at 393pt "Compendi…" and three facility tab names were cut, and Korean in the gear codex broke mid-word
  • The mastery line showed the same number twice, and "not enough gold" turned on when only one of the two slots was short
  • Twenty-eight lines of story text were corrected for spacing, spelling, and voice
  • On iPhone the buttons at the bottom of the screen were not drawn. Return, camp, and next floor after a clear, the encounter dialogue, and the abyss ritual button. They were still there, so tapping the black space worked
  • Scrolling a list broke the frame around it halfway down, on the roster, mercenary detail, party setup, and the abyss ritual
  • The last two rows of the ritual list sat under the bottom button, and the four buttons on the story screen crowded into one row
  • Awakening lowered a mercenary's power. A beastkin or elf who leaned hard on one axis traded it for the abyssal's even multipliers. Each axis now keeps the larger of the two
  • The cap of three awakened mercenaries could be passed on an older save
  • A battle could stall until you pressed pause
  • Only the story screen used a different typeface
  • The app shipped art it never draws. The download is smaller by that much