← Patch notes

1.6.0

1.6.0 Patch Notes

One climb is now one expedition. You carry your wounds to the next floor and choose where to stop.

The climb changed

Read the party's condition after every floor and pick one of three

  • Pick a difficulty when you found the company. The game calls it the climb rule: Standard or Hard. The choice stands for that save
  • Standard gives two camps, 20% health per camp, 3% per floor, and keeps half the haul after a wipe. Hard gives one camp, 11% per camp, 1% per floor, and keeps 30%
  • Clearing a floor no longer refills the party. Every floor used to start with full health. Now you climb wounded and get a small part back each floor
  • After a floor you choose to climb, camp, or return. The lodging and infirmary raise your camp count, and a healer recovers more at camp
Read the party's condition after every floor and pick one of three

Compare standard and hard by their numbers

  • A wipe costs you part of the haul. Come back alive and you keep all of it
Compare standard and hard by their numbers

New

The Heart of the Abyss stands with its own monsters and its own boss

  • Five sub-zones rotate from floor 101. The old build clamped to the last one, so every boss wore the same face up to floor 250
  • The Heart of the Abyss has its own cast: the Void Blade, the Devoured Climber, the Abyss Priest, the Core Warden, all under Nebrion the True Body. Goblins and slimes used to fill half that escort
The Heart of the Abyss stands with its own monsters and its own boss

Vespera Noct, Brin Copperlock, Yeoncheong, and Rask Winterbane join from floor 55 on

  • Four named mercenaries join, bringing the roster to twelve. Vespera Noct the abyssal knight opens at floor 55, Brin Copperlock the dwarf archer at 60, Yeoncheong the taoist at 70, Rask Winterbane the beastkin warrior at 80
  • All four arrive through a bond quest in the Dungeon, told in two chapters. They never appear in the ordinary recruit offers
  • Each carries a nemesis: Vespera against Nebrion, Brin against Grakka, Yeoncheong against Makri Hyeol, Rask against Granz. Bring them to that floor and they speak
Vespera Noct, Brin Copperlock, Yeoncheong, and Rask Winterbane join from floor 55 on

The company says goodbye by name and by face

  • A mercenary who falls in battle gets their own screen. That death used to be one line in a folded page
The company says goodbye by name and by face

Read how long they served and what they left behind

  • Retirement now has a farewell screen. You learn before a climb who retires this year, and they keep their portrait in the staff list
Read how long they served and what they left behind

Now visible

Jump to your highest floor, your last floor, or the next boss

  • A sheet picks your target floor. Dropping from floor 312 to 62 took 250 taps. It takes three now
Jump to your highest floor, your last floor, or the next boss

The multiplier, what it applies to, and the members who met the condition

  • Synergies show the percentage they give and who filled the condition. They only announced themselves before
The multiplier, what it applies to, and the members who met the condition

Read the potential grade, the age, and why the card recommends them

  • Read the death risk as a percentage before you depart, and watch it fall as the infirmary rises
  • A recruit's badge measures potential. It measured current ability before, so cards read D 90.6% of the time against a true D rate of 6.7%
  • Raise the scouts to find better raw talent. Raise renown and several apply for one slot, so the better one stays
Read the potential grade, the age, and why the card recommends them
  • Settings tells you which climb rule your save runs on. Saves from before 1.6.0 keep the old rule and can move over
  • Battle skip opens only on floors you already cleared. A first attempt plays out
  • Nemesis lines carry the name of the boss standing on that floor
  • A saved party shows the faces it holds, not only its name. A name and a headcount never told you which party it was

Fixed

24 items
  • Carrying health between floors erased light damage. A well-built party lost a fifth of what it took at floor 20
  • The battle screen threw away carried health and drew a full bar every time
  • The screen and the actual stats read two different synergy rules. Three parties in four disagreed
  • Battle drew enemies with allied mercenary art. None of the twenty-five monster sheets reached the screen
  • Facility level 6 gave nothing at the appraiser, the scouts, and the infirmary
  • Auto-assign skipped members who already had an assignment, so a mercenary worn out in training never rested
  • Recruit candidates piled up until names truncated in the list
  • The three figures on the title screen sat blank for over a second on slow devices
  • The bottom button row covered the battle report button and the unequip button
  • Ability bars filled at 20, so 21 through 25 all drew the same
  • Tapping a member on the formation board moved them opposite the arrow, and swiping the roster moved nothing
  • The tutorial pointer appeared mid-screen instead of on the button it named
  • Risk labels ran optimistic against real win rates. "Even" measured 21% and "Favored" measured 56%
  • Reviving skipped the floor you had just lost
  • The gate target froze at floor 100 once you climbed past 101
  • Dungeon battles did not open in the fullscreen shell
  • The formation board drew its rows in a different order than battle
  • Tapping a party name zoomed the screen
  • Switching tabs in the mercenary detail kept the previous tab's scroll position
  • Equipment names folded in the equipment tab
  • The boss card covered the weekly figures row
  • The first-run tracker pulled away from the header and covered the tab row
  • Sound did not come back after the app returned from the background
  • The "end of this version" notice at floor 250 is gone. With the sub-zones rotating, nothing changes between that floor and the next

Still open

  • The tower has no end. Five sub-zones keep rotating from floor 101 and the enemies only grow. New sub-zones wait for a later version
  • Camps are the only way to stretch an expedition. Other routes wait for a later version