← Patch notes

1.7.0

1.7.0 Patch Notes

Work outside the tower: gather materials, bring back the fallen, and fight one boss a week.

Material dungeon

Read the base floor, the three stage rewards, and your stock on one screen

  • The Dungeon tab has a material dungeon: a short three-stage climb scaled to your best floor. Stage 1 is ten floors below it, stage 2 five below, and stage 3 your best floor with its guards and boss
  • No mutations, gold, or gear; only materials. The stages give one, two, and two soul embers, and the stage 3 boss drops a legend ember
  • Withdraw between stages to keep what you earned; a wipe loses it all. Fatigue, injury, and death work as in the tower
  • Tickets stack up to three and one refills every two hours. Entering spends one
Read the base floor, the three stage rewards, and your stock on one screen

Bring back the fallen

Revive the fallen right under the stock on the material dungeon screen

  • The material dungeon screen lists your fallen under the stock, with the Revive button right there (the Hall of Fame has the same card). It costs five soul embers; named heroes cost ten plus two legend embers
  • The death screen now says how to bring them back and links to the material dungeon
  • They return with stats, gear, and record intact, injured for four weeks. Relationships start over
  • Once per mercenary. A revived mercenary who falls again does not return
  • Mercenaries who fell before this update are rebuilt from their Hall of Fame entry: no gear, stats rerolled
Revive the fallen right under the stock on the material dungeon screen

Weekly raid

See this week's boss, pick a lineup, and watch the fight

  • The Dungeon tab has a weekly raid: every Monday one of the five floor bosses steps up and you watch a single fight against it
  • The boss is scaled to your party: HP is 6.5 times your party's total, and its attack and defense follow your party too, so early guilds can raid and the lineup decides the score
  • Your score is the share of the boss's HP you take down within three minutes; a kill adds a time bonus, up to 1,500 points
  • It is a mock fight: roster, gold, and the week do not move. Three tries a week, only the best score stands
  • The reward is gold: payroll times the score, capped at 1.5× payroll, paid only for the part above your best score
  • The fight plays in the same full-screen battle view as the tower and the material dungeon
See this week's boss, pick a lineup, and watch the fight

Battle

  • A battle where neither side falls ends on its own as a retreat: no deaths, no lost haul. Saves stuck in an endless floor 330 fight are freed
  • After 30 seconds of playback, Show result opens even on a first-time floor
  • The party sheet's Confirm button is pinned to the bottom; stack several in one column and the board scrolls inside
  • A half-picked party survives a trip to the base. It used to reset when you left for the base tab
  • With nobody able to deploy, Climb This Week locks and Next Week steps in

App

  • The settings sheet has a close button pinned to its header. On iPhone there was no way to close it by touch
  • Language follows the device setting; switching slots no longer switches it
  • The app vibrates; it was silently dead on every device before
  • A notice banner can flag a known issue while a fix waits in review. It sends nothing and reads one static file
  • Settings has a Patch notes button that opens this page in your browser

Words and fingers

8 items
  • One voice across the game: polite guidance, plain codex and rule text, and each character keeps their own
  • Developer words are gone: stats became attributes, MVP became honors, battle log became battle report, burst window became focused assault
  • Repeated values trimmed: the base's injured count, the scouting tab count, the mercenary detail's duplicated identity
  • Sliders, speed chips, mutation badges, trait chips, and recruit decline are finger-sized (44pt) now
  • Destructive buttons show their red; another rule had been covering it
  • The codex section row scrolls as one segment, fading when more sits to the right
  • Bond quest cards got a frame around the art and a full-width action
  • Chronicle and codex tabs, departing after a retirement notice, and confirming rules now respond to taps

Fixed

  • The chronicle repeated a name when you beat a nemesis
  • Two result-screen lines used a different voice from the rest
  • Removed a dead style rule on ally HP numbers