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
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
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
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