Encounters in the tower
8 items
- The result screen after a floor has a "Look around this floor" card: one look per floor, for 8 party fatigue. It shows on tower and abyss climbs, and Dungeon tab expeditions and boss bounties skip it
- A look opens one of five outcomes. An empty floor gives nothing. Traces left by an earlier company hold a piece of gear and one or two soul embers, plus abyss shards and a 20% relic chance from floor 51. Ruins, from floor 51, awaken a talent in one party member. Ruins and trace relics come once per expedition
- A hostile company demands your goods. "Hand over goods" gives up your latest piece of loot; "Stand and fight" starts a raid against them at 88% of the strength of the enemies that floor sent
- Nobody dies in a raid, though injuries stay. Win to take a piece of gear they carried; lose and part of this expedition's loot goes with them. Raids pay no floor rewards, and if a loss leaves nobody fit to go on, the result screen sends you home
- A friendly company sells help at the floor's gold reward. "Buy intel" opens full scouting of the next floor, and "Buy supplies" restores HP and fatigue like a camp without using one. A company you traded with last time takes 20% off
- Companies come back. If you have met companies of the same stance, one returns 40% of the time; a company you beat returns 10% stronger for revenge, and returning companies call yours by name
- Each encounter plays a scene where a member drawn from your party and the other company's leader speak with their own faces. Ten scenes cover the five outcomes, hostile and friendly scenes end on a choice, and the scene stays open until you answer
- Records has a third tab, Rivals: up to twelve companies with name, stance, leader's face, party, first floor met, times met, and last outcome. Names join two words, like "Broken Fangs" or "Frost Lantern Traders"
The Mercs tab
7 items
- The Mercs tab opens on your roster, with sub-tabs Roster, Stash, Recruit, and Staff. The base's Roster Status card, once the one way in, leads there too, and Recruit shows a badge for named heroes waiting
- A "Ready N / M" line tops the roster, with chips for Healing, Need rest, Low morale, Missing gear, and Retiring soon when they apply. Tap a chip to list those mercenaries
- Rows drop the six combat numbers and the ability score. Each row shows weeks left to heal, which no screen had before, and one status, most urgent first: fatigue, morale, retirement, missing gear. Sort and set-all schedules fold into "Sort ▾" and "Set all ▾"
- The stash moved from the bottom of the mercenary detail, two items a page, to its own sub-tab: one scrolling list of gear someone can use, relics, and everything else
- Tap "For [name] ›" on a recommended item for that mercenary's swap sheet. Relic rows carry their option text and forge button, the relic header shows your forge cap, and tapping a row opens sell and re-engrave
- "Sell the rest" keeps relics and recommended gear, where the old Sell All emptied the stash. Auto-Optimize Equipment became Auto-equip all in the Stash
- The mercenary detail's Gear tab shows three slots and a "Stash N ›" link. "Swap" ("Pick" when empty) opens a sheet of that slot's gear, best first, with power and build change per row. Unequip lives in the sheet, which locks during an expedition, and the build card folds to one line
Battle
- Hit pauses and effects such as sparks and dust shrink with battle speed. The pause used to run in real time, so at ×4 close to half the playback stood still
- Several hits landing together share one pause, and crits and kills keep their own. At ×4 the spark count is halved
Screens
- Relationship chips on the Record tab explain themselves. Comrades in the same row give ATK and DEF +12%, once however many; rivals deployed together both gain +15% EXP; a mentor gives the junior +25% EXP; a feud in one party costs ATK and DEF −8%, 2 morale a week, and 6 in a week deployed together
- The roster and party sheet show named heroes by short name (Kaiser, Mujin); the detail screen, dialogue, and codex keep the full name. On the English roster the role chip shrinks before a long name
- The base's five portraits put your last expedition party first, then fill by power. They used to follow recruiting order
Fixed
8 items
- Relics and Gen 2+ weapons and armor showed a raw "equipTier.7" in the tier slot. Relics read Relic, and weapons and armor read Mythic
- Gen 2+ weapons and armor were painted relic purple; they use the Mythic color
- The codex race and class intro still said five races and nine classes; it counts six and ten
- On narrow phones the Korean labels on the result screen's camp and return buttons split mid-word
- On short screens the base sub-tabs and the codex race and class tabs reach finger size (44pt)
- The floor 50 prep tip told you to pile mythic gear on your main five. Auto-equip all assigns by role fit, and the tip says so
- In abyss rite dialogue, ordinary mercenaries showed a square card behind their portrait
- On Android tablets and unfolded foldables the app opened in landscape; it opens in a portrait window