Idle members finally have work to do: the second and third squads of the Boss Hunt, the relief squad on expeditions, and rear missions at the base. Battles look better with hand drawn skills and new stages.
1.15.0
Boss Hunt
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A Boss Hunt battle. The boss stands large at the center
The weekly raid is now the Boss Hunt. Three squads take on the same boss in turn. Boss HP does not recover between squads, so what the second and third squads chip off lets you clear higher tiers
Each squad holds up to five. "Auto formation" tries three line ups (by power, by role, named heroes together) in a practice run and picks the best
Tiers run from 1 to 99. Tier N fights like floor N×10. You get three attempts a week
Beating the boss grants the guild a boon until next Monday. Each boss gives a different kind: lower wages, more gear drops, more battle gold, better camp recovery, or cheaper recruit fees
Clearing a tier above what you already claimed this week grants sigils. Sigils carry over between weeks, and the Hunt Trophies shop turns them into medkits, tickets, embers, shards, and titles
The boss stands at the center of its side, larger than in a floor lord fight, with a red glow at its feet
It's a mock battle, so nobody gets hurt or tired. Your chosen tier and squads are remembered next time you open the screen
Relief squad
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The relief sheet. A downed member is listed first
You can bring one relief member on an expedition. Abyss perks raise that to three
Use "Relief" on the after battle screen to swap one party member with the relief squad. A member who was knocked down and injured can be swapped too. Whoever steps out can't rejoin that expedition
A week spent as relief counts as deployment
Rear missions
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The rear mission sheet. Three missions, three slots
Send up to three members who aren't deploying on missions. Escort earns gold, Abyss patrol earns shards, and salvage earns embers
Output is measured against the average power of your main party. Members on a mission don't count as idle, but a retirement promise is only kept by deploying
The base's weekly glance and the weekly report show mission income
Ambitions and mastery legacy
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The retiring soon chip on the base roster card
Set one ambition in the Records tab. There are eight, and they nudge you toward line ups you don't usually run: three long rested members on a floor lord clear, four of one race, no healer, no named heroes, escorting rookies, everyone comes home, using up the relief squad, and all three Hunt squads fighting
Achieving one grants gold, reputation, and a title. Failing costs nothing and there's no deadline. Floors below half your best floor don't count
A retiring member passes half the gold invested in their mastery to one successor. Choose them in the retirement dialog, which shows the value being passed on
"Retiring soon" no longer sits in the top alert strip. It shows quietly as a chip on the base roster card, and tapping it filters the roster to those members. Feud and debt alerts stay dismissed until something changes
Abyss perks and personal trials
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The Abyss perk screen now leads with the next three perks you can unlock as cards, and the base entry shows how many are still available
Personal trials gain an early breakthrough stage. Survive floor 150 with all three standing to earn a new look and a title. You can switch looks in the mercenary detail screen
Battle scenes
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Choose a battle stage in Settings. Besides the classic screen there are two game scenes with camera framing, lighting, and particles
23 floor lord skills, 34 named hero skills, and 34 regular enemy skills are now hand drawn, as are the trails, targeting rings, magic orbs, shockwaves, and dragon breath that used to be drawn in code
Ally cut ins were reworked and the K.O. tag is now an image. Characters no longer squash when hit or stretch when lunging
A row holds up to four members. Floor lords stand at the center of their row with extra spacing on either side
Vibration can be turned off in Settings
Screen overhaul
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The status row on the mercenary detail screen
Expedition prep, scouting, and floor results are each a single page. Formation, floor conditions, and rows are on one screen without switching tabs
Boxes and badges drawn in code were replaced with plate art across the game. Badges come in steel, jade, crimson, and gold
The mercenary detail screen gains a status row under the portrait: treatment, feud, retiring soon, and mission on one line, with a reason on the disabled Train button
Illustration edges now blend into the card
The party panel on bond request and material dungeon prep screens was squashed out of view; that's fixed, and the back button sits on the right of the header card
The recruit screen shows a candidate's base stats and grade thresholds. The "?" on feature screens opens help
Easier to read
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Words that named the same thing twice were unified: roster, reputation (earned from daily contracts), and guide (the race and class guide in Records)
The weekly report lists wages and debt repayment separately, so payments no longer look larger than wages
Gold shows thousands separators everywhere, and Korean text no longer breaks mid word
The fire confirmation uses the right particle for the name and states that it can't be undone and that mastery is lost
Small button labels no longer sit on the plate ornaments; padding now matches each button size. Bottom bar buttons read like their neighbors ("Camp", "Return")
"Hand over the goods" states how many items you'd lose, and disabled mutation chips and a construction button blocked by debt show why
Empty screens (Reincarnation Corridor, Hall of Fame, Rivals, staff pool, warehouse) show a line of guidance and a place to go
Fixed
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Enemies that fell in an explosion stayed standing
A blank strip on the left of the Galaxy battle screen and clipped cut ins. On short iPhones the battlefield art now spans the full width
Four device feedback items: badge color, roster chips, the trial battle field, and clipped text
Text boxes and plates over facility art hid the art and text
The expedition summary claimed the next floor's reward would grow
The tower's bottom button row wrapped to two lines on short screens
The guild name was clipped in the top strip when the debt chip appeared
Floors remaining to the boss showed two different values on one screen
The facility level bar wrapped at six segments
"No record yet" above Hunt results and "MVP" on a 0% squad
The tutorial progress strip covered the party sheet title
Traditional Chinese vibration on/off labels were indistinguishable in the pixel font