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Patch notes

1.26.0 Update Notes

Guilds past floor 999 now face the free Four Towers expansion. Climb with the mercenaries you raised, then defeat each ruler again in a raid at the top to collect legendary gear.

1.26.0 Latest

The Four Towers

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The climb past floor 999 continues in the Tower tab

The climb past floor 999 continues in the Tower tab
  • Once you pass floor 999, you pick from the Four Towers in the Tower tab. Climb Chain Fortress, Glass Garden and White Mist in any order. Last Stair opens after those three, and more stars mean a harder tower
  • The Four Towers are free. Pass floor 999 and they open with nothing to buy
  • Each tower keeps your best floor, and you continue from the next one. Every climb takes a week, like a main expedition
  • Each tower has its own enemies, and its ruler waits on the top floor. Rulers speak a line when they appear and when they fall
  • Each tower has one rule. In Chain Fortress both sides hit harder and healing received drops, and in Glass Garden mercenaries are charmed into striking allies. White Mist seals skills one at a time, and on Last Stair the front row keeps losing HP
  • A banner states the tower rule as each tower battle begins, and the scouting screen shows the floors left to the top and the ruler waiting there
  • Once you pass floor 999, the tower list comes first and climbing the main tower's 999 floors again sits at the bottom of that list. Once every tower is climbed, the main tower comes first

The Story Beyond the Summit

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The story opens with new scene art as you climb

The story opens with new scene art as you climb
  • Towers stand on the horizon where there were none the night before. The story continues at each tower's door and when you first defeat its ruler
  • Chapters open as scenes during the climb, and a chapter shown once is not shown again. Read past chapters again in the Four Towers section of Stories in the Adventure tab

Ruler Raids

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Breaking a power shatters the ward and staggers the ruler

Breaking a power shatters the ward and staggers the ruler
  • Reach the top of a tower to open its Ruler Raid. Two parties fight together against the ruler, risen again in the top chamber
  • The ruler stands in the middle while the two parties attack from both sides. It targets one party at a time and marks the ground before it strikes
  • Every ruler has its own skill and cut-in. Once you deal half of the damage needed to win, it becomes enraged and switches targets more often
  • Raids are mock battles: no one is injured or falls, and you can challenge as often as you like. Pause and choose Quit to skip the rest of the battle and go to the result. The result is decided when you start the challenge and does not change
  • A raid now opens with the ruler dropping onto a dark stage, its name and first line, then the two parties entering from both sides. Tap to skip. Returning to the same ruler shows a shorter version
  • All four rulers have new attack animations. Skill effects no longer hide the ruler's body, and the skill name appears each time the ruler targets a party
  • Mercenary attacks now show as one running total, and ruler skills get a short warning first
  • Each victory awards that ruler's legendary gear in a fixed order. The next piece shows in the bar under the entrance, and the challenge closes once you have them all

Ruler Powers and Splitting the Parties

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See who breaks each power at the entrance, then split the parties

See who breaks each power at the entrance, then split the parties
  • Rulers are wrapped in powers. Until a power breaks, it works against you, with harder hits or a ruler that keeps regaining HP
  • A mercenary with the class or specialty that answers a power breaks it mid-battle, from either party. Breaking both makes the fight much easier
  • The entrance lists the classes and specialty that break each power and who in your parties can do it. If no one can, Learn specialty takes you straight there
  • Split the Parties lets you build both parties yourself. Each ruler remembers your split, and Auto splits them again with the power breakers placed first
  • When a breaker is present, that mercenary rushes in and cuts the power, the ward shatters, and both parties charge together. With no breaker, the ruler unleashes its power and the screen shows which classes and specialty can break it
  • Powers left unbroken appear as one line on the result card

Legendary and Tower Gear

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  • Each ruler drops legendary weapons and armor for each role, and every piece has its own effect. All legendary gear shares the same stats, so you pick by effect
  • Legendary gear outclasses tower gear and is kept out of Tidy the stash and bulk selling
  • Tower gear drops as you climb. Its effect softens that tower's rule, and higher floors widen the effect's range. The effect does nothing in other towers
  • Spend gold to reroll a tower gear effect. Auto-sell on return keeps the piece with the strongest effect for each tower and slot
  • Legendary and tower gear each show their own icon

Expansion Perks

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  • Guilds past floor 999 receive the Four Towers world theme pack. Pick its crest, home backdrop, portrait frame, grave, plate, expedition flag, chronicle cover and the home track Beyond the Summit in Cosmetics
  • You get the title Opener of the Doors and a mist-violet name. If you also hold a supporter title, choose which one shows in Cosmetics
  • Your first win over a tower ruler earns that tower's crest and a conquest stamp on your plaque. Clear every tower and your title rises to Climber of the Towers
  • Four Towers story scenes you have seen return in the Illustration Gallery. Each tower has its own track, and the Music Room plays them too
  • None of this affects stats

Light Knights Tuning

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  • Theobald's prayer now heals all allies and shields every one of them
  • Oswin, Brita, Eirin, Celine, and Godric's skills hit much harder
  • Allies raised by the Oath come back with more HP, with "Oath: Back Up" shown above them

Mage and Archer Basic Skills

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  • Mage's Fire Burst hits harder and burns the weakest enemy once more
  • Archer's Rapid Fire hits harder and aims at the weakest enemy
  • Frost Lance strikes the weakest enemy, throws shards at the rest, and lowers the defense of those it hits
  • Starfall ends with a great star on the most wounded enemy
  • Piercing Shot passes through the whole row, and Snipe aims at the weakest enemy and refunds energy on a kill
  • Parties without rogues can now carry the late game too. Rogues stay as they were

Paid Hero Skills

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  • Their stats stay the same. Their skills changed, and each hero changes in a different way
  • Foes hit by Mukran's Black Orchid Needle lose HP to poison for a while and heal and regenerate less meanwhile. Poison damage now shows as numbers and counts toward her damage record
  • Allies healed by Aldric block their next blow, and his other allies gain energy
  • Irena's thrusts hit harder, and afterward she recovers some HP and parries the next blows
  • Rosel's right hand always lands a critical hit
  • Fine's Bolt hits harder, pierces part of defense, and charges her energy with each shot
  • Sargul's skill after his Reverse Scale triggers strikes far harder and restores his HP
  • Elowyn's Thorn Hedge now lashes the enemy front row too

An Easier Start

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  • Your company name is filled in, so you can sign right away. Tap the field to change it
  • The text cards after founding are gone. The Next Step strip guides you straight away
  • Your first formation has a Use recommended button. You can still pick cards one by one
  • Choose how to start when you found your company. With I'm new, entrances such as Facilities, Recruit and Adventure open one by one as you climb, and Sylvaine announces each in a single line. With I've played this kind of game, everything is open from the start
  • During the Apprentice Course, locked tiles show the entrance name, and tapping one says when it opens. That window or Settings has Open everything at any time. The rules are the same. Saves already in progress stay fully open
  • In a newly founded company on Standard rules, members who fall on the lowest floors are only wounded and do not die. The battle forecast and glossary say the same, and the last protected floor warns you once more
  • The Rear Duty tip appears only when someone stays home from the expedition. Until then the base suggests what you can do now
  • The base shows one guidance line at a time. The Next Step button is now secondary, so Climb stays the main button
  • During the course, the first recruit card leaves out far-off floors, and member details hide the Warehouse button until it opens
  • When your company is too hurt to set out, the Next Step card on the base leads you to Recruit or the next week
  • Defeat messages now use plain words and tell you what to change in your formation
  • Wipe results now read Wiped out from top to bottom, and leave out shards until shards open
  • The first Next Week prompt no longer sounds like a mistake
  • The contract marks your pick with a plate and a star, and Expert turns the plate red

Formation and Tower Prep

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  • Front and back row slots now stay pinned at the top of the formation sheet with full names. Candidates show three to a row with name, power and fatigue
  • Tap a slot to remove someone. Sort, filter and formation each sit behind one button. Turn on Formation to tap a slot and move that merc to the other row
  • Cards mark low morale, grades below your roster's best, and feuds or bonds with the party. Counter marks stay, and the filter can show counters only
  • Hold a slot or card to inspect. Morale and fatigue explanations moved there too
  • Tower prep fits floor, party, forecast and floor conditions on one screen without scrolling. Floor conditions, contracts and the full forecast open as sheets
  • Auto-equip all is gone. Auto-equip now works one merc at a time. In tower prep, a ▲ appears on the portrait of anyone with an upgrade. Tap it to change just that merc from the stash and see the Power change. Gear worn by others stays put

Unique Skill Scenes

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  • Mercenary, hero and boss skills have new scenes and sound. Each person's first skill in a battle plays big, then short
  • Pick first big, always big or always short under Cut-in size in Settings. It appears while Skill cut-ins is set to always
  • Among enemies, only bosses show a band. Long battles that reach the time limit keep their scenes in the short form

Roster and Gear Screen

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  • The roster limit is gone. If you already bought Abyss perks that raise it, the shards you spent come back and a band at your base says so
  • The gear swap screen is new. Try gear on, compare how the values change, then confirm. Your save does not change until you do
  • The green cell in the grid marks the biggest Build gain, and the cell says so
  • Lock gear someone is wearing and auto-equip leaves it alone, and other mercs cannot take it
  • Members who clear all five trial steps now get a bonus by tier. Regular stays at +30%, Named gets +33%, paid Named and the Knights of Light get +36%. Lower steps are unchanged

A New Layout

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  • The bottom tabs are now Base, Tower, Mercs, Adventure and Shop. The Shop is one tap away from anywhere. Devices without payments show the four other tabs
  • The gear at the top right is now Menu. Records, Ambition, Compendium, Rivals, Plaque, Glossary, Music Room, Gallery, News and Settings are all laid out there. A dot on the button means something new is inside
  • The fourth tile on your base is now Rear Missions. It shows who is assigned and the gold expected this week, and one tap opens the mission screen. A mark appears when you owe money and a slot is empty
  • The top card on your base now fits the moment. During an expedition it shows the floor with a large Expedition button. When too many are hurt to send anyone, the large button leads to recruiting or the next week
  • Disbanding danger now shows as a banner in the Shop and Adventure tabs too. The base banner also warns when a mercenary is close to retiring
  • Bottom tab marks are now a single dot, meaning something inside needs a look
  • Locked tiles in the Apprentice Course state when they open. The Adventure tab keeps its spot with a lock
  • Long languages such as Russian size each tab to its label, so the labels stay readable
  • The Climb button no longer stretches across tablets, and expedition notices no longer cover the base tiles on small phones

Adventure Tab and Result Screens

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  • The Adventure tab now has three groups: This Week, People and Stories. This Week fits on the first screen, and each card shows what is left and how long until it refills
  • Cards that are off say why, whether locked or waiting on an expedition. Before the conquest, a large button at the bottom takes you straight to the tower
  • The stopped floor result puts rewards, risks and party status on one screen. Growth and rumors moved to This Floor in the battle report
  • Healing kits open from a button on the result screen
  • A wipe now shows everyone lost with their face and full name, and the cut-off line is gone
  • On ordinary floors, Quick Climb shows one line of floor and rewards with a Next Floor button for a moment. If you don't tap, it closes into the full result with Camp and Return
  • Removed the tiniest text from the result and Adventure screens

Changes

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  • Added Anonymous stats in Settings. New saves report progress steps such as first battle and floors reached, plus daily Shop visits, with no name. Your save is not sent, and you can turn this off
  • The game now opens on a new start image and the title screen. One tap on Continue takes you to your base
  • Long text in battle banners now wraps to the next line instead of ending in "…"
  • The mastery cap refund notice shows the gold returned in the same short form as the top bar
  • The support address is now towermercenaries@gmail.com, an address just for the game
  • New app icon and start image
  • Shields now show numbers: the amount when gained, the amount blocked on a hit, and a band at the end of the HP bar
  • The game names members about to retire ahead of time
  • Member details now state the dodge and crit caps and the share from guild fame
  • Defeat results lead to specialties, and Abyss rituals warn about companion locks and attackers ahead of time
  • Climb rules for new guilds have changed. On Hard, tired members weaken sharply, and the new Expert rule brings stronger foes and almost no recovery. Your rule is engraved on the guild plaque, and existing guilds keep theirs

Fixes

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  • Ildarin's breakthrough form shrank during basic attacks
  • The chronicle listed the Extra Rear Duty Slot perk under an old name
  • Text behind the Adventure screen showed through the gaps beside the bottom bar in portrait
  • The Sylvaine guidance strip covered the Rear Duty sheet and blocked its mission tiles
  • Open everything stayed in Settings after use
  • The last letters of the locked Climb button touched its frame
  • A skill name in landscape battles could be covered by a fighter rushing past. It now floats above their heads
  • Some recruit fit chips showed a raw label when tapped
  • Lost gold after a wipe showed a stray decimal
  • In a week with unpaid wages, the return summary said wages of 0G. It now says how much carries over as debt, and counts debt repaid that week
  • Returning from an expedition lands on your base map even if a facility or the Music Room was left open
  • The line under the final floor result was half hidden by the buttons
  • On Android, pressing Back at your base closed the game at once. It now asks first