A Dungeon opens, named mercenaries meet their nemesis, and party setup finishes on one screen.
1.5.0
New
5 items
Bounties are chosen in the Dungeon and finish there
A Dungeon tab sits at the bottom of the screen. Echo bounties moved out of the Tower and live here. Facilities open from the Base
Conquer floor 100 and echo bounties open. Pick Grakka, Makri Hyeol, or Kaiser, take the party limit and the oath, and climb again
Named mercenaries now have a nemesis. Baekri Hyang is bound to Makri Hyeol of the Blood Sword Clan, Kaiser von Arnheim to Duke Granz. Bring them to that floor and they speak, and they speak again the first time they win
Party setup happens on one screen. Build the formation where you pick the members, and a party saved under a name carries its formation. Load it and everyone stands where you left them
Floor risk, mutations, relics, and abyss contracts moved to a Floor tab. The setup screen only sets up the party
Build the formation right where you pick the membersOn a nemesis floor the boss card carries their lineThe floor-clear screen after the first win
Now visible
7 items
Recruit cards show a candidate's traits and talents. Tap a chip for the description, and read their age and potential range alongside
The codex carries all thirteen traits, split into common, named-only, and drawbacks
A recruit card with age, potential range, trait chips, and the folded combat numbersThe codex trait page: common traits attach to any recruit
Background and nemesis in the mercenary detail
Read a named mercenary's background on the recruit card and in their detail, along with who their nemesis is and which floors they stand on
The power bar and the explanation you tap to read
Mercenary detail no longer cuts information off screen. The five stats, morale and fatigue, traits, talents, bonds, and awakening history are back
The "back to base map" row at the top of every base screen is gone, and the mercenary's own name and role took that space. On a short screen like an iPhone SE the reading area is four times larger
Power now breaks into offense, durability, and healing on a bar. Tap to read why power and ability move differently
The party sheet shows fatigue and ability where you choose, so you never leave the screen
Fixed
8 items
The guardian sword comes first for a knight, though the crit sword adds more power
Power leaned too far toward offense and undervalued frontline guardians. Durability now counts four times as much, so a guardian's power rises about a third and the gap to a healer halves
Gear recommendations looked only at power and pushed crit gear onto frontline tanks. They pick by role fit now
Mercenary names repeated too soon. Names are composed from parts now, and the Korean and English names point at the same person
Text bled above and below the tab row in mercenary detail, and the portrait did not come back when you changed tabs
Front, mid, and back rows lined up like a staircase in battle. Each row centers on itself now
Ordinary recruits could roll named-only traits. Unbreakable, Prodigy, and Ironhide belong to named heroes again
Reframed the face position on twenty-four mercenary portraits
Trimmed the tower screen where it repeated itself and the roster rows where chips crowded
Still open
2 items
Floor 250 is the last one built for this version. Climb past it if you like, and the next floors arrive in a later update
Speed still scales power heavily. Raising durability reduced its share, but the structure is unchanged