One climb is now one expedition. You carry your wounds to the next floor and choose where to stop.
1.6.0
The climb changed
5 items
Read the party's condition after every floor and pick one of three
Pick a difficulty when you found the company. The game calls it the climb rule: Standard or Hard. The choice stands for that save
Standard gives two camps, 20% health per camp, 3% per floor, and keeps half the haul after a wipe. Hard gives one camp, 11% per camp, 1% per floor, and keeps 30%
Clearing a floor no longer refills the party. Every floor used to start with full health. Now you climb wounded and get a small part back each floor
After a floor you choose to climb, camp, or return. The lodging and infirmary raise your camp count, and a healer recovers more at camp
Compare standard and hard by their numbers
A wipe costs you part of the haul. Come back alive and you keep all of it
New
7 items
The Heart of the Abyss stands with its own monsters and its own boss
Five sub-zones rotate from floor 101. The old build clamped to the last one, so every boss wore the same face up to floor 250
The Heart of the Abyss has its own cast: the Void Blade, the Devoured Climber, the Abyss Priest, the Core Warden, all under Nebrion the True Body. Goblins and slimes used to fill half that escort
Vespera Noct, Brin Copperlock, Yeoncheong, and Rask Winterbane join from floor 55 on
Four named mercenaries join, bringing the roster to twelve. Vespera Noct the abyssal knight opens at floor 55, Brin Copperlock the dwarf archer at 60, Yeoncheong the taoist at 70, Rask Winterbane the beastkin warrior at 80
All four arrive through a bond quest in the Dungeon, told in two chapters. They never appear in the ordinary recruit offers
Each carries a nemesis: Vespera against Nebrion, Brin against Grakka, Yeoncheong against Makri Hyeol, Rask against Granz. Bring them to that floor and they speak
The company says goodbye by name and by face
A mercenary who falls in battle gets their own screen. That death used to be one line in a folded page
Read how long they served and what they left behind
Retirement now has a farewell screen. You learn before a climb who retires this year, and they keep their portrait in the staff list
Now visible
9 items
Jump to your highest floor, your last floor, or the next boss
A sheet picks your target floor. Dropping from floor 312 to 62 took 250 taps. It takes three now
The multiplier, what it applies to, and the members who met the condition
Synergies show the percentage they give and who filled the condition. They only announced themselves before
Read the potential grade, the age, and why the card recommends them
Read the death risk as a percentage before you depart, and watch it fall as the infirmary rises
A recruit's badge measures potential. It measured current ability before, so cards read D 90.6% of the time against a true D rate of 6.7%
Raise the scouts to find better raw talent. Raise renown and several apply for one slot, so the better one stays
Settings tells you which climb rule your save runs on. Saves from before 1.6.0 keep the old rule and can move over
Battle skip opens only on floors you already cleared. A first attempt plays out
Nemesis lines carry the name of the boss standing on that floor
A saved party shows the faces it holds, not only its name. A name and a headcount never told you which party it was
Fixed
24 items
Carrying health between floors erased light damage. A well-built party lost a fifth of what it took at floor 20
The battle screen threw away carried health and drew a full bar every time
The screen and the actual stats read two different synergy rules. Three parties in four disagreed
Battle drew enemies with allied mercenary art. None of the twenty-five monster sheets reached the screen
Facility level 6 gave nothing at the appraiser, the scouts, and the infirmary
Auto-assign skipped members who already had an assignment, so a mercenary worn out in training never rested
Recruit candidates piled up until names truncated in the list
The three figures on the title screen sat blank for over a second on slow devices
The bottom button row covered the battle report button and the unequip button
Ability bars filled at 20, so 21 through 25 all drew the same
Tapping a member on the formation board moved them opposite the arrow, and swiping the roster moved nothing
The tutorial pointer appeared mid-screen instead of on the button it named
Risk labels ran optimistic against real win rates. "Even" measured 21% and "Favored" measured 56%
Reviving skipped the floor you had just lost
The gate target froze at floor 100 once you climbed past 101
Dungeon battles did not open in the fullscreen shell
The formation board drew its rows in a different order than battle
Tapping a party name zoomed the screen
Switching tabs in the mercenary detail kept the previous tab's scroll position
Equipment names folded in the equipment tab
The boss card covered the weekly figures row
The first-run tracker pulled away from the header and covered the tab row
Sound did not come back after the app returned from the background
The "end of this version" notice at floor 250 is gone. With the sub-zones rotating, nothing changes between that floor and the next
Still open
2 items
The tower has no end. Five sub-zones keep rotating from floor 101 and the enemies only grow. New sub-zones wait for a later version
Camps are the only way to stretch an expedition. Other routes wait for a later version