Floors above 100 become generations that never end. Drakekin open, two named heroes arrive, the retired return, and retirement follows will, not age.
[Generation tower]
- Above floor 100, every 100 floors is a generation. The tower screen says "Floor 138 · Gen 2". Generations follow a formula, so there is no last floor: floor 500 and beyond follow the same rules
- Enemies gain variants from twelve kinds: Ironhide, Vampiric, Haste, Volatile, Warded, Riposte, Corroding, Splitting, Regenerating, Executioner, Stealth, Berserk. One in Gen 2, two in Gen 3, three from Gen 4. Scouting shows them as chips; tap one for the counter. In battle the variant sits before the enemy's name and a warded hit shows "Nullified"
- Plus 7 more in the patch notes
[Two named heroes]
- Izel Vargast arrives at floor 150. A drakekin elementalist of the Vargast bloodline who left the nest, went down to the tower's heart, and saw the recurring pact calling her blood. Her bond quest "Blood of the Elder Dragon" has two chapters, "Bloodline Unleashed" and "Severed Pact", with the Shadow of the Pact at the end
- Ildarin arrives at floor 250. An elf mage who first noticed the tower repeats, climbing the same floors over a hundred times and writing every name and pact into a ledger. His bond quest "The Recurring Tower" has two chapters, "The Scribe" and "The Unclosing Page", with the Scribe of the Pact at the end
- Plus 3 more in the patch notes
[Drakekin]
- Clearing floor 150 opens the Drakekin, a people from the dragon nest: knights, mages, warriors, and elementalists. HP +12%, defense +8%, attack +10%, damage taken −8%, speed −6%. One arrives in the next candidate refresh
- A drakekin kin synergy steps up at two, three, and four, and applies to the battle multiplier
- Plus 4 more in the patch notes
[Corridor of Rebirth]
- Bring back a retired mercenary. The Dungeon tab has the Corridor of Rebirth: pick a departed soul, offer the same materials as a revive, and face the shadow of the person you raised across three stages. Staff can be called too, and step down from their post when they return
- The further you go, the more they keep: back to 16 to 20 years old, one past-life trait of your choice, and potential from their record
- Plus 3 more in the patch notes
[Retirement by will]
- The age cliff is gone. Each mercenary has 5 to 10 years of will; an active year costs 0, ordinary 1, bad 2. At 0 they announce retirement
- Bad means benched over 26 weeks, morale under 40, or aging losses piling up
- Plus 4 more in the patch notes
[Abyss rite]
- Awakening is a choice. The base has "Abyss Rite · Brands N/3". Pick a mercenary with ten abyss battles and a boss kill, pay shards, and they face their own shadow and two abyss foes alone. Win to awaken; lose and the shards return with two weeks injured
- The rite has lines before and after, the result shows the portrait before and after, and the chronicle keeps it
- Plus 2 more in the patch notes
[Places to spend shards]
- Re-engrave a relic's option for 40 shards from the relic card; it rolls from the options you do not have
- Call new recruit candidates for 15 shards from the recruit title row, once a week. Named offers stay
- Plus 1 more in the patch notes
[Screens]
- The title screen is new. Key art fills the screen with one big "Continue"; new games and save slots live in a "Load a saved adventure" sheet. It waits for fonts and art, showing only the logo meanwhile, and the splash holds for one second
- The base screen is tidier. Three warning banners and a row of numbers become one "Check N" line and a "This week at a glance" card; tap the line for causes and next steps. Unpaid wages, feuds, and retirements show as dots on the portrait, best floor moves to the hero header, wages sit under "Next week", and the climb row sticks to the bottom
- Plus 6 more in the patch notes
[Fixed]
- Comrade bonuses apply once per person. Party and scouting power include it
- Plus 24 more in the patch notes
1.8.0