Spire of Ash v1.1.6 (Build 96)
This update continues the push to make repeated dungeon runs smoother, build planning clearer, loot evaluation faster, and long-session stability more dependable.
Auto-Run Queue and Key Management
- Queue multiple keys and run them back-to-back from a single setup screen.
- Reorder, remove, or clear queued keys before you start.
- The Auto-Run key browser now supports search, key type filters, rarity filters, and level sorting.
- Key rows and queue entries are easier to scan, making it faster to build farming routes.
- The in-run Auto-Run HUD still lets you pause, resume, or stop the sequence at any time.
- Between runs, the summary card now better supports smooth continuation, including more reliable countdown and skip behavior.
- Auto-Run is more resilient when a queued key fails to activate or a runtime setup step fails, reducing stalled queues.
Aether Deck Builder Improvements
- The new Deck Overview panel gives your equipped deck a much clearer summary.
- See total and remaining Aether, total cards, unique cards, and average cost at a glance.
- Category and tag breakdowns are easier to read, making synergy checks faster.
- Validation warnings and errors are clearer when a deck is over budget or over copy limits.
- Recommendation and tag data received a broader curation pass.
Loot, Inventory, and Comparison UX
- Ground loot and gear evaluation now support side-by-side comparison against the best equipped item.
- Comparison behavior can be set to always visible, shown only while holding C, or turned off.
- Comparison targeting is smarter for weapons, rings, flasks, and other slot edge cases.
- Collected loot and inventory follow-up messaging are clearer during repeated Auto-Run sessions.
Team Builder and Meta Slot Clarity
- The party sidebar can now collapse into a compact portrait rail.
- Meta Slots now present their category, bonuses, and drawbacks more clearly.
- Party slot accounting is easier to read when mixing regular heroes with Meta Slots.
Dungeon Lighting, Combat, and Stability Fixes
- Fixed rare cases where enemies or props could spawn just outside the walkable dungeon floor.
- Fixed corridor-end tiles and affected exported dungeon placements that could render visually rotated 180 degrees while the walkable mesh remained correct.
- Improved corridor connectivity and walkability handling in procedural and custom dungeon generation.
- Auto-Run combat completion and exit handling are more reliable, helping runs advance cleanly after victory or defeat.
- Dungeon lighting and shadow behavior received additional polish for more consistent presentation in high-quality play.
- Realtime, chat, trade, and leaderboard handling were improved for better recovery and reliability in long sessions.
- Runtime presentation batching, shader warmup, and several dungeon and runtime UI surfaces received further polish for smoother play.
Balance and Data Pass
- Hero roster, key affix data, and Aether support data received tuning and cleanup.
- Skill and card tag coverage was curated to improve recommendation quality and effect summary accuracy.
Thanks for playing.