Builds 0.761–0.762
Two new ways to challenge your party: Grand Expeditions for long, preparation-heavy adventures, and Endless Tower for improving equipment and proficiencies without gaining character levels.
Grand Expeditions
- Added Moonfen Salvage Reach, the first Grand Expedition, combining Greenveil’s overgrown wilderness with Glassmoon’s memorial ruins and equipment pools.
- Unlocks at main-character level 100 after defeating the first four Pinnacle bosses.
- Bosses can now drop Grand Expedition Passes for 1, 2, 4, or 8 hours of active expedition time.
- Each attempt selects an arrival from six portal locations, with three randomly selected exits. Personal return portals are unavailable; after the timer expires, your party seeks a reachable open exit.
- New attempts roll 1–8 hidden expedition modifiers, revealed after entry. Normal permanent recruit-death rules still apply, so food, potions, and equipment preparation matter.
- Added a preparation warning before consuming a pass, with a remembered “Don’t show me this message again” option.
- Moonfen includes 150 roaming packs, 10 new enemy identities, 60 chests, 60 Scrounging spots, and 20 Fishing spots, with increased roaming boss and Guardian chances.
- Added new Bestiary entries, portal artwork and animations, pass icons, and the combined G.Pass counter. Improved duration selection and level controls, supporting level 100 through ten levels above your main character.
Endless Tower
- Added Endless Tower, unlocked at main-character level 50, costing 10,000 aurels per run, not per floor.
- Procedurally generated floors receive fresh seeds and independently selected themes from all eight ordinary expeditions. Equipment drops match the current floor’s expedition family.
- Select enemy levels from 1 through your main character’s level +10. That range remains fixed throughout the run.
- Each floor contains 16 ordinary packs, four chests, and one designated boss, with a 10% chance for that boss to be a Guardian.
- Enemy kills award no character-level XP, while abilities and skill proficiencies continue training. Enemy aurel rewards are doubled.
- Characters can be downed but cannot permanently die in the Tower. A full party defeat ends the run and returns everyone to town, retaining collected rewards and progression. The entry fee remains spent.
- Parties automatically complete available loot and chest work before ascending. Full bags, filtered loot, or missing lockpicks will not trap a cleared floor.
- Saving and quitting preserves the run; returning to town ends it. Added eight themed tile kits, later-floor arrival stairwells, and Tower portal-page artwork. The arrival portal appears only on the first floor.
Exalted Equipment
- Any Grand Expedition monster can drop a Unique; bosses also have a chance to drop matching Legendary equipment.
- Grand equipment can roll independent +1 to +10 bonus tiers on its base, implicit, individual affixes, and applicable Unique signature. Unique and Legendary items can receive these bonuses too.
- Items with a positive bonus tier are labeled Exalted. Each component rolls separately; finding an Exalted item does not boost every part of it.
- Tier displays separate bonus and ordinary tiers: T10+T11 means ten bonus tiers on a tier-11 component, functioning at effective tier 21.
- Supported equipment maintenance preserves existing bonuses. Disenchantment learns ordinary affix tiers, not the extra drop bonuses, and newly crafted affixes do not automatically gain Exalted tiers.
Fishing And Scrounging
- Added Fishing, its proficiency, eight Mastery cards, and a Fishing Field Volume.
- Added four catches and four high-end fish meals with Cooking recipes. Scrounging provides rare crafting materials and trains Foraging.
- Added Fishing Rods and Scrounging Shovels, including themed versions for all eight ordinary expeditions and plain Weapon Smith versions available at level 100.
- Added dedicated equipment slots, empty-slot artwork, animated water-level fishing cues, full/depleted salvage piles, and minimap symbols.
- Integrated the new tools with crafting, enchanting, disenchantment, sorting, and loot filters. Fixed rods and shovels not being correctly classified as ground loot.
Movement And Combat
- Fixed reachable Scrounging jobs being rejected, which caused parties to ignore most salvage piles.
- Improved visits to known usable resources during extended and fully explored runs, including repeat gathering after resources replenish.
- Fixed reproduced formation/courtesy deadlocks and a Greenveil bridge/bank loot-route loop. Improved detour handling and retention of valid pickup approaches.
- Improved Tower corner navigation, arch clearance, follower rejoining, and narrow-passage queue order. Party members no longer insist on roster-order overtaking through tight passages.
- Corrected range checks that could delay ready abilities while actors moved toward basic-attack range.
- Fixed certain ground-warning shapes failing to render correctly. Guardian warnings retain normal combat behavior; automatic Pinnacle-mechanic evasion remains exclusive to Pinnacle fights.
- Fixed a Flame Echo audio error and corrected beneficial-effect presentation/audio bindings. Existing collision and movement-recovery safeguards remain intact.
Saves And Performance
- Added persistence for Grand timers, portal states, modifiers, and extraction, plus Tower floors and transitions. Reloading does not reroll the attempt.
- Hardened entry and transition checkpoints against duplicate charges and interruptions. Technical map updates return the affected Grand pass or Tower entry fee exactly once.
- Corrected an elemental-summon save-validation edge case and improved validation of reachable pickup detours, avoiding unnecessary repairs and long load delays in the reproduced case.
- Reduced temporary memory use during Tower generation and optimized shared rendering resources, material batching, and floor cleanup without changing the approved art or collision geometry.
- Corrected Moonfen terrain-data packaging.