Builds 0.763-0.764
Expand your Player Town, earn exclusive equipment with Bounty Marks, and descend into the new Endless Dungeon. Towers and Dungeons also gain themed decorations, run summaries, and additional rewards for your progress.
Training Grounds
- Added Bruce Hayden’s Training Grounds, with room to train three reserve recruits at once.
- Purchase training for 1,000 aurels per level, up to your main character’s level. Each level takes one hour and awards normal level-up attribute points and trait milestones.
- Training continues while your campaign is open, including in High Anchorage, menus, and expeditions. There is no offline training.
- Moving a trainee into the active party pauses their course. Cancelling refunds only unfinished levels; completed levels and their progress are retained.
Specialty Merchant
- Added Vivian Skybound’s Specialty Merchant and Bounty Marks. Marks can be earned in Grand Expeditions, Towers, Dungeons, and Pinnacle encounters, but not ordinary expeditions.
- Added a B.Marks counter and currency icon to High Anchorage, between aurels and keys.
- Vivian offers 12 Epic items at a time from 61 shop-exclusive equipment bases with new artwork, including the Skybound Survey, Wayfarer’s Recovery, and Vaultkeeper’s Burden armor collections, plus weapons, accessories, and tools.
- Her equipment includes exclusive modifiers for extra enemy equipment, extra chest equipment, increased enemy crafting materials, or improved rare-material Scrounging chances.
- Stock refreshes every 30 minutes of campaign-open time, or immediately for 1,000 aurels. Purchases can go to Shared Inventory or Town Stash.
- Owned merchant gear supports applicable tier upgrades, tempering, and rerolls. Disenchantment teaches eligible ordinary affixes; shop-exclusive bases and modifiers remain exclusive to Vivian.
- Both new town services follow the existing NPC discovery and establishment requirements: 500 aurels plus materials from their associated expedition.
Endless Dungeon
- Added Endless Dungeon, unlocked at main-character level 100 for 50,000 aurels per run, with its own portal-page illustration.
- Descend through procedurally generated cave floors using all eight expedition themes, with varied chambers, connected passages, and themed stairs, lifts, and entrances.
- Choose a starting enemy level from 100 through your main character’s level +10. Enemy levels increase by one every ten floors, without a later cap tied to your character’s level. Deeper chest loot can reach higher equipment tiers.
- Each floor has a boss. Every tenth floor replaces that boss with the theme’s Guardian, which can award Pinnacle keys.
- Enemies award normal character XP, Bounty Marks, and 50% extra ability and skill-proficiency XP. There are no aurel drops, and equipment comes from chests matched to the floor’s expedition theme.
- Defeating the floor boss unlocks an additional reward chest that does not require lockpicks. Other caches retain normal lockpicking requirements.
- Normal: Standard difficulty and rewards. Hard: 1–3 run modifiers, +50% enemy health, and +50% chest quantities and Marks. Hell: 4–6 run modifiers, +100% enemy health, and doubled chest quantities and Marks.
- Difficulty and modifiers stay fixed for the run. Leaving and paying for a new attempt is required to reroll them.
- Dungeon defeat is softcore: a fully downed party is rescued and returned alive to High Anchorage. Returning voluntarily or being rescued ends the run and spends the entry fee. Saving and quitting preserves the attempt.
Run Results
- Towers and Dungeons now show floors cleared, highest enemy level reached, Guardians defeated, and bonus Bounty Marks at the end of a run. Dungeon results also show the selected difficulty.
- Completed progress earns a bonus sent through Mail, whether you return voluntarily or are rescued.
- Tower: 1 Mark per cleared floor and 2 per Guardian. Dungeon: 4 Marks per cleared floor and 10 per Guardian, multiplied by 1.5 on Hard or 2 on Hell.
- Mailed Marks can be claimed even with full inventory and stash. Unread results and unclaimed rewards survive save/load, and each reward can only be claimed once.
Themed Decorations
- Added 48 themed decorations across Towers and Dungeons, covering all eight expedition families.
- Tower floors gain armor displays, bookcases, and planters. Dungeon floors gain rock piles, mushroom clusters, and stalagmites.
- Wall furniture is placed against suitable walls. Placement protects stairs, entrances, archways, chest approaches, and important travel routes, with collision fitted to each object’s ground-level footprint.
- Optimized decoration rendering with shared materials, batched smaller props, cached textures, and floor-to-floor resource cleanup.
Fixes And Saves
- Fixed a navigation-clearance case that could make pets repeatedly retry an earlier waypoint beside walls or decorations, without removing collision or recovery safeguards.
- Fixed training and merchant countdowns losing their visible updates after page refreshes. Corrected specialty-shop inventory clicks incorrectly entering the Outfitter’s hidden Sell Tray and interfering with sorting.
- Corrected Dungeon enemy-placement edge cases, missing boss-chest approach positions, and modifier descriptions that displayed rewards the Dungeon does not use.
- Added persistent training courses, merchant stock, Bounty Marks, Dungeon progress, and run rewards, including protection against duplicate refunds and reward claims.
- Existing campaigns remain compatible. An active Tower or Dungeon using an older map version closes safely on update, refunds its entry fee through Mail, and preserves earned run rewards. Starting a new campaign is not required.
- The demo has been updated alongside the full game and retains its level-25 cap. Purchasing the full game continues the same save without that restriction.