Bug Fix
Balance Change
UI / Interface
Same-day polish for the Patch 1.5 launch. Endless Tower scaling fixed so floor 10+ is reachable, with a new 3-attempts-per-week cap and the leaderboard now posting your lifetime best floor. Two gear-quest rewards finally hand over the boots and mask the description promised. Find Group stops "just not loading" intermittently. The Party Status card moved out of the stat panel and into the Online List. Mobile gets a proper dropdown nav menu matching desktop. Plus an accuracy nudge, fewer spell fizzles, heals that never fail, and a single-session gate to stop double logins.
▲ The Endless Tower — Climbable Again Balance
Softer Curve — Floor 10+ Is Now Achievable
The boss-level curve was scaling up too aggressively and the Champion modifiers stacked into an effective wall right at the floor-10 mark. The curve has been re-tuned so the climb stays meaningful but no longer cliff-faces at the first Champion:
- Base level scaling softened from 0.55 + 0.05×floor down to 0.45 + 0.035×floor.
- Champion level multiplier 1.30× → 1.20×.
- Champion HP multiplier 4.0× → 2.5×.
- Champion stats multiplier 1.50× → 1.25×.
Floor 10's Tower Champion is still a real challenge but no longer impossible. Reward values per floor (gold = boss level × 60, EXP scaled to level, Champion 3×/4× multipliers) are
unchanged — you keep every coin and XP point you earn.
3 Attempts Per Week
Starting a fresh Tower climb now consumes one of
three weekly attempts. The counter resets every Sunday at 12:00 UTC alongside the existing weekly window. The Tower panel shows
"Weekly attempts: N / 3 (X remaining)" above the Begin Climb button so you can plan your runs:
- Continue on an in-progress run does not consume an attempt — if you got disconnected mid-climb, you can keep going for free.
- Only Begin Climb (a brand-new run) ticks the counter.
- When all three are used, the Begin Climb button switches to a greyed-out "Out of Attempts" lozenge until Sunday's reset.
Makes the Tower a scarce, high-stakes event rather than something to grind on autopilot.
Leaderboard Now Posts Your Lifetime Best Floor
The Top Lists — Endless Tower leaderboard now ranks players by their lifetime best floor reached, not just the current weekly window. A separate "This Week" column shows the current window's progress alongside, but the ranking key is your all-time record. Your climb from three weeks ago counts forever.
☰ Marshland Trail & Wasteland Journey — Rewards Now Actually Land Bug Fix
The Boots And Mask The Description Promised
Two story quests advertised a piece of access gear in their description but were quietly handing out gold instead and never the gear:
- Marshland Trail now awards the Rubber Boots on turn-in (unlocks Marshland tiles).
- Wasteland Journey now awards the Face Mask on turn-in (unlocks Wasteland tiles).
Every player who had already turned in either quest before this fix has been
backfilled — their inventory now contains the access item they should have received. No need to re-do the quest. Future turn-ins will receive the item directly.
⚑ Find Group — No More "Just Didn't Load" Bug Fix
Diagnosable Failures, Self-Healing Schema
Some players reported that the
Social ▾ ⚑ Find Group panel intermittently failed to load — you'd click it and the screen would just stay where it was, no error, no nothing. Three causes have been addressed:
- Silent-failure path closed. If anything fails while preparing the panel, you now see a clear red error card with a Retry link instead of an unchanged screen.
- Self-healing setup. A first-time-only setup step that could quietly fail and leave the panel permanently broken for that session now retries automatically until it succeeds.
- Server-side logging. If the render path errors out, the failure is logged for admins to investigate, instead of vanishing without a trace.
Net result: Find Group either loads correctly, or you see a diagnosable error you can click
Retry on. No more silent failures.
⚜ Party Status Card Moved To The Online List UI
A More Useful Neighbourhood
The persistent
Party Status card that previously lived in your stat column has moved to the
top of the Online List — right above the ◆ Online roster, separated by a soft divider. Solo players see no card and no divider; the Online List looks exactly as before.
- Frees up vertical space in the stat panel, which is back to focusing on identity + numbers.
- Puts the party status alongside who else is online — a more useful neighbourhood for the "who's playing right now" view.
- Every member tile still shows the same class icon, name, level, distance chip (◆ You, ◆ In Range, ➤ N tiles, ☼ Idle, ☠ Dead) and HP/MP bars.
☰ Mobile Nav — Proper Dropdowns Like Desktop UI
New Menu Tab With Five Accordion Groups
The bottom tab bar on mobile grows from
3 to 4 tabs: Play / Stats /
Menu / Chat. Tapping
Menu opens an accordion mirroring the desktop top-nav's five groups — each group is tap-to-expand, and selecting a leaf fires the same destination the desktop dropdown uses then auto-switches to the Play tab so the rendered panel is immediately visible.
- ◆ Game (leaf)
- ◇ Adventure ▾ — Quests, Objectives, Tower, Colosseum, Bestiary, Safehouse
- ☯ Character ▾ — Classes, Traits, Bag, Skills, Magick, Pet
- ⚒ Crafting (leaf)
- ✉ Social ▾ — Friends, Party, Find Group, Guild, Recruit
The legacy flat-list nav on the Stats tab has been hidden — the Stats tab is now focused on identity + numbers only, with all navigation living in the new Menu tab.
Map Display Fits On Phone Screens
The world map render has been re-tuned for narrow viewports:
- The map table is now properly fluid — cells share the available width equally instead of overflowing.
- On phones narrower than 480px, the map and d-pad now stack vertically (map on top, d-pad underneath) so the map gets the full panel width.
- The zoom-3 canvas overview is clamped to the wrap so it can't overflow.
- D-pad buttons scale down slightly on very narrow phones (≤ 360px) so the 7×7 grid still fits.
⚔ Combat Tuning — Sharper Strikes, Steadier Spells Balance
Slight Accuracy Increase For Players
Players were missing a lot more than felt right. The base hit-chance coefficient on player attacks has been bumped from 90 to 100 across the board — melee, spell casts, Purecasts — with a small lift on dual-wield off-hand (75 → 80) too. At equal stats this turns a 90% hit rate into 100%; against tougher enemies (where the old hit rate was ~65%) it's now ~72%. The 5% minimum floor and the enemy-hit-rate-against-you formula are unchanged — combat doesn't get sloppier on your defence, just sharper on your offence.
Spells Fizzle Less
The cast-success threshold on damage spells has been nudged up for everyone:
- Caster classes: base 75% → 82%, cap (after AP boost) 95% → 97%.
- Non-caster classes: base 50% → 60%, cap 70% → 78%.
- Purecast (no spell equipped) gets the same bumps.
A Fighter or Rogue trying to slap a Purecast in a pinch finally sees fewer puffs of smoke for their mana.
Heal Spells Always Succeed
The "concentration lost" failure on healing spells has been
retired. From now on, a heal cast on yourself
always restores HP — no more watching your bar tick down while your last MP gets eaten by a bad dice roll.
- The 5% Critical Heal roll (which doubles the heal amount) still applies.
- The Tier ascension and AP gain flow still works as before.
- The "over-heal capped at your max HP" rule still applies — you can't go over your Spirit cap.
- MP is still spent on the cast regardless of the heal amount.
Only the failure case has been removed.
⚿ Single-Session Gate — No Concurrent Logins Security
One Active Session Per Account
Players can no longer be logged into the same account from two places at once. Each successful login displaces any previous session on that account — the older session is automatically signed out on its very next request with a friendly notice:
"You have been signed out because your account signed in from another location."
- The newer login wins — helpful if you're moving from desktop to phone (or back), since you don't need to manually log out first.
- Closing your browser without logging out is fine — the next login from anywhere just works.
- Prevents one account being in two combat scenes, two dungeons, or two PvP fights at the same time.