1.3v Update — Rebuilt Battlefields, New Choices and Stories
All 12 battlefields rebuilt, 61 new augments, reworked race and class synergies, expanded story content, and an Endless Expedition with an augment choice every stage. Here are the changes since v1.2, up to build 255.
1.3v · Released ·
01All 12 Battlefields Rebuilt
We rebuilt all 8 story battlefields, 3 Endless-exclusive battlefields, and 1 EX battlefield. The hex-grid layout and familiar battle camera remain, while the scenery now extends beyond the playable arena.
We removed overlapping props and double walls, and used surrounding walls, rocks, and trees to cover exposed scenery edges. Every map retains space for the Bandit chest and its regional mechanics.
The left image is an archived pre-rework screenshot; the right shows the rebuilt map in-game. Each pair shows the same region, but resolution, formation, HUD, and progress differ. No content has been cropped out or composited.
These comparisons preserve the original gameplay screenshots, so some images contain Korean UI.
A battlefield with a central carpet and a few wall decorations is now a royal banquet hall framed by a gate, banquet tables, and heraldic pillars. Guards stand in front of the gate, and the pillars are evenly spaced.
The workshop walls and piles of parts now surround a fuller workspace with benches, mounting stands, and machinery. Portals and sparks from a broken robot hint at the disturbances in this region.
Scattered carts and tents have become a camp enclosed by a wooden palisade. Supplies, a campfire, and a seated bandit bring it to life, with space reserved for the trap-detection device that units can stand on.
A backdrop of barrels and wall decorations is now an indoor tavern with a bar, tables, and chairs. Residents and beastfolk children watch the battlefield.
Small mineral and mine props have given way to a cavern surrounded by rock faces, mine entrances, and hauling equipment. An open area is reserved for the collapse mechanic.
Blue tiles and platforms have become a circus with tents, performance props, and gift boxes. Balloons float overhead, and the Clown’s Helpers stand clear of the scenery.
Small shrines and gravestones have become a graveyard lined with fortress walls, stone tombs, coffins, and lanterns. A skeletal hand periodically emerges and retreats in the open space near the coffins.
The ice throne and rocks have become a frozen court with white stairs, pillars, and statues. The stairs are centered, the pillars match in size and spacing, and the upper candle lights are symmetrical.
Cauldrons, mushrooms, and a workbench add signs of daily life among the trees and altar. In the surrounding open space, an Elf watches the arena and appears and disappears with Moonlight Leap.
The red ground and distant base modules have become an abandoned base closely surrounded by gates, pipes, and mining equipment.
0261 New Augments
Added 61 new augments since v1.2: 14 Silver, 30 Gold, and 17 Prismatic.
With 6 older augments removed, the full catalog has grown from 46 to 101. Renames and repeat selections of the same augment are not counted as new additions. The available choices depend on the mode and unlock conditions.
New choices tie progression to visual changes, including the Rogue’s cumulative kills, the Amalgam’s permanent evolution, and the Werewolf’s human transformation. Special events involving a Golden Statue, a meteorite, a forbidden tome, and an ancient god also change how you manage your expedition.
We expanded the effects for adding special augments to the shop, as well as encounter, transformation, destruction, and failure sequences. Augment names are now bold, descriptions use regular weight, and rarity labels are centered.
The King's Helm · Bouncing Bones · Rite of the Bone Moon · Pact of the Bone Colossus · Frozen King of Otherkin · Return of the Black Knights
The three contract summons have been reworked around the 10-unit Kingdom, Skeleton, and Otherkin synergy goals. See the Codex for their detailed effects.
03Race and Class Synergies Reworked — Distinct Strategies and Matchups
Race synergies now express each race’s identity through exclusive equipment, selectable dispatches, emergency responses, infections, and death effects, rather than shared stat boosts alone.
Contract units for Kingdom, Skeleton, and Otherkin are now tied to reaching a 10-unit synergy. The base deployment cap is 10 slots, and augments can increase it to a maximum of 13.
Base stats and offensive and defensive roles have been rebalanced around the matchup cycle Guardian → Ranged Shooter → Melee Warrior → Mana Caster → Guardian. Class synergy bonuses now support these roles.
The arrows indicate the baseline matchup advantage under comparable conditions. A class does not automatically win against its intended matchup: cost, star level, positioning, skills, equipment, and augments can all change the outcome.
Gain unique Kingdom equipment as the synergy tier increases, without duplicates. The armory puts the choice of who receives each piece of equipment at the center of your strategy.
Spell Power, Attack Speed, and a shield at battle start
At low HP, Emergency Activation briefly grants Damage Immunity and removes enemy-applied crowd control. Machines withstand a crisis and return to the fight.
Revival prioritized higher-cost units, with some Attack Speed and Lifesteal bonuses
The first Skeletons to fall are the first to rise again. Instead of protecting only high-cost units, the synergy restores your battle line in the order units fall.
Increased HP and always-active adaptation bonuses by class
When a unit chosen for Adapt is in danger, frontline units gain a shield and healing, while backline units gain healing. Different bodies and roles provide different ways to survive.
Placement on Nature tiles reduces Fatigue, and Nature units heal in a crisis. At higher synergy tiers, all enemies are affected by crowd control after a set time. Terrain and positioning are key.
Use Spell Power and magic damage against a front line built to resist physical attacks
Boosts starting Mana. Offensive casters retain their spell-damage role, while support casters focus on healing and support skills.
04Expanded Story — 23 Comics, 97 Panels, and 61 Dialogue Scenes
We replaced existing comics and expanded the regional introductions, adding 23 newly produced comics with 97 panels. These comprise 3 training and introductory comics, 18 entry and closing comics across the 8 story regions, and 2 comics for the beginning and end of EX.
Dialogue has been reworked into 56 story scenes with 300 lines and 5 EX scenes with 33 lines, for a total of 61 scenes and 333 lines. Across the same story and EX dialogue scope, that is 179 more lines than the previous 154. Existing dialogue was also rewritten to fit the new flow.
Both images show comics from the current version. The 23 comics include replacements for earlier comics. Dialogue counts cover story and EX conversations only, excluding comic speech bubbles and training instructions.
05Endless Expedition Reworked — Keep Growing with Every Stage’s Choices
Endless Expedition has been reworked around an ever-wider range of augments and endless battles. Choose an augment every stage. Each stage consists of 4 rounds, so you can keep reshaping your formation and progression as your choices accumulate.
To support this flow, we adjusted the growth curves of regular enemies and bosses using the new combat stats. Boss HP caps and reduced Attack in stages 2–3 remain in place to give you time to build a formation early on.
We removed the separate reward for completing a cycle of all 8 bosses and reorganized rewards around depth progression. You can still receive Memory Shards for depths already cleared, even if you later lose to a boss.
The depth announcement now includes fog that grows wider and denser as you progress. It intensifies every 5 stages and appears only on the announcement screen. This does not change depth progression, Fatigue, or reward rules to a 5-stage cycle.
A comparison of shallow and deep levels in the current version. The fog does not remain on the battlefield or in the shop.
How Was Difficulty Adjusted?
We reassessed combat strength using current HP, Attack, Spell Power, star-level scaling, skills, and synergies. Enemy candidate strength now includes Spell Power, and allied formation analysis uses the current star-level growth rates.
Battles with representative formations and augment-stacking tests helped establish the available growth range. Instead of balancing around formations that always obtain their ideal augments, we also considered growth within the actual Silver, Gold, and Prismatic offer probabilities and number of choices.
We adjusted multipliers between stages using battle results at several progression points, with separate checks for early difficulty. These are balancing benchmarks under representative conditions, not a promise of equal win rates for every formation.
The current shop screen. A still image shows the layout; the difference in reroll speed can be experienced during play.
Shop, Bench, and Placement
We improved the shop-specific creation path, resource loading, and instantiation while preserving units’ existing appearances and animations. This reduces the time slots appear empty while models load during rapid consecutive rerolls.
We also refined shop locking, bench updates after purchases, hero-augment transformations on purchase, and the display and reappearance of special shop entries.
We removed the black panel behind the bench and adjusted its position and spacing from the open-shop button. We improved drag detection where the last battlefield row could be confused with the bench, and corrected bench and carpet alignment on some maps.
Descriptions, Screens, and Languages
Unit details now group stats beside the portrait, with Mana and Range below the race and class. We removed unnecessary information and shortened long skill descriptions to make the panel easier to read at a glance.
We refined the detailed stats and appearances of transformed units.
We improved clipped shop, settings, and description panels, as well as awkward background gaps, on small phones, long screens, and foldables.
We aligned augment names and descriptions across Korean, English, and Japanese, and introduced title fonts.
Regional mechanics are now explained directly, without a separate summary button. We fixed stage 2–4 introductions being skipped because they had been viewed on a previous run.
We added a Copyright & Licenses button beside the Privacy Policy in Settings and replaced the app icon with the book-and-golden-heart design.
Progression
Both Story and Endless Expedition grant 2 base XP at the end of each round. Story mode also offers one more Prismatic augment before entering stage 8.
Enemy HP, Attack, and Spell Power in stage 1 of normal Story mode are each reduced by 10% to ease the opening.
Major Fixes
Fixed gift augments granting units that had not yet been unlocked in Story mode, and fixed missing equipment rewards from Plunder!.
Fixed Mirror Image failing to work in the next stage, and fixed an issue that prevented entry into the EX region.
Fixed stage 3 traps affecting units that crossed their tiles during battle. Only units that start the battle on a trap tile are affected, gaining 2 Fatigue.
Fixed melee units getting stuck between frontline allies and being unable to attack, Clown Helpers spawning on top of one another, and the Necromancer’s Skeletons making ranged attacks.
Fixed the execution path for 5-cost, 3-star awakening skills and some unit model displays. Removed the misaligned shield visual that could appear when giving equipment.
Fixed duplicate deaths and kill rewards when reflected damage interacted with Amalgam or Amalgam Golem self-destruction. Also fixed growth data in later bench slots shifting when the Mysterious Man left.
Save Data Notice
Existing save data and expedition progress are retained. Please update the installed app rather than deleting and reinstalling it.