← Changelog Patch Notes AI

v0.10.3 — Deeper delves, a voice for the world


A pacing-and-polish release: the Delve is finally something you can leave running, the world makes noise, and a stack of tracker tickets got closed.

Highlights

The Endless Delve, paced for idling

Every delve level now holds five enemies; the fifth kill takes you one level deeper. A run to level 200 that used to be over in under an hour now lasts an afternoon. Crystals per kill are halved (5 on levels 1–49, +5 per 50 levels), so a full level pays 2.5× what it did while the hourly rate roughly halves. The rare and special wardens now guard the end of their 10th/50th level instead of the whole level. Every descent refills your potion belt from your bag — nothing is conjured, the potions you bring are still the run’s limit — and the combat overlay shows a five-segment bar filling as you clear the level. Skip fees follow the same “half of what you skip” rule over the new, longer levels (level 100 start: 1,860 crystals). The run summary now also lists time in the Delve and crystals per hour, the offline report shows crystals earned, and stepping through the portal asks you to confirm depth and cost first — stopping any fight you were in elsewhere instead of failing.

Sound

The game has sound effects — hits on flesh and armor, misses, blocks, potions, level-ups, button clicks — and a background ambience for every region, dungeons and the Delve, with a tension layer that creeps in while you fight. Everything is generated on the fly like the music. Settings gained an Audio group with a master switch and volume plus separate controls for music, effects and ambience, saved per device.

The hunting crew takes orders

Sending the crew is now a form: pick the region and the Resonance level to scout at (Off up to what you’ve purchased there), see the mark-level and fee range update live, then send. On the world map the mark’s skull only shows while your Resonance matches its bound level; off level the lair tile keeps a dashed red ring, and selecting it tells you which level the mark lairs at.

Training is a long game now

Weapon, armor and shield training earned at very different speeds (roughly 4 : 2 : 1) and all too fast. They now progress at about the same pace on level-appropriate ground and about three times slower overall — a full tier VI is a matter of a few hundred hours of combat.

Smoother on phones

A performance pass for mobile: the page no longer re-lays-out dozens of times per second during combat, the combat log appends instead of rebuilding, background blur is off on small screens, and the combat scene renders at 30 fps on phones. Out of combat the interface is now completely idle when nothing changes.

Also in this update

  • Loading into a first-clear dungeon boss’s “Start Fight” pause no longer leaves the fight frozen — the prompt returns and the fight resumes.
  • Resistances at the cap show in gold in the Stats panel.
  • The combat screen shows your free bag slots under gear durability, turning red when the bag is nearly full.
  • Region Resonance levels on the world map are proper badges now (larger roman numerals I–X, glowing when a step is ready to buy).
  • On phones, the Trader / Blacksmith / Witch titles no longer collide with the gold and crystal readout; the crystal count is thousand-separated.