Thanks for playing! Based on your feedback, here's a batch of quality-of-life improvements and a bug fix.
New & Improved
Greatly increased enemy variety in dungeons Each dungeon now features roughly twice as many monster types (5 → 9). Many monsters that never used to appear now show up across the dungeons. Difficulty (recommended CP and per-floor strength) is unchanged — only the variety of enemies you encounter is richer.
Clearer "target floor" for dispatch An explicit hint now appears under the target-floor slider ("Auto-returns upon reaching floor N", or "Challenge to the deepest floor" at max), so you can see at a glance how deep the party goes before returning.
Auto-Equip button on the adventurer detail screen One click equips the best available gear (the button is disabled while the adventurer is on dispatch).
Main materials are now sorted by quality score Better materials appear first, and the "+2 x1" notation is relabeled to "Quality+2 / stock 1".
Clearer crafting help The help now explains that the Main Material sets base performance (attack/defense/quality), Option Materials influence which traits (modifiers) the item rolls, and that a tech unlock lets you use multiple option materials at once.
Bug Fixes
Fixed the inventory-full message on dispatch rewards It previously said loot "will be discarded" when your inventory was full, but loot that doesn't fit is actually auto-sold for gold (rare materials are kept). The message now matches the real behavior — nothing is discarded and no fee is charged.
Thanks for playing — keep the feedback coming!
