[Update Details]
[Interface and Town]
[Improved] The Quality Recycling screen now uses a 7×7 standard grid with all 49 logical cells and keeps player zoom and pan controls.
[Improved] Save, refresh, and logistics controls now share the grid context menu, while the device panel lists only the available Quality Warehouse, Conveyor, and Recycling Machine.
[Fixed] Entering Town with a large account no longer loads warehouse source details, activities, members, or applications up front; the first screen now uses a size-bounded final state and loads private details on demand.
[Improved] Town population, wealth, specialty, and ranking summaries are now maintained incrementally by server transactions, so login no longer scans all detail rows as player and Town data grows.
[Battle and Loadouts]
[Fixed] Exiting as a battle ends now fully releases the room and waits for the current settlement to converge, preventing the battle flow from getting stuck when the room closes first.
[Fixed] Battles now read inventory materials required by equipped skills correctly; “Unequip All Skills/Items” no longer drops clicks during configuration sync and performs the actual per-slot unequip operations.
[Fixed] Battles now keep the real material quantity and per-cast requirement for equipped skills such as Lucky Execute; relevant inventory changes from battle costs, processing outputs, tech consumption, and other sources synchronize automatically in the same transaction instead of leaving stale availability.
[Fixed] “Unequip All Skills/Items” no longer drops clicks during transient loadout synchronization and resumes real per-slot unequip operations after the latest slot state arrives.
[Technology and Equipment Durability]
[Fixed] Technology research progress now continues correctly after closing and reopening the Technology screen instead of restarting from an old percentage.
[Improved] The Technology map, cards, and detail dialog now share one progress display path, while research completion and effect grants remain fully server-authoritative.
[New] Newly obtained weapons and armor now start at 100/100 durability. Equipped items at LV4 or above lose 1 durability when their wearer dies in battle, while LV1-LV3 items do not.
[New] Items are not destroyed at zero durability; their own stat contribution remains at 70%, while socketed gem stats are unaffected.
[New] Auto-battle confirmation now shows current equipment durability and opens a restoration screen where Tier 1 weapon or armor durability stones can restore currently equipped items.
[Changed] Leather*50 (200-->50) + Gathering Medal*10 (Battle Medal*20-->Gathering Medal*10) == Equipment Durability*1
[Changed] Red Crystal*200 (300-->200) + Orange Crystal*100 (Orange Crystal*200, Yellow Crystal*100-->Orange Crystal*100) == Tier 2 Equipment Durability*1
[Gathering and Speed-up]
[Fixed] Unlocked stamina gathering mode now remains visible across scoped refreshes; Town-specialty previews no longer misread reservation windows, and disabled gathering actions now explain pending or failed validation.
[Fixed] Speed-up controls no longer appear usable while a Town-specialty action is waiting for an execution window; tickets remain available once real execution begins.
