[Energy in Industry]
[Changed] Energy entry: destination=Industry (standalone Fire Energy screen-->Industry)
[Changed] Fire Energy information: location=Industry Energy window (standalone Fire Energy screen-->Industry Energy window)
[Changed] Campfire and Worn Furnace: placement and interaction area=Industry (standalone Fire Energy area and Industry-->Industry)
[Changed] Initial Industry land: unlocked cells=6 (4-->6); shape=2 columns×3 rows (2 columns×2 rows-->2 columns×3 rows); applicability=existing players receive missing initial cells
[Removed] Standalone Fire Energy area: original grid=6×6; returns=devices, unignited materials and plugins in that area return to the player's backpack during the update
[Note] Purchased Industry land and existing Industry devices remain. Already ignited fuel is not refunded again; remaining energy and durability stay paused on the same device. Base Energy device capacity remains 1, and existing technology requirements are unchanged.
[Changed] Fire Energy information scope: devices=placed Industry devices (all backpack Energy devices-->placed Industry devices)
[Changed] Failed initial Energy read: message=Sync failed (Pending sync-->Sync failed)
[Joule Budgets and Demand-Based Power]
[Changed] Fuel - Twig (no Energy Matrix): Idle power=2.5W (5W-->2.5W); Idle unit duration=60s (30s-->60s); Unit energy=150J; Maximum output power=5W
[Changed] Fuel - Cork (no Energy Matrix): Idle power=5W (10W-->5W); Idle unit duration=120s (60s-->120s); Unit energy=600J; Maximum output power=10W
[Changed] Fuel - Charcoal (no Energy Matrix): Idle power=10W (20W-->10W); Idle unit duration=200s (100s-->200s); Unit energy=2000J; Maximum output power=20W
[Changed] Fuel - Raw Coal (no Energy Matrix): Idle power=15W (30W-->15W); Idle unit duration=120s (60s-->120s); Unit energy=1800J; Maximum output power=30W
[Changed] Fuel - Bituminous Coal (no Energy Matrix): Idle power=20W (40W-->20W); Idle unit duration=120s (60s-->120s); Unit energy=2400J; Maximum output power=40W
[Changed] Fuel - Anthracite (no Energy Matrix): Idle power=25W (50W-->25W); Idle unit duration=120s (60s-->120s); Unit energy=3000J; Maximum output power=50W
[Changed] Twig + one Common Level 1 Energy Matrix: Maximum output power=5W (5.1W-->5W); Full-power unit duration=30.6s (30s-->30.6s); Idle power=2.5W (5.1W-->2.5W); Idle unit duration=61.2s (30s-->61.2s); Unit energy=153J
[Changed] Cork + one Common Level 1 Energy Matrix: Maximum output power=10W (10.2W-->10W); Full-power unit duration=61.2s (60s-->61.2s); Idle power=5W (10.2W-->5W); Idle unit duration=122.4s (60s-->122.4s); Unit energy=612J
[Changed] Charcoal + one Common Level 1 Energy Matrix: Maximum output power=20W (20.4W-->20W); Full-power unit duration=102s (100s-->102s); Idle power=10W (20.4W-->10W); Idle unit duration=204s (100s-->204s); Unit energy=2040J
[Changed] Raw Coal + one Common Level 1 Energy Matrix: Maximum output power=30W (30.6W-->30W); Full-power unit duration=61.2s (60s-->61.2s); Idle power=15W (30.6W-->15W); Idle unit duration=122.4s (60s-->122.4s); Unit energy=1836J
[Changed] Bituminous Coal + one Common Level 1 Energy Matrix: Maximum output power=40W (40.8W-->40W); Full-power unit duration=61.2s (60s-->61.2s); Idle power=20W (40.8W-->20W); Idle unit duration=122.4s (60s-->122.4s); Unit energy=2448J
[Changed] Anthracite + one Common Level 1 Energy Matrix: Maximum output power=50W (51W-->50W); Full-power unit duration=61.2s (60s-->61.2s); Idle power=25W (51W-->25W); Idle unit duration=122.4s (60s-->122.4s); Unit energy=3060J
[Changed] Twig + one Uncommon Level 1 Energy Matrix: Maximum output power=5W (5.125W-->5W); Full-power unit duration=30.75s (30s-->30.75s); Idle power=2.5W (5.125W-->2.5W); Idle unit duration=61.5s (30s-->61.5s); Unit energy=153.75J
[Changed] Cork + one Uncommon Level 1 Energy Matrix: Maximum output power=10W (10.25W-->10W); Full-power unit duration=61.5s (60s-->61.5s); Idle power=5W (10.25W-->5W); Idle unit duration=123s (60s-->123s); Unit energy=615J
[Changed] Charcoal + one Uncommon Level 1 Energy Matrix: Maximum output power=20W (20.5W-->20W); Full-power unit duration=102.5s (100s-->102.5s); Idle power=10W (20.5W-->10W); Idle unit duration=205s (100s-->205s); Unit energy=2050J
[Changed] Raw Coal + one Uncommon Level 1 Energy Matrix: Maximum output power=30W (30.75W-->30W); Full-power unit duration=61.5s (60s-->61.5s); Idle power=15W (30.75W-->15W); Idle unit duration=123s (60s-->123s); Unit energy=1845J
[Changed] Bituminous Coal + one Uncommon Level 1 Energy Matrix: Maximum output power=40W (41W-->40W); Full-power unit duration=61.5s (60s-->61.5s); Idle power=20W (41W-->20W); Idle unit duration=123s (60s-->123s); Unit energy=2460J
[Changed] Anthracite + one Uncommon Level 1 Energy Matrix: Maximum output power=50W (51.25W-->50W); Full-power unit duration=61.5s (60s-->61.5s); Idle power=25W (51.25W-->25W); Idle unit duration=123s (60s-->123s); Unit energy=3075J
[Changed] Twig + one Rare Level 1 Energy Matrix: Maximum output power=5W (5.15W-->5W); Full-power unit duration=30.9s (30s-->30.9s); Idle power=2.5W (5.15W-->2.5W); Idle unit duration=61.8s (30s-->61.8s); Unit energy=154.5J
[Changed] Cork + one Rare Level 1 Energy Matrix: Maximum output power=10W (10.3W-->10W); Full-power unit duration=61.8s (60s-->61.8s); Idle power=5W (10.3W-->5W); Idle unit duration=123.6s (60s-->123.6s); Unit energy=618J
[Changed] Charcoal + one Rare Level 1 Energy Matrix: Maximum output power=20W (20.6W-->20W); Full-power unit duration=103s (100s-->103s); Idle power=10W (20.6W-->10W); Idle unit duration=206s (100s-->206s); Unit energy=2060J
[Changed] Raw Coal + one Rare Level 1 Energy Matrix: Maximum output power=30W (30.9W-->30W); Full-power unit duration=61.8s (60s-->61.8s); Idle power=15W (30.9W-->15W); Idle unit duration=123.6s (60s-->123.6s); Unit energy=1854J
[Changed] Bituminous Coal + one Rare Level 1 Energy Matrix: Maximum output power=40W (41.2W-->40W); Full-power unit duration=61.8s (60s-->61.8s); Idle power=20W (41.2W-->20W); Idle unit duration=123.6s (60s-->123.6s); Unit energy=2472J
[Changed] Anthracite + one Rare Level 1 Energy Matrix: Maximum output power=50W (51.5W-->50W); Full-power unit duration=61.8s (60s-->61.8s); Idle power=25W (51.5W-->25W); Idle unit duration=123.6s (60s-->123.6s); Unit energy=3090J
[Changed] Twig + one Epic Level 1 Energy Matrix: Maximum output power=5W (5.175W-->5W); Full-power unit duration=31.05s (30s-->31.05s); Idle power=2.5W (5.175W-->2.5W); Idle unit duration=62.1s (30s-->62.1s); Unit energy=155.25J
[Changed] Cork + one Epic Level 1 Energy Matrix: Maximum output power=10W (10.35W-->10W); Full-power unit duration=62.1s (60s-->62.1s); Idle power=5W (10.35W-->5W); Idle unit duration=124.2s (60s-->124.2s); Unit energy=621J
[Changed] Charcoal + one Epic Level 1 Energy Matrix: Maximum output power=20W (20.7W-->20W); Full-power unit duration=103.5s (100s-->103.5s); Idle power=10W (20.7W-->10W); Idle unit duration=207s (100s-->207s); Unit energy=2070J
[Changed] Raw Coal + one Epic Level 1 Energy Matrix: Maximum output power=30W (31.05W-->30W); Full-power unit duration=62.1s (60s-->62.1s); Idle power=15W (31.05W-->15W); Idle unit duration=124.2s (60s-->124.2s); Unit energy=1863J
[Changed] Bituminous Coal + one Epic Level 1 Energy Matrix: Maximum output power=40W (41.4W-->40W); Full-power unit duration=62.1s (60s-->62.1s); Idle power=20W (41.4W-->20W); Idle unit duration=124.2s (60s-->124.2s); Unit energy=2484J
[Changed] Anthracite + one Epic Level 1 Energy Matrix: Maximum output power=50W (51.75W-->50W); Full-power unit duration=62.1s (60s-->62.1s); Idle power=25W (51.75W-->25W); Idle unit duration=124.2s (60s-->124.2s); Unit energy=3105J
[Changed] Twig + one Legendary Level 1 Energy Matrix: Maximum output power=5W (5.2W-->5W); Full-power unit duration=31.2s (30s-->31.2s); Idle power=2.5W (5.2W-->2.5W); Idle unit duration=62.4s (30s-->62.4s); Unit energy=156J
[Changed] Cork + one Legendary Level 1 Energy Matrix: Maximum output power=10W (10.4W-->10W); Full-power unit duration=62.4s (60s-->62.4s); Idle power=5W (10.4W-->5W); Idle unit duration=124.8s (60s-->124.8s); Unit energy=624J
[Changed] Charcoal + one Legendary Level 1 Energy Matrix: Maximum output power=20W (20.8W-->20W); Full-power unit duration=104s (100s-->104s); Idle power=10W (20.8W-->10W); Idle unit duration=208s (100s-->208s); Unit energy=2080J
[Changed] Raw Coal + one Legendary Level 1 Energy Matrix: Maximum output power=30W (31.2W-->30W); Full-power unit duration=62.4s (60s-->62.4s); Idle power=15W (31.2W-->15W); Idle unit duration=124.8s (60s-->124.8s); Unit energy=1872J
[Changed] Bituminous Coal + one Legendary Level 1 Energy Matrix: Maximum output power=40W (41.6W-->40W); Full-power unit duration=62.4s (60s-->62.4s); Idle power=20W (41.6W-->20W); Idle unit duration=124.8s (60s-->124.8s); Unit energy=2496J
[Changed] Anthracite + one Legendary Level 1 Energy Matrix: Maximum output power=50W (52W-->50W); Full-power unit duration=62.4s (60s-->62.4s); Idle power=25W (52W-->25W); Idle unit duration=124.8s (60s-->124.8s); Unit energy=3120J
[Changed] Metered Industry/Quality tasks: Work during shortage=slow down by allocated power / requested power (pause on shortage-->slow down by allocated power / requested power); Allocation=proportional to demand (active jobs first-->proportional to demand)
[Changed] Twig supplying one 10W task (no matrix): Current work efficiency=50% (0%-->50%); Full execution time=2 times nominal duration (cannot execute-->2 times nominal duration)
[Changed] Twig supplying two 5W tasks (no matrix): Work efficiency of the two tasks=50% / 50% (100% / 0%-->50% / 50%)
[Changed] Cork supplying one 5W task (no matrix): Actual combustion power=5W (10W-->5W); Continuous supply per unit=120s (60s-->120s)
[Added] Energy/Industry/Quality task displays: Current work efficiency=0% to100%; Estimated remaining time=based on current supply; Pending or unknown values=placeholders
[Changed] Energy Matrices (all qualities and multiple installed plugins): Maximum fuel output power=the base fuel cap (increased with the Joule bonus-->the base fuel cap); Total Joules per unit=base Joules increased by the summed installed bonuses
[Changed] Energy task state display (output space full): Displayed state=Completed and waiting for output space (Waiting for power-->Completed and waiting for output space)
[Changed] Energy task state display (faulted): Displayed state=Device unavailable (Waiting for power-->Device unavailable)
[Note] Total Joules sets the fuel budget and maximum power caps output; working combustion follows allocated demand. Input powers add together, while queued quantities extend duration. Durability still follows actual burning time and parallel inputs do not double-count it.
[Note] The cutover preserves unspent paid fuel energy. Future pieces freeze their parameters at ignition; plugin changes affect the next piece. Saving matrices and the unmetered Processing/Cooking running-state gate retain their existing rules.
[Material Eligibility and Quality Recycling]
The unchanged-rules note at the end of this section applies to the material-eligibility changes. This release's combustion and Energy Matrix changes are detailed above under Joule Budgets and Demand-Based Power. Retained materials follow the device's existing withdrawal permissions; the standalone Quality page still supports output withdrawal only.
[Changed] Quality recycling - Cotton - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Leather - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=20s; Execution power=5W; Base energy per execution=100J
[Added] Quality recycling - Cork - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Flax - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Angelica - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Goji Berry - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Black Tea - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Peanut - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Honeysuckle - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Green Tea - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Pasture Grass - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Rice - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Beet - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Wheat - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Snow Fungus - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Lemon - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Corn - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=10s; Execution power=5W; Base energy per execution=50J
[Changed] Quality recycling - Weapon Essence - Common: Quality machine input=allowed (prohibited-->allowed); Execution time=30s; Execution power=5W; Base energy per execution=150J
[Added] Quality recycling - Charcoal - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Raw Coal - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Bituminous Coal - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Anthracite - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Level 1 Energy Saving Matrix - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Level 1 Energy Saving Matrix - Uncommon: Quality machine input=allowed; Execution time=15s; Execution power=5W; Base energy per execution=75J
[Added] Quality recycling - Level 1 Energy Saving Matrix - Rare: Quality machine input=allowed; Execution time=20s; Execution power=5W; Base energy per execution=100J
[Added] Quality recycling - Level 1 Energy Saving Matrix - Epic: Quality machine input=allowed; Execution time=30s; Execution power=5W; Base energy per execution=150J
[Added] Quality recycling - Level 1 Energy Saving Matrix - Legendary: Quality machine input=allowed; Execution time=50s; Execution power=5W; Base energy per execution=250J
[Added] Quality recycling - Level 1 Energy Matrix - Common: Quality machine input=allowed; Execution time=10s; Execution power=5W; Base energy per execution=50J
[Added] Quality recycling - Level 1 Energy Matrix - Uncommon: Quality machine input=allowed; Execution time=15s; Execution power=5W; Base energy per execution=75J
[Added] Quality recycling - Level 1 Energy Matrix - Rare: Quality machine input=allowed; Execution time=20s; Execution power=5W; Base energy per execution=100J
[Added] Quality recycling - Level 1 Energy Matrix - Epic: Quality machine input=allowed; Execution time=30s; Execution power=5W; Base energy per execution=150J
[Added] Quality recycling - Level 1 Energy Matrix - Legendary: Quality machine input=allowed; Execution time=50s; Execution power=5W; Base energy per execution=250J
[Changed] Fuel - Cork - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Fuel - Twig - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Fuel - Charcoal - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Fuel - Raw Coal - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Fuel - Bituminous Coal - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Fuel - Anthracite - Uncommon/Rare/Epic/Legendary: New energy machine deposits=prohibited (allowed-->prohibited)
[Changed] Industrial warehouse - Charcoal: Display category=Materials (Energy Materials-->Materials)
[Changed] Industrial warehouse - Raw Coal: Display category=Materials (Energy Materials-->Materials)
[Changed] Industrial warehouse - Bituminous Coal: Display category=Materials (Energy Materials-->Materials)
[Changed] Industrial warehouse - Anthracite: Display category=Materials (Energy Materials-->Materials)
[Added] Industrial warehouse - Cork: Display category=Materials
[Note] The fifteen Common crops use the existing successful-return rule with their corresponding seed bonus in both Quality and Seed machines. Common-fuel combustion values, plugin effects, probabilities, and slot capacities remain unchanged. Ignited fuel keeps its frozen parameters; retained queues and plugins remain visible and can be withdrawn or removed.
[Retained Queues and Material Controls]
Fixed industrial devices failing to display or release retained materials after input eligibility changes, and aligned eligibility checks for quantity increases.
Fixed disabled queued materials potentially blocking other machines. Started jobs finish normally, and unprocessed materials are retained.
Optimized device material eligibility lookups to reduce repeated static-catalog copying.
[Carry Limits and Fragment Trading]
[Changed] Warehouse carry confirmation (industrial materials, breeding feed, and fuel): Selection maximum=the lower of available stock and device slot capacity (available stock-->the lower of available stock and device slot capacity); Current device slot capacity=200 items
[Changed] A1 Skill Upgrade Fragment: Market visibility=visible (hidden-->visible); Trade eligibility=allowed (prohibited-->allowed)
[Changed] B1 Skill Upgrade Fragment: Market visibility=visible (hidden-->visible); Trade eligibility=allowed (prohibited-->allowed)
[Changed] C1 Skill Upgrade Fragment: Market visibility=visible (hidden-->visible); Trade eligibility=allowed (prohibited-->allowed)
[Changed] D1 Skill Upgrade Fragment: Market visibility=visible (hidden-->visible); Trade eligibility=allowed (prohibited-->allowed)
[Note] Lower stock remains limited to the available quantity; breeding animals are still carried individually. Existing quality, binding, and asset-lock restrictions continue to apply to trading.
[Device Catalog and Precise Placement]
[Changed] Industry device catalog: pristine devices with matching binding and state can share a quantity card; worn devices each show their current/maximum durability, including separate cards for equal durability.
[Fixed] Device placement uses the actual device selected on its card. When that device changes or the catalog becomes stale, placement stops and the catalog can be refreshed instead of silently selecting another device of the same type.
[Improved] Industry and Breeding catalogs reuse the warehouse's visible-card loading for large collections. Devices without durability continue to group by their existing identity and state.
[Quality Output Announcements]
[Changed] Quality recycling system announcements: Minimum announced quality=Rare (Uncommon-->Rare)
[Changed] Industrial recycling system announcements: Minimum announced quality=Rare (Uncommon-->Rare)
[Note] Rare, Epic, and Legendary outputs continue to be announced. Uncommon outputs are still produced and delivered normally; output probabilities and settlement rules remain unchanged.
[Recipes, Cooking and Monster Drops]
[Changed] Cork Log*10 + Plant Fiber*10 == Campfire*1 (Star-Eroded Crystal Sand*2-->Star-Eroded Crystal Sand*0)
[Changed] Basic Clay*10 == Worn Furnace*1 (Star-Eroded Crystal Sand*10-->Star-Eroded Crystal Sand*0)
[Changed] Crude Salt*1 (3-->1) == Table Salt*1
[Changed] Flour*5 + Fresh Water*1 == Dough*2 (1-->2)
[Changed] Rice*1 + Egg*2 + Peanut Oil*1 + Table Salt*1 == Egg Fried Rice*2 (1-->2)
[Changed] Fermented Dough*2 (1-->2) + Table Salt*1 == Bread*2 (1-->2)
[Changed] Egg*1 + Peanut Oil*1 + Table Salt*1 == Fried Egg*2 (1-->2)
[Changed] Lemon*1 + Fresh Water*2 + Sugar*1 == Lemonade*3 (1-->3)
[Changed] Black Tea*1 + Fresh Water*3 == Brewed Black Tea*3 (1-->3)
[Changed] Green Tea*1 + Fresh Water*3 == Brewed Green Tea*3 (1-->3)
[Added] Untreated Seawater*3 == Crude Salt*1
[Added] Cooking recipe - Crude Salt: Required level=1; Base production time=15s; Energy requirement=running fire system; Display order=3
[Changed] Cooking recipe - Table Salt: Display order=4 (3-->4)
[Changed] Cooking recipe - Fresh Water: Display order=5 (4-->5)
[Changed] Cooking recipe - Flour: Display order=6 (5-->6)
[Changed] Cooking recipe - Uncooked Rice: Display order=7 (6-->7)
[Changed] Cooking recipe - Yeast: Display order=8 (7-->8)
[Changed] Cooking recipe - Dough: Display order=9 (8-->9)
[Changed] Cooking recipe - Fermented Dough: Display order=10 (9-->10)
[Changed] Grain-Pecking Chicken: Damaged Crystal Bag base drop probability=20% (2%-->20%)
[Changed] Grayfeather Scout Bird: Novice Greatsword base drop probability=15% (5%-->15%); Novice Bow base drop probability=15% (5%-->15%); Novice Staff base drop probability=15% (5%-->15%)
[Changed] Old Bell Wraith: Skybreaker Slash Skill Book base drop probability=15% (5%-->15%); Piercing Arrow Skill Book base drop probability=15% (5%-->15%); Fireball Skill Book base drop probability=15% (5%-->15%)
[Changed] Mushroom-Tusk Boar: Liangyi Xi Core base drop probability=15% (2%-->15%); Novice Helmet base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=12.5% (3%-->12.5%)
[Changed] Moonshadow Wolf Pup: Liangyi Xi Core base drop probability=15% (2%-->15%); Novice Shirt base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=12.5% (3%-->12.5%)
[Changed] Pinecone Woodpecker: Liangyi Xi Core base drop probability=15% (2%-->15%); Novice Pants base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=12.5% (3%-->12.5%)
[Changed] Reed-Feather Yard Chicken: Liangyi Xi Core base drop probability=15% (2%-->15%); Novice Shoes base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=12.5% (3%-->12.5%)
[Changed] Needle-Tailed Flowerguard Bee: Exquisite Condensed Dew base drop probability=12.5% (3%-->12.5%); Apprentice Spirit base drop probability=15% (3.5%-->15%); Holy Spirit base drop probability=10% (2.5%-->10%)
[Changed] Pine-Needle Hunter Wolf: Exceptional Molding Agent base drop probability=10% (5%-->10%); Holy Spirit base drop probability=12.5% (3%-->12.5%); Refined Primal Essence base drop probability=10% (2%-->10%)
[Changed] Morning-Dew Fawn: Exquisite Condensed Dew base drop probability=12.5% (3%-->12.5%); Apprentice Spirit base drop probability=15% (3.5%-->15%); Holy Spirit base drop probability=10% (2.5%-->10%)
[Changed] Pumpkin Lantern Sprout: Exceptional Molding Agent base drop probability=10% (5%-->10%); Holy Spirit base drop probability=12.5% (3%-->12.5%); Refined Primal Essence base drop probability=10% (2%-->10%)
[Changed] Azure-Ring Sleeper Snake: Exquisite Condensed Dew base drop probability=12.5% (3%-->12.5%); Apprentice Spirit base drop probability=15% (3.5%-->15%); Holy Spirit base drop probability=10% (2.5%-->10%)
[Changed] Whirlwind Falconet: Exceptional Molding Agent base drop probability=10% (5%-->10%); Holy Spirit base drop probability=12.5% (3%-->12.5%); Refined Primal Essence base drop probability=10% (2%-->10%)
[Changed] Ore-Sand Crab: Exquisite Condensed Dew base drop probability=12.5% (3%-->12.5%); Apprentice Spirit base drop probability=15% (3.5%-->15%); Holy Spirit base drop probability=10% (2.5%-->10%)
[Changed] Dew-Crowned Songbird: Exceptional Molding Agent base drop probability=10% (5%-->10%); Holy Spirit base drop probability=12.5% (3%-->12.5%); Refined Primal Essence base drop probability=10% (2%-->10%)
[Changed] Plump Radish Sprite: Random A1 Series Skill Book base drop probability=15% (5%-->15%); Void Crystal base drop probability=15% (3%-->15%); Magic Crystal base drop probability=15% (3%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Mud Hopper: Random D1 Series Skill Book base drop probability=13% (3%-->13%); Void Crystal base drop probability=15% (3%-->15%); Magic Crystal base drop probability=15% (3%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Pinecone Rooting Boar: Random B1 Series Skill Book base drop probability=13% (3%-->13%); Void Crystal base drop probability=15% (3%-->15%); Magic Crystal base drop probability=15% (3%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Pine-Needle Cunning Fox: Random C1 Series Skill Book base drop probability=12% (2%-->12%); Void Crystal base drop probability=15% (3%-->15%); Magic Crystal base drop probability=15% (3%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Dew-Shell Ladybug: LV1 Weapon Enhancement Stone base drop probability=10% (3%-->10%); LV1 Weapon Enhancement Protection Crystal base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Cotton-Horn Lamb: LV1 Armor Enhancement Stone base drop probability=10% (3%-->10%); LV1 Armor Enhancement Protection Crystal base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Apprentice Spirit base drop probability=15% (5%-->15%)
[Changed] Star-Spotted Mortar Rabbit: Star-Spotted Soft Fur base drop probability=10% (3%-->10%); Laurel Pestle Shavings base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Refined Primal Essence base drop probability=12.5% (2.5%-->12.5%)
[Changed] Mossrock Pebble Spirit: Holy War Ring base drop probability=10% (3%-->10%); LV1 Weapon Enhancement Stone base drop probability=15% (3%-->15%); LV1 Armor Enhancement Stone base drop probability=15% (3%-->15%); Holy Spirit base drop probability=15% (2%-->15%)
[Changed] Pinecone Clapper Bear: Star-Spotted Soft Fur base drop probability=10% (3%-->10%); Pinecone Bear Paw Hide base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Refined Primal Essence base drop probability=12.5% (2.5%-->12.5%)
[Changed] Rolling Rubble: Guardian Necklace base drop probability=10% (3%-->10%); LV1 Weapon Enhancement Stone base drop probability=15% (3%-->15%); LV1 Armor Enhancement Stone base drop probability=15% (3%-->15%); Holy Spirit base drop probability=15% (2%-->15%)
[Changed] Red-Tailed Fruit Thief Fox: Star-Spotted Soft Fur base drop probability=10% (3%-->10%); Stolen-Fragrance Fruit Dew base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Refined Primal Essence base drop probability=12.5% (2.5%-->12.5%)
[Changed] Crystal-Core Stoneguard: Holy War Ring base drop probability=10% (3.5%-->10%); LV1 Weapon Enhancement Protection Crystal base drop probability=15% (3%-->15%); LV1 Armor Enhancement Protection Crystal base drop probability=15% (3%-->15%); Holy Spirit base drop probability=15% (2%-->15%)
[Changed] Night-Eyed Lynx: Star-Spotted Soft Fur base drop probability=10% (3%-->10%); Quality-Tempering Spirit Fluid base drop probability=10% (3%-->10%); Damaged Crystal Bag base drop probability=15% (5%-->15%); Refined Primal Essence base drop probability=12.5% (2.5%-->12.5%)
[Changed] Ancient Tablet Guardian: Guardian Necklace base drop probability=10% (3.5%-->10%); LV1 Weapon Enhancement Protection Crystal base drop probability=15% (3%-->15%); LV1 Armor Enhancement Protection Crystal base drop probability=15% (3%-->15%); Holy Spirit base drop probability=15% (2%-->15%)
[Note] Each listed monster drop candidate has quantity 1; final settlement continues to follow the existing server drop rules.
[Item Use and Result Recovery]
Fixed an issue where opening gift boxes, crystal bags and similar items could leave the request pending without displaying the rewards.
Improved recovery after item use: confirmed results appear promptly, and network or synchronization failures allow recovery retries without consuming items or rolling rewards again.
[Enhancement Interface]
Fixed repeated “Selection no longer available” messages after reaching the enhancement limit and reduced interface refreshes caused by unrelated gathering.
Fixed level placeholders and target reselection when an enhancement target becomes unavailable, allowing another equipment target to be selected normally.
[Auto Battle Quick Resolution]
[Improved] The Auto Battle button on the quick resolution screen is red while the session is active and green when another session can be requested. It remains gray while data is pending or synchronization is unavailable.
[Added] The quick resolution screen now shows the session's target victory count above completed victories.
