Fixed the Trade Market remaining on Latest Orders after selecting categories such as Materials or Crystals.
Removed the redundant button backing from Trade Market item icons so item images no longer show an incorrect gray overlay.
Fixed processing preview and submission incorrectly rejecting valid server integer values as a request-intent mismatch.
Processing failures now show the actual blocking reason instead of reporting preview validation, changed selections, offline mode, or login-state issues as insufficient materials.
Quality recycling layout revisions no longer reset after dismantling, preventing stale multi-window saves from becoming valid again.
Saving an unchanged layout no longer relocks components or resets logistics; uncertain saves preserve their original draft and request identity.
Recycler waiting outputs are now bound to one database settlement fact and resume without rerolling.
Quality recycling devices now expose explicit input/output ports; conveyors must connect to the correct ports to form a valid loop.
Input and output warehouses now each provide two independent stacks with a capacity of 200 items per stack.
Layout saves now preserve uncertain drafts and report revision conflicts. Blocked recycler outputs keep one immutable result and resume without rerolling.
Town-order quantity and unit price now commit the current input correctly, duplicate entries lock while a trade is processing, and uncertain results continue verification with the original request.
Town building entry routes now apply only once, warehouse refreshes no longer override later building choices, and reservation-only warehouse groups no longer count as existing items.
Town trade-item candidates now use exact contract validation and reject responses with mismatched fields, counts, or typed identities.
Level 1 Crude Iron Mine Development: Weed*3000 + Pebble*3000 + Twig*3000 == Poor Iron Mine*10000 (Poor Iron Mine*20000-->Poor Iron Mine*10000)
Improved the Town Warehouse item-title and Town buy/sell action layout to prevent overlap while keeping the title centered.
Fixed newly created towns incorrectly receiving the Luck +3 bonus without any Town Battlefield victory.
The per-player gathering limit configured by Town managers is now preserved as the original quota, while Wild specialty status shows personal quota as remaining / original, such as 500 / 1000.
Gathering, count confirmation, and quick-count controls now remain disabled when Town specialty access is not satisfied; unlimited policies display Unlimited.
Town specialty management now uses Extraction Scope × Quantity Rule, showing authorized players and per-player limits only when required.
Town-only gathering now shows the town type, such as Mine; specialty status consistently shows extraction access, permission capacity, and remaining capacity, with red fail-closed feedback when access is not satisfied.
Fixed an issue where returning to the Battle Hall, switching battle content, or stopping Auto Battle after revival could fail and allow Auto Battle to continue.
The revival screen now displays restored HP and MP using the effective maximums from equipment and the active battle build.