Game update

V0.052 Update Announcement

Snt Plan · published


“Sell to Buy Order” now clearly identifies the buy-order buyer as the taxpayer and labels the displayed town and rate as the buy order’s locked tax terms, preventing them from being mistaken for the current seller’s tax status.
Pre-login and maintenance notices now use warm-gold titles and cool-white body text for a clearer visual hierarchy and better readability.
Pig Iron, Wrought Iron, and Iron Ingot now verify that the Fire System is running and at least 100°C, while the Processing screen shows only declared energy parameters and their live status.
Town BOSS defeat messages in Town chat no longer show the Buff expiry time, while keeping the final-hit player, BOSS name, and bonus name for a cleaner message.
The Town Bank's current-cycle fiscal refresh now updates member trade tax, Town self-trade fiscal values, and Town bank currency storage from one snapshot.
Market fill receipts and Town fiscal cycles now use the same frozen settlement timestamp, preventing cycle-boundary splits caused by a database default time.
The Town Bank's current-cycle trade fiscal panel now shows member buy/sell turnover and trade-tax income paid into the Town bank in real time, separately from Town self-trade quota-tax expense and book profit.
The Town trade fiscal week is now explicitly a measurement and reset window only; committed fills appear on page refreshes without waiting for the end of the week.
Fixed the entire Specialty Development page shifting upward when Authorized Players and Limited Quantity were selected; only the player list now scrolls.
Fixed Authorized Capacity remaining unavailable after a successful allocation; the validated committed capacity now stays visible immediately after submission.
The redundant manual validation button has been removed, and the Development page now clearly explains management permission, validation, capacity, material, and already-developed blockers instead of leaving Confirm Development without feedback.
Town Specialty allocation now shows Authorized Capacity, dynamically sums each authorized player's actual remaining quota, and prevents allocation above current available capacity.
Members who join after an all-members limited policy is saved can join the Town normally, but must wait for a manager to reallocate before gathering.
The Specialty Development page now stays fixed while only the authorized-player list scrolls, with clearer Current and Authorized Capacity displays.
The Town Specialty Change Certificate is now available in the System Shop. Town owners can switch their town specialty type; confirming clears all developed specialty capacity and forcibly stops related gathering in progress.
Fixed Town Specialty development showing an uncertain result because the unallocated status code was truncated; successful development now returns and refreshes specialty data correctly.
The former server-wide technology system is now Town Technology: research progress and material contributions belong only to your current Town, while Town Technology is greyed out and unavailable when you are not in a Town.
The Personal Technology tree now uses the revised layout and unlock effects, with entries such as the Quality Compendium and processing recipes unlocking from completed technologies.
Each Refined Iron and Yellow Crystal now provides 350 and 1,000 Research Tokens respectively.
Added the tradable Gem Essence and three LV1 Durability Restoration Stones, together with a new Tool "Durability Restoration" category.
The Fire Energy Information title is now fixed and centered, while the status panel consistently shows the current device, durability, burning state, fuel, temperature, MM:SS burnable time, and energy consumed today.
During network uncertainty, the current machine draft is preserved and reconciled with the original request identity so an older response cannot clear the placement.
A failed fuel addition now refreshes the authoritative maximum automatically, and non-executable previews show the exact blocker instead of retaining a stale MAX.
The 6×6 Fire Energy grid now saves machine placement and allows at most one placed machine.
The inspection window now separates common and special attributes, including level, quality, footprint, item slots, stack limit, and plugin slots.
The interaction window now derives the maximum addable fuel from inventory and remaining machine durability, with exact burn temperature and estimated time previews.
Gem Alchemy now correctly requires its Personal Technology unlock; the entry is greyed out while locked, and neither preview nor execution can bypass the requirement.
Holy Set and Shadow Set manufacturing now use their correct, separate technology permissions.
Seven technologies whose corresponding features are not yet implemented are temporarily greyed out and cannot be researched, preventing material investment into inactive functionality.
Fuel addition now includes +100 and +1000 shortcuts, while MAX remains capped by the server-authoritative limit.
Campfires and Worn Furnaces now render at their full 1×1 and 2×2 grid footprints, and the device list can also be opened from the new top-right Device button.
Recalling a Fire Energy machine now requires confirmation, immediately stops its runtime, preserves remaining fuel and durability, and resumes automatically when placed again.
Fixed stale Wild Gathering previews after changing the count, mode, tool, or Town specialty. MAX now shows the actual limiter, such as stamina, tool durability, or Town quota.
Fixed identity-conflict errors during gathering count confirmation and start, added safe reconciliation for uncertain network results, and correctly displays zero stamina cost while unlimited stamina is active.
Wild Gathering MAX now accounts for mode, current stamina, selected-tool durability, and Town-specialty capacity, while showing the recommended MAX separately from the accepted limit.
Fixed clipped tool/durability cost rows and start errors caused by mismatched tool identity. Uncertain network results are now reconciled safely without creating duplicate actions.
Wild Gathering now fills the recommended MAX for the current selection on initial activity selection and after switching regular/stamina modes or tools; later manual count edits are no longer overwritten by preview responses.
Wild Gathering now resolves the final tool selection before filling the recommended MAX when switching regular/stamina modes or tools, avoiding a temporary no-tool 9999 value. Old cost totals clear while the new preview loads, and manual tool/count choices are preserved.

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