Game update

V0.057 Update Announcement

Snt Plan · published


Town warehouse deposits now use one RuntimeData material capability, so registered equipment materials such as Apprentice Spirit can be submitted and consumed through the same typed stack/lot settlement path.
Town specialty gathering now allocates capacity through global FIFO reservation windows, so waiting requests no longer distort execution progress or grant duplicate rewards.
Target-level enhancement now blocks continuation when no protection unit is available and never silently falls back to unprotected enhancement.
Enhancement results now play back each server-authoritative attempt with level, probability, roll, gold, material, and enhancement-tool durability consumption details.
The enhancement result dialog no longer hides process details and shows cumulative consumption plus the target-reached or resource-stop reason at the end.
After the server confirms that no battle is active, the Battle Hall now restores its category, location, monster cards, selection preview, and details instead of showing an empty list or question-mark fallback.
Inactive auto-challenge and stale recovery state can no longer contaminate Battle Hall selection, while active battle recovery still requires exact server-authoritative identities.
Nine monsters used by the Sunken-Wood Swamp and Gloomy Woodland content now use synchronized official transparent artwork instead of fallback images.
Red Crystal*250 (500-->250) + Flint*250 == Fire Energy*1
Red Crystal*500 (1000-->500) + Basic Clay*200 == Basic Furnace*1
Player character and stamina pages now consume the shared scoped player-assets cache, so real inventory, skill, speed-up ticket and tool data are no longer confused with a lightweight player shell.
Quality Warehouses, Quality Conveyors, and Quality Recyclers are no longer sold in the System Shop; existing devices, layouts, and history are unaffected.

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