Added the Breeding System: chickens in coops keep producing even while the page is closed or you are offline. Chickens are retained, and each production cycle takes five minutes.
Chicken Feed*1 == Eggs*3
Weeds*3 + Pasture Grass*3 == Chicken Feed*5
Softwood Logs*100 == Level 1 Chicken Coop*1
Completing the Breeding System technology now also grants one common-quality Level 1 Productivity Matrix (bound and non-tradeable).
Fixed breeding land unlocks remaining unavailable when all required materials are owned.
Fixed missing production after long backlogs when withdrawing, refilling, moving items or recalling buildings, and prevented an extra feed charge when removing an animal.
Fixed unnecessary repeated scheduling when production outputs are blocked, and preserved unsettled industrial work before energy changes.
Level 1 Productivity Matrix: consecutive tasks on the same machine build charge. Once full, the next task that produces rewards doubles both main and additional outputs; failed recycling preserves the bonus.
Productivity charge is retained while waiting for materials, energy or output space. Changing or cancelling the task, or recalling the machine, resets it. Matrix changes affect subsequent tasks and preserve existing charge.
Quality and Productivity Matrices now share the Matrices category. Machine panels show productivity charge and when double output is ready.
Successful quality recycling now announces Uncommon, Rare, Epic, and Legendary results in system chat for all players, including both recycling logistics and industrial recyclers.
Corrected control expiry display, zero-duration control, and recovery from overlapping control effects.
Preserve basic-attack progress while casting. Control can interrupt normal monsters' casts, while special boss interruption conditions remain unchanged.
Eligible short solo automatic battles use a progress-based quick-resolution view, reducing page transitions while the server settles each battle's resources and rewards.
Eligible short solo automatic battles now support victories within six seconds and up to two actions, including one basic attack or a basic attack followed by a skill with no item cost. The five-second wait between battles is unchanged.
Improved quick-resolution recovery across battles, continued reward and player-data synchronization, and recovery when automatic-session information is missing.
Oversized skill events could unexpectedly end long battles, including town boss encounters.
HP and MP could remain out of sync after an abnormal battle exit, causing the next battle to use outdated resource values.
Fixed repeated battle synchronization recovery messages and reduced duplicate synchronization requests.
Fixed blocked exits after automatic battles and incorrect restrictions when leaving a team.
Expired idle battle rooms now return players to the battle hall with a room exit notice.
Hardened battle automation and reconnection synchronization so outdated page data cannot affect current battle controls.
Reduced redundant skill bar and action display updates when battle state has not changed.
Clicking another header feature during battle now asks whether to end the battle. Cancel to continue fighting, or confirm to end the battle and return to Home before choosing another feature.
The battle settlement screen now includes a Stop Auto Battle button to stop further automatic challenges while waiting for the next battle. Any battle already underway will finish normally.
Fixed stale town specialty state and development previews that could block development after depletion. Structural changes now trigger coalesced refreshes with cross-page and reconnect recovery, without additional periodic polling.
Enhancement and equipment equip/unequip requests could incorrectly be rejected as coming from an outdated client.
Enhancement error messages could be overwritten by page refreshes, making the confirm button appear unresponsive.
Unconfirmed enhancement results can now be checked safely without starting another enhancement, and syncing notices remain until the data is updated.