Fixed breeding chicken coops showing “Data is not synchronized” after placement and blocking further actions.
Agricultural orders now include an “Owned Qty” column between “Required Qty” and “Submitted Qty”, showing warehouse quantities of the corresponding common-quality materials and updating when inventory changes.
Town chat now announces successful Grayfeather Scout Bird summons and daily Grain-Pecking Chicken refreshes, inviting town members to take on the challenge.
Town Boss defeat announcements are shorter while retaining the town or final-hit player and any awarded bonuses.
Returning from a Town BOSS battle after revival, settlement, or a confirmed exit no longer incorrectly prompts you to end the battle and go Home. Accidental-click protection for the top navigation remains active during battle.
If synchronization or page navigation fails when returning from a Town BOSS battle, you can retry through the same return action without cancelling the battle again or incorrectly leaving a room.
Added Revoke Administrator: Town owners can return administrators to permission level 3. Clearing permissions alone keeps level 2.
Added Management Payroll to the Town Bank. Owners and bank administrators can set daily Gold wages per member, delivered by mail at the Town's daily 12:00 boundary to the owner and administrators with active management permissions.
Salary changes, payments and skipped-payment reasons are public to Town members. Insufficient bank Gold skips the entire day's payroll without arrears or automatic backpay.
Each season now lasts 24 hours instead of 12. A full spring-to-winter cycle lasts 96 hours instead of 48, and each early, middle, or late phase lasts 8 hours instead of 4. Other season and farming rules remain unchanged.
Technology details now show feature and technology-category unlocks, stat or capacity increases, and item rewards, including Industry access and quality permissions.
Fixed missing item reward descriptions for Breeding System, Chicken Breeding, and Quality Compendium. Research benefits update when switching between Chinese and English; existing reward contents and granting rules are unchanged.
Fixed missing affixes, quality, and creation information in warehouse tool details, which now show the tool's actual source. Detail text updates when switching languages. Failed refreshes show an unavailable state, and obsolete details close after a tool is consumed.
Changed: Gathering and processing now use configured seconds. Energy Mode takes 60% of the default time (60s-->36s), before speed bonuses. Level still determines requirements, experience and energy costs.
Renamed: LV1 Weapon Enhancement Protection Crystal (LV1 Equipment Enhancement Protection Crystal-->LV1 Weapon Enhancement Protection Crystal); Tool Essence (Wooden Tool Essence-->Tool Essence). Tool Essence still comes from dismantling wooden tools.
Leather*10 == LV1 Battlefield Bag*1
Leather*15 == LV2 Battlefield Bag*1
Leather*20 == LV1 Core Supply Pack*1
Wolf Pelt*2 == Beast Fur*1
Inkstone Ore*1 == Ink*1
Thick Branch*2 == Roughly Processed Thick Branch*1
Hard Stone*2 == Roughly Processed Hard Stone*1
Stone*10 == Stone Knife*1
Iron Ingot*5 + Wooden Tool Essence*3 + Refined Essence Adhesive*2 == Iron Knife*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Knife*1
Cork*2 == Cork Log*1 (Order within group 2-->1)
Hardwood*2 == Hardwood Log*1 (Order within group 3-->2)
Cork Log*2 == Cork Lumber*1 (Time per execution 5s-->10s; Order within group 4-->3)
Hardwood Log*2 == Hardwood Lumber*1 (Time per execution 5s-->10s; Order within group 5-->4)
Cork Lumber*2 == Basic Cork Plank*1 (Time per execution 10s-->15s; Order within group 6-->5)
Hardwood Lumber*2 == Basic Hardwood Plank*1 (Time per execution 10s-->15s; Order within group 7-->6)
Basic Cork Plank*1 == Basic Material Plank*1 (Time per execution 15s-->20s; Order within group 8-->7)
Basic Hardwood Plank*1 == Basic Building Plank*1 (Time per execution 15s-->20s; Order within group 9-->8)
Marble*2 == Stone*1 (Order within group 2-->1)
Dirt*2 == Clay*1 (Order within group 3-->2)
Stone*2 == Basic Stone*1 (Order within group 4-->3)
Basic Stone*2 + Clay*2 == Basic Clay*1 (Time per execution 10s-->15s; Profession level 2-->3; Order within group 5-->4)
Plant Fiber*2 + Pasture Grass*2 + Egg*2 == LV1 Fertilizer*5 (Time per execution 5s-->60s; Profession level 1-->2; Order within group 1-->2)
Old Paper*2 == Paper*1 (Order within group 1-->2)
Plant Fiber*1 (5-->1) == Basic Pulp*2 (1-->2; Time per execution 10s-->5s; Profession level 2-->1; Order within group 2-->1)
Basic Pulp*1 == Paper*1 (Time per execution 10s-->5s; Profession level 2-->1)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Axe*1 (Time per execution 5s-->60s)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Pickaxe*1 (Time per execution 5s-->60s)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Hoe*1 (Time per execution 5s-->60s)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Watering Can*1 (Time per execution 5s-->60s)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Sickle*1 (Time per execution 5s-->60s)
LV1 Fuxi Stone*3 (0-->3) + Basic Stone*5 + Clay*5 == Stone Enhancement Hammer*1 (Time per execution 10s-->60s; Order within group 2-->1)
LV1 Fuxi Stone*3 (0-->3) + Basic Stone*5 + Clay*5 == Stone Alchemy Pot*1 (Time per execution 10s-->60s; Order within group 3-->2)
Weed*3 + Pasture Grass*3 == Chicken Feed*5 (Time per execution 10s-->30s; Profession level 2-->1)
LV1 Fuxi Stone*2 (Roughly Processed Thick Branch*5-->LV1 Fuxi Stone*2) + Rope*5 + Basic Material Plank*5 (Roughly Processed Hard Stone*5-->Basic Material Plank*5) == Wooden Hammer*1 (Time per execution 5s-->60s)
Low-grade Crude Iron Ore*10 == Pig Iron*3 (Time per execution 15s-->60s)
Pig Iron*2 == Wrought Iron*1 (Time per execution 15s-->60s)
Wrought Iron*1 == Iron Ingot*1 (Time per execution 15s-->60s)
Bone Coating*1 + Pinecone Bear Paw Hide*5 == Bone Adhesive*1 (Removed ingredients: Clay*3 3-->0, Sugar*5 5-->0)
Bone Coating*1 + Stolen-Fragrance Fruit Dew*5 == Arcane Adhesive*1 (Removed ingredients: Clay*3 3-->0, Table Salt*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Axe*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Pickaxe*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Hoe*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Watering Can*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Sickle*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Hammer*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*2 2-->0, Hardwood Lumber*5 5-->0)
Iron Ingot*100 (5-->100) == Iron Enhancement Hammer*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*5 5-->0; Order within group 8-->7)
Iron Ingot*100 (5-->100) == Iron Alchemy Pot*1 (Removed ingredients: Wooden Tool Essence*3 3-->0, Refined Essence Adhesive*5 5-->0; Order within group 9-->8)
Liangyi Xi Core*3 (5-->3) + Apprentice Spirit*2 (Holy Spirit*1-->Apprentice Spirit*2) == LV1 Fuxi Stone*1 (Removed ingredients: Wheat*10 10-->0, Sugar*10 10-->0; Time per execution 15s-->30s)
LV1 Fuxi Stone*1 (2-->1) + Holy Spirit*1 (Exceptional Molding Agent*2-->Holy Spirit*1) == LV1 Tool Durability Restoration Stone*1 (Removed ingredients: Wooden Tool Essence*1 1-->0; Time per execution 15s-->60s; Group: Materials/Tool Materials Materials/Durability Materials-->Materials/Tool Materials; Order within group 3-->2)
Any Wooden Tool*1 == Tool Essence*1 (Removed ingredients: Exceptional Molding Agent*1 1-->0)
Bone Coating*1 + Quality-Tempering Spirit Fluid*5 == Refined Essence Adhesive*1 (Removed ingredients: Clay*3 3-->0, Peanut Oil*5 5-->0)
Cork Log*5 (Strategic Grain*5-->Cork Log*5) + Hardwood Log*5 (Strategic Wood*5-->Hardwood Log*5) + Stone*5 (Pasture Grass*5-->Stone*5) + Egg*10 (0-->10) == Orange Crystal*1
Crystal Medal*10 (Red Crystal*1-->Crystal Medal*10) + Copper Ingot*10 (Wrought Iron*3-->Copper Ingot*10) == Yellow Crystal*1
Apprentice Spirit*10 + Wooden Sword*1 + Farming Medal*3 == Apprentice Sword*1 (Time per execution 5s-->10s)
Apprentice Spirit*10 + Wooden Bow*1 + Farming Medal*3 == Apprentice Bow*1 (Time per execution 5s-->10s)
Apprentice Spirit*10 + Wooden Staff*1 + Farming Medal*3 == Apprentice Staff*1 (Time per execution 5s-->10s)
Holy Spirit*20 + Apprentice Sword*1 + Farming Medal*20 == Refined Iron Sword*1 (Time per execution 10s-->15s)
Holy Spirit*20 + Apprentice Bow*1 + Farming Medal*20 == Hunter Bow*1 (Time per execution 10s-->15s)
Holy Spirit*20 + Apprentice Staff*1 + Farming Medal*20 == Magic Wood Staff*1 (Time per execution 10s-->15s)
Apprentice Spirit*10 + Leather Hat*1 + Battle Medal*1 == Apprentice Leather Hat*1 (Time per execution 5s-->10s)
Apprentice Spirit*10 + Leather Shirt*1 + Battle Medal*1 == Apprentice Leather Shirt*1 (Time per execution 5s-->10s)
Apprentice Spirit*10 + Leather Pants*1 + Battle Medal*1 == Apprentice Leather Pants*1 (Time per execution 5s-->10s)
Apprentice Spirit*10 + Leather Boots*1 + Battle Medal*1 == Apprentice Leather Boots*1 (Time per execution 5s-->10s)
Holy Spirit*15 (20-->15) + Apprentice Leather Hat*1 + Battle Medal*10 == Holy Hat*1 (Time per execution 10s-->15s)
Holy Spirit*15 (20-->15) + Apprentice Leather Shirt*1 + Battle Medal*10 == Holy Shirt*1 (Time per execution 10s-->15s)
Holy Spirit*15 (20-->15) + Apprentice Leather Pants*1 + Battle Medal*10 == Holy Pants*1 (Time per execution 10s-->15s)
Holy Spirit*15 (20-->15) + Apprentice Leather Boots*1 + Battle Medal*10 == Holy Boots*1 (Time per execution 10s-->15s)
Feather*2 + Twig*4 (5-->4) == LV1 Wooden Arrow*5
Paper*2 + Weed*3 (5-->3) == LV1 Spell Talisman*5
Void Crystal*1 (3-->1) + Wolf Pelt*3 (0-->3) == LV1 Weapon Enhancement Protection Crystal*1
Magic Crystal*1 (3-->1) + Wolf Pelt*3 (0-->3) == LV1 Armor Enhancement Protection Crystal*1
Tool Essence*1 (2-->1) + LV1 Fuxi Stone*3 (Void Crystal*1-->LV1 Fuxi Stone*3) == LV1 Tool Enhancement Protection Crystal*1 (Removed ingredients: Magic Crystal*1 1-->0)
Void Crystal*1 (2-->1) + Wolf Pelt*1 (0-->1) == LV1 Weapon Enhancement Stone*1 (Group: Enhancement/Enhancement Stones Enhancement/Protection Crystals-->Enhancement/Enhancement Stones; Order within group 5-->1)
Magic Crystal*1 (2-->1) + Wolf Pelt*1 (0-->1) == LV1 Armor Enhancement Stone*1 (Group: Enhancement/Enhancement Stones Enhancement/Protection Crystals-->Enhancement/Enhancement Stones; Order within group 6-->2)
Tool Essence*1 (2-->1) + LV1 Fuxi Stone*2 (Void Crystal*1-->LV1 Fuxi Stone*2) == LV1 Tool Enhancement Stone*1 (Removed ingredients: Magic Crystal*1 1-->0; Group: Enhancement/Enhancement Stones Enhancement/Protection Crystals-->Enhancement/Enhancement Stones; Order within group 8-->4)
Shadow Spirit*30 + Refined Iron Sword*1 + Bone Adhesive*30 == Dragon Scale Sword*1 (Time per execution 15s-->20s)
Shadow Spirit*30 + Hunter Bow*1 + Bone Adhesive*30 == Eagle Eye Bow*1 (Time per execution 15s-->20s)
Shadow Spirit*30 + Magic Wood Staff*1 + Bone Adhesive*30 == Star Staff*1 (Time per execution 15s-->20s)
Shadow Spirit*25 (30-->25) + Holy Hat*1 + Arcane Adhesive*25 (50-->25) == Shadow Hat*1 (Time per execution 15s-->20s)
Shadow Spirit*25 (30-->25) + Holy Shirt*1 + Arcane Adhesive*25 (50-->25) == Shadow Robe*1 (Time per execution 15s-->20s)
Shadow Spirit*25 (30-->25) + Holy Pants*1 + Arcane Adhesive*25 (50-->25) == Shadow Pants*1 (Time per execution 15s-->20s)
Shadow Spirit*25 (30-->25) + Holy Boots*1 + Arcane Adhesive*25 (50-->25) == Shadow Boots*1 (Time per execution 15s-->20s)
Accessory Essence*2 + LV1 Weapon Enhancement Stone*1 + LV1 Armor Enhancement Stone*1 == LV1 Accessory Enhancement Stone*1 (Group: Enhancement/Enhancement Stones Enhancement/Protection Crystals-->Enhancement/Enhancement Stones; Order within group 7-->3)
Low-grade Crude Copper Ore*10 == Copper Ingot*3 (Time per execution 15s-->60s)
Low-grade Crude Tin Ore*10 == Tin Ingot*2 (3-->2; Time per execution 15s-->60s)
Copper Ingot*9 + Tin Ingot*1 == Bronze Ingot*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Axe*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Pickaxe*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Hoe*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Watering Can*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Sickle*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*5 (Cork*3-->LV1 Fuxi Stone*5) + Bronze Ingot*2 (5-->2) + Tool Essence*1 == Bronze Hammer*1 (Time per execution 15s-->120s)
LV1 Fuxi Stone*6 (0-->6) + Bronze Ingot*2 (5-->2) + Tool Essence*2 (1-->2) == Bronze Enhancement Hammer*1 (Time per execution 15s-->120s; Order within group 8-->7)
LV1 Fuxi Stone*6 (0-->6) + Bronze Ingot*2 (5-->2) + Tool Essence*2 (1-->2) == Bronze Alchemy Cauldron*1 (Time per execution 15s-->120s; Order within group 9-->8)
Liangyi Xi Core*2 (1-->2) + Exceptional Molding Agent*2 (1-->2) == Duality Spirit Embryo*1
Exquisite Condensed Dew*2 (1-->2) + Flawless Essence*2 (1-->2) == Pristine Spirit Marrow*1
Duality Spirit Embryo*1 + Pristine Spirit Marrow*1 + Leather*5 (1-->5) == Primordial Spirit Crystal*1
Stone Knife, Bronze Knife and Iron Knife can no longer be manufactured. Existing knives remain usable.
Wheat Seed*1 == Wheat*9 (3-->9; Farming level: 2 1-->2; Growth time minutes: 10 5-->10)
Rice Seed*1 == Rice*9 (3-->9; Farming level: 2 1-->2; Growth time minutes: 10 5-->10)
Corn Seed*1 == Corn*9 (3-->9; Farming level: 2 1-->2; Growth time minutes: 10 5-->10)
Pasture Grass Seed*1 == Pasture Grass*9 (5-->9)
Angelica Seed*1 == Angelica*9 (5-->9; Farming level: 1 2-->1; Growth time minutes: 5 10-->5)
Honeysuckle Seed*1 == Honeysuckle*9 (5-->9; Farming level: 1 2-->1; Growth time minutes: 5 10-->5)
Snow Fungus Seed*1 == Snow Fungus*9 (5-->9; Farming level: 1 2-->1; Growth time minutes: 5 10-->5)
Goji Berry Seed*1 == Goji Berry*9 (5-->9; Farming level: 1 2-->1; Growth time minutes: 5 10-->5)
Cotton Seed*1 == Cotton*9 (5-->9; Growth time minutes: 30 15-->30)
Flax Seed*1 == Flax*9 (5-->9; Growth time minutes: 30 15-->30)
Lemon Seed*1 == Lemon*9 (1-->9; Growth time minutes: 15 20-->15; Regrowth time minutes: None 2-->None; Production type: One-time Seasonal repeat-->One-time; Planting seasons: Spring/Summer/Autumn Autumn-->Spring/Summer/Autumn)
Peanut Seed*1 == Peanut*9 (1-->9; Farming level: 3 6-->3; Growth time minutes: 15 30-->15; Planting seasons: Summer/Autumn Autumn-->Summer/Autumn)
Black Tea Seed*1 == Black Tea*9 (1-->9; Growth time minutes: 15 35-->15; Planting seasons: Spring/Summer Spring-->Spring/Summer)
Green Tea Seed*1 == Green Tea*9 (1-->9; Growth time minutes: 15 35-->15; Planting seasons: Summer/Autumn Summer-->Summer/Autumn)
Beet Seed*1 == Beet*9
Beet*9: Farming level: 3; Growth time minutes: 15; Regrowth time minutes: None; Production type: One-time; Planting seasons: Spring/Summer
Location removed: Low Woodland
Location removed: Dense Thicket
Location removed: Abandoned Quarry
Location removed: Graystone Ridge
Gathering changed: Wildgrass Slope: Weed*1 [24.5%] (Weed*1 [69.5%]-->Weed*1 [24.5%]) + Wheat Seed*1 [25%] (Wheat Seed*1 [10%]-->Wheat Seed*1 [25%]) + Rice Seed*1 [25%] (Rice Seed*1 [10%]-->Rice Seed*1 [25%]) + Corn Seed*1 [25%] (Corn Seed*1 [10%]-->Corn Seed*1 [25%]) + LV1 Gathering Gift Box*1 [0.5%]
Gathering changed: Old Campsite: Weed*1 [49.25%] (Weed*1 [79.5%]-->Weed*1 [49.25%]) + Beet Seed*1 [25%] (Flax Seed*1 [10%]-->Beet Seed*1 [25%]) + Peanut Seed*1 [25%] (Cotton Seed*1 [10%]-->Peanut Seed*1 [25%]) + LV1 Gathering Gift Box*1 [0.75%] (LV1 Gathering Gift Box*1 [0.5%]-->LV1 Gathering Gift Box*1 [0.75%]); Time 15s (10-->15); Level 3 (2-->3)
Gathering changed: Shrubland Edge: Weed*1 [24%] (Wheat Seed*1 [34%]-->Weed*1 [24%]) + Lemon Seed*1 [25%] (Rice Seed*1 [35%]-->Lemon Seed*1 [25%]) + Black Tea Seed*1 [25%] (Corn Seed*1 [30%]-->Black Tea Seed*1 [25%]) + Green Tea Seed*1 [25%] (0-->Green Tea Seed*1 [25%]) + LV1 Gathering Gift Box*1 [1%]
Gathering changed: Wind-Dried Meadow: Weed*1 [48.75%] (Flax Seed*1 [49.5%]-->Weed*1 [48.75%]) + Flax Seed*1 [25%] (Cotton Seed*1 [49.5%]-->Flax Seed*1 [25%]) + Cotton Seed*1 [25%] (0-->Cotton Seed*1 [25%]) + LV1 Gathering Gift Box*1 [1.25%] (LV1 Gathering Gift Box*1 [1%]-->LV1 Gathering Gift Box*1 [1.25%]); Time 25s (20-->25); Level 5 (4-->5)
Gathering changed: Deadwood Grove: Twig*1 [39.75%] (Twig*1 [59.75%]-->Twig*1 [39.75%]) + Hardwood*1 [30%] (Thick Branch*1 [40%]-->Hardwood*1 [30%]) + Cork*1 [30%] (0-->Cork*1 [30%]) + LV1 Gathering Gift Box*1 [0.25%]; Time 10s (5-->10)
Gathering changed: Rocky Slope: Pebble*1 [49.75%] (Pebble*1 [59.75%]-->Pebble*1 [49.75%]) + Marble*1 [25%] (Hard Stone*1 [40%]-->Marble*1 [25%]) + Dirt*1 [25%] (0-->Dirt*1 [25%]) + LV1 Gathering Gift Box*1 [0.25%]; Time 15s (5-->15)
Gathering changed: Broken Rock Shoal: Marble*1 [34.75%] (Pebble*1 [49.5%]-->Marble*1 [34.75%]) + Dirt*1 [34.75%] (Marble*1 [15%]-->Dirt*1 [34.75%]) + Inkstone Ore*1 [15%] (Dirt*1 [15%]-->Inkstone Ore*1 [15%]) + Flint*1 [15%] (Hard Stone*1 [20%]-->Flint*1 [15%]) + LV1 Gathering Gift Box*1 [0.5%]; Time 30s (10-->30)
Gathering changed: Herb Slope: Weed*1 [39.75%] (Weed*1 [79.75%]-->Weed*1 [39.75%]) + Angelica*1 [30%] (Angelica*1 [10%]-->Angelica*1 [30%]) + Honeysuckle*1 [30%] (Honeysuckle*1 [10%]-->Honeysuckle*1 [30%]) + LV1 Gathering Gift Box*1 [0.25%]
Gathering changed: Dewy Grassland: Weed*1 [39.75%] (Weed*1 [79.75%]-->Weed*1 [39.75%]) + Snow Fungus*1 [30%] (Snow Fungus*1 [10%]-->Snow Fungus*1 [30%]) + Goji Berry*1 [30%] (Goji Berry*1 [10%]-->Goji Berry*1 [30%]) + LV1 Gathering Gift Box*1 [0.25%]
Gathering changed: Silverleaf Trail: Angelica*1 [29.75%] (Angelica*1 [39.75%]-->Angelica*1 [29.75%]) + Honeysuckle*1 [29.75%] (Honeysuckle*1 [39.75%]-->Honeysuckle*1 [29.75%]) + Angelica Seed*1 [20%] (Angelica Seed*1 [10%]-->Angelica Seed*1 [20%]) + Honeysuckle Seed*1 [20%] (Honeysuckle Seed*1 [10%]-->Honeysuckle Seed*1 [20%]) + LV1 Gathering Gift Box*1 [0.5%]
Gathering changed: Fragrant Herb Garden: Snow Fungus*1 [29.75%] (Snow Fungus*1 [39.75%]-->Snow Fungus*1 [29.75%]) + Goji Berry*1 [29.75%] (Goji Berry*1 [39.75%]-->Goji Berry*1 [29.75%]) + Snow Fungus Seed*1 [20%] (Snow Fungus Seed*1 [10%]-->Snow Fungus Seed*1 [20%]) + Goji Berry Seed*1 [20%] (Goji Berry Seed*1 [10%]-->Goji Berry Seed*1 [20%]) + LV1 Gathering Gift Box*1 [0.5%]
Gathering changed: Poor Iron Mine: Low-grade Crude Iron Ore*1 [30.5%] (Low-grade Crude Iron Ore*1 [29.75%]-->Low-grade Crude Iron Ore*1 [30.5%]) + Flint*1 [30%] (Flint*1 [24.5%]-->Flint*1 [30%]) + Marble*1 [25%] (Marble*1 [24.5%]-->Marble*1 [25%]) + Pebble*1 [13.75%] (Pebble*1 [20%]-->Pebble*1 [13.75%]) + LV1 Gathering Gift Box*1 [0.75%] (LV1 Gathering Gift Box*1 [1.25%]-->LV1 Gathering Gift Box*1 [0.75%]); Time 120s (25-->120); Level 3 (5-->3)
Gathering changed: Undeveloped Freshwater Area: Untreated Fresh Water*1 [99.75%] (Untreated Fresh Water*1 [99%]-->Untreated Fresh Water*1 [99.75%]) + LV1 Gathering Gift Box*1 [0.25%] (LV1 Gathering Gift Box*1 [1%]-->LV1 Gathering Gift Box*1 [0.25%]); Time 15s (20-->15); Level 1 (4-->1)
Gathering changed: Undeveloped Sea Area: Untreated Seawater*1 [99.75%] (Untreated Seawater*1 [99%]-->Untreated Seawater*1 [99.75%]) + LV1 Gathering Gift Box*1 [0.25%] (LV1 Gathering Gift Box*1 [1%]-->LV1 Gathering Gift Box*1 [0.25%]); Time 15s (20-->15); Level 1 (4-->1)
Gathering changed: Poor Copper Mine: Low-grade Crude Copper Ore*1 [30.75%] (Low-grade Crude Copper Ore*1 [30%]-->Low-grade Crude Copper Ore*1 [30.75%]) + Flint*1 [30%] (Flint*1 [24.5%]-->Flint*1 [30%]) + Marble*1 [25%] (Marble*1 [24.5%]-->Marble*1 [25%]) + Pebble*1 [14%] (Pebble*1 [20%]-->Pebble*1 [14%]) + LV1 Gathering Gift Box*1 [0.25%] (LV1 Gathering Gift Box*1 [1%]-->LV1 Gathering Gift Box*1 [0.25%]); Time 60s (20-->60); Level 1 (4-->1)
Gathering changed: Poor Tin Mine: Low-grade Crude Tin Ore*1 [30.5%] (Low-grade Crude Tin Ore*1 [20%]-->Low-grade Crude Tin Ore*1 [30.5%]) + Flint*1 [30%] + Marble*1 [25%] (Marble*1 [30%]-->Marble*1 [25%]) + Pebble*1 [14%] (Pebble*1 [19%]-->Pebble*1 [14%]) + LV1 Gathering Gift Box*1 [0.5%] (LV1 Gathering Gift Box*1 [1%]-->LV1 Gathering Gift Box*1 [0.5%]); Time 90s (20-->90); Level 2 (4-->2)
Drop changed: Crystal-Core Stoneguard: Holy War Ring*1 [3.5%] (Holy War Ring*1 [5%]-->Holy War Ring*1 [3.5%])
Drop changed: Ancient Tablet Guardian: Guardian Necklace*1 [3.5%] (Guardian Necklace*1 [5%]-->Guardian Necklace*1 [3.5%])
Drop changed: Whirlwind Falconet: Untreated Seawater*1 [40%] (Crude Salt*1 [40%]-->Untreated Seawater*1 [40%])
Tool changed: Iron Hoe: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Axe: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Pickaxe: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Sickle: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Watering Can: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Hammer: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Enhancement Hammer: base durability for newly created tools 300 (200-->300)
Tool changed: Iron Alchemy Pot: base durability for newly created tools 300 (200-->300)
Tool changed: Bronze Axe: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Pickaxe: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Hoe: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Watering Can: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Sickle: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Hammer: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Enhancement Hammer: base durability for newly created tools 150 (100-->150)
Tool changed: Bronze Alchemy Cauldron: base durability for newly created tools 150 (100-->150)
These durability changes apply to future tools. Existing tools keep their creation-time parameters.
Added: Beet Seeds can now be traded and appear in the market seed category. Seed display order has been updated.
Pebble*3 (Roughly Processed Hard Stone*3-->Pebble*3) + Feather*3 + Old Paper*3 == Class Materials Research Progress*300 (390-->300; materials shown per group, 10 groups total, total research progress 3000 3900-->3000.)
Research material removed: Roughly Processed Hard Stone. Class Materials now uses Pebbles, retaining 20 Tokens per unit.
Apprentice Spirit*50 + Pebble*2000 (Hard Stone*2000-->Pebble*2000) + Twig*2000 == Grayfeather Scout Bird*1
Marble*5000 + Dirt*5000 (Roughly Processed Hard Stone*5000-->Dirt*5000) + Hardwood*5000 (Roughly Processed Thick Branch*5000-->Hardwood*5000) + Cork*5000 (0-->5000) == Poor Tin Mine*1
Poor Tin Mine*1: 10000 initial extractions
Fixed: Town summon logs remain readable after recipe changes and show the materials actually consumed.
Processing groups: Monster Materials order 6 (4-->6); Equipment Materials (Stationery Materials-->Equipment Materials), order 7 (6-->7); Tool Materials order 8 (5-->8).
Processing groups: Class Supplies order 1 (2-->1). Enhancement gains Enhancement Stones at position 1; Protection Crystals order 2 (1-->2).