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Snt计划NewsV0.061 Update Announcement
Game update

V0.061 Update Announcement

Snt计划 · published 4 Sep 2026, 05:02 UTC

All newsPlayers around this dateRead on Steam

The Quality Recycling screen now uses a 7×7 standard grid with all 49 logical cells and keeps player zoom and pan controls.
Save, refresh, and logistics controls now share the grid context menu, while the device panel lists only the available Quality Warehouse, Conveyor, and Recycling Machine.
Entering Town with a large account no longer loads warehouse source details, activities, members, or applications up front; the first screen now uses a size-bounded final state and loads private details on demand.
Town population, wealth, specialty, and ranking summaries are now maintained incrementally by server transactions, so login no longer scans all detail rows as player and Town data grows.

Exiting as a battle ends now fully releases the room and waits for the current settlement to converge, preventing the battle flow from getting stuck when the room closes first.
Battles now read inventory materials required by equipped skills correctly; “Unequip All Skills/Items” no longer drops clicks during configuration sync and performs the actual per-slot unequip operations.
Battles now keep the real material quantity and per-cast requirement for equipped skills such as Lucky Execute; relevant inventory changes from battle costs, processing outputs, tech consumption, and other sources synchronize automatically in the same transaction instead of leaving stale availability.
“Unequip All Skills/Items” no longer drops clicks during transient loadout synchronization and resumes real per-slot unequip operations after the latest slot state arrives.

Technology research progress now continues correctly after closing and reopening the Technology screen instead of restarting from an old percentage.
The Technology map, cards, and detail dialog now share one progress display path, while research completion and effect grants remain fully server-authoritative.
Newly obtained weapons and armor now start at 100/100 durability. Equipped items at LV4 or above lose 1 durability when their wearer dies in battle, while LV1-LV3 items do not.
Items are not destroyed at zero durability; their own stat contribution remains at 70%, while socketed gem stats are unaffected.
Auto-battle confirmation now shows current equipment durability and opens a restoration screen where Tier 1 weapon or armor durability stones can restore currently equipped items.
Leather*50 (200-->50) + Gathering Medal*10 (Battle Medal*20-->Gathering Medal*10) == Equipment Durability*1
Red Crystal*200 (300-->200) + Orange Crystal*100 (Orange Crystal*200, Yellow Crystal*100-->Orange Crystal*100) == Tier 2 Equipment Durability*1

Unlocked stamina gathering mode now remains visible across scoped refreshes; Town-specialty previews no longer misread reservation windows, and disabled gathering actions now explain pending or failed validation.
Speed-up controls no longer appear usable while a Town-specialty action is waiting for an execution window; tickets remain available once real execution begins.

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