Snt Plan · published
Equipment tier-up processing no longer incorrectly reports that the inheritance preview could not be refreshed after confirmation. The game now waits for the latest server-authoritative inheritance result before submitting safely.
Processing preview, count confirmation, and submission now use one coordinated request lifecycle. A fresh preview is requested when eligible material or equipment candidates change.
If a processing response is uncertain, the game safely verifies it with the same request identity to avoid duplicate material deductions. If the action committed but the interface has not refreshed yet, it now shows a syncing status.
Damage-ranking rewards for the Town BOSS Grain Pecking Chicken now cover the top 10 players, with LV1 Battle Gift Box quantities of 10/10/8/8/6/6/4/4/2/2.
After defeating Grain Pecking Chicken, the Town members' Wild gathering speed bonus for the current cycle is reduced from 10% to 5%.
Town Warehouse deposits now preserve actual item quality and allowed binding state while strictly validating typed instance identity, preventing incorrect merges and unexpected exits.
Warehouse deposits and Town trades can span multiple 3,000-unit groups. Availability now accounts for total capacity, existing stock, and incoming reservations, and an over-capacity settlement rolls back in full.
Town buy and sell order quantity and price limits now come from the formal market policy. If a network result is uncertain, the original order payload is retained for a safe retry with the same request identity.
Town Warehouses now accept only Materials, Crystals, Food, and Land, with support for both ordinary stacks and mergeable item lots. Player source assets and warehouse quantities refresh immediately after a deposit.
A level-one Town Warehouse now has 20 item groups, 3,000 units per group, and 60,000 total capacity. One deposit or trade may span multiple groups and is not capped at 3,000.
Town Warehouse details now include four category filters and show sequence, item name, quality, current quantity, market lock, maximum stack, and occupied warehouse slot code.
The former Trade Order entry is split into permission-gated Town Buy Order and Town Sell Order forms with complete item type, item, quantity, and price fields.
Town buy orders now reserve incoming warehouse capacity and revalidate it at settlement. If the warehouse is full or the fill would exceed capacity, the entire settlement rolls back.
Removing a Town member now strictly verifies the target and result; uncertain network outcomes reconcile against the latest member list without automatically creating a second removal request.
Town owners can now confirm the removal of administrators or regular members from Town Member management; leaving or being removed no longer interrupts gathering settlements already in progress.
Town Bank currency exchange now has side-by-side Egg Coin and Gold exchange panels, each showing the required payment, exchange tax, and actual receipt.
Town Specialty tabs now match the full-width Bank and Population layout, while Specialty Development remains inside the Town host with vertical scrolling.
The Trade Market now shows the latest 10 buy and sell orders from both player and town traders, with one-click navigation to the matching item's trade details.
Latest orders now synchronize incrementally when trades change, retain the last confirmed view after a connection or sync failure, and support manual resynchronization.
Fixed cases where Latest Orders could repeatedly resynchronize or show fewer than 10 entries after a disconnect, event gap, or subscription failure.
Returning from Latest Orders to the item catalog now refreshes trade summaries to avoid stale prices and listing counts.
Chat now includes a Market channel that shows the item and listed quantity when a player or Town buy/sell order actually rests on the market.
Market announcements use a red quantity and omit the System label; fully matched, failed, or replayed requests do not create listing announcements.
Multiplayer battle gold is now rounded down per participant first, with the party leader receiving the entire remainder.
When the five-second death countdown ends, the server now revives the character automatically and restores HP and MP to their current maximums, with no extra battle entry required.
Town Combat now shows automatic revival while the character is dead instead of treating death as “HP not full”; the low-HP confirmation remains for living, injured characters.
- Optimized reward loading and UI updates for long auto-battle sessions, improving stability and responsiveness when viewing cumulative loot in solo and three-player battles.
- Reduced redundant player-data refreshes after battle settlement to lower client overhead during extended auto-battle sessions.
- Improved incremental reward refresh for extended solo and multiplayer auto-battles, reducing repeated queries, UI work, and late-session slowdown risk.
- Hardened auto-battle event migration and recovery so legacy data, cancelled battles, and late responses cannot corrupt the current loot display.
- Further optimized reward refresh and UI updates during extended auto-battle sessions, reducing repeated work in both solo and multiplayer runs.
- Fixed effective-stat synchronization after battle level-ups and reduced server storage overhead for long-running auto-battle events.