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Update Preview - Balance Adjustments, Vehicle and Construction Optimizations

[p]We've received a lot of player feedback since the launch of Annual Version 2.0 on July 3. To improve your experience, our development team has been optimizing and fixing various issues in the game.[/p][p]On July 17, we'll roll out the first update since Version 2.0. This update will bring combat balance adjustments, as well as usability optimizations for vehicles and construction. Below is a preview of the upcoming content.[/p][p] [/p][h3]Balance Adjustments[/h3][p]We will implement our planned balance adjustments in phase. In this update, adjustments to the following content will be implemented: Corrosion, Gas Mask Hood, Conflicting Memories, Pyroclasm Starter, Jaws, Pinpoint Strike, Outer Space, and First Electrocution.[/p]
[p] [/p]
[p]Previous[/p]
[p]Now[/p]
[p]Corrosion[/p]
[p]70% chance to trigger Power Surge on hit, but no longer inflicts the Power Surge status.[/p][p] [/p][p]Power Surge can deal Crit Hits. Power Surge Crit Rate +15%.[/p][p] [/p][p]After triggering Power Surge, Power Surge Crit DMG +15% for 6s, up to 10 stacks.[/p][p]Power Surge DMG +15%.[/p]
[p]80% chance to trigger Power Surge on hit, but no longer inflicts the Power Surge status on Deviants.[/p][p] [/p][p]Power Surge can deal Crit Hits. Power Surge Crit Rate +25%.[/p][p] [/p][p]After triggering Power Surge, Power Surge Crit DMG +40% for 8s, up to 5 stacks.[/p][p]Power Surge DMG +15%.[/p]
[p]Hood with gas mask[/p]
[p]After triggering Power Surge, Crit Rate +35% for 3s.[/p]
[p]After triggering Power Surge, Crit Rate +35% and Power Surge DMG +15% for 6s.[/p]
[p]Conflicting Memories[/p]
[p]Trigger Shrapnel every 12 hits. (70% Shrapnel DMG against Meta-Humans.)[/p][p] [/p][p]For every 32 magazine capacity, Shrapnel trigger parts +1, up to +5.[/p][p] [/p][p]When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG by 10%.[/p][p]Magazine Capacity +40.[/p]
[p]Trigger Shrapnel every 12 hits. (60% Shrapnel DMG against Meta-Humans.)[/p][p] [/p][p]For every 25 magazine capacity, Shrapnel trigger parts +1, up to +6.[/p][p] [/p][p]When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG by 10%.[/p][p]Magazine Capacity +40.[/p]
[p]Pyroclasm Starter[/p]
[p] [/p]
[p]The Dragon's Breath effect persists after switching weapons and switching back.[/p]
[p]Jaws[/p]
[p]Trigger Unstable Bomber every 4 hits.[/p][p] [/p][p]Upon dealing a Crit Hit, hit counter +1.[/p][p] [/p][p]After a Weakspot hit, Blast Elemental DMG +30% for 12s.[/p][p]Unstable Bomber can deal Crit Hits. Unstable Bomber Crit Rate +25%.[/p]
[p]Trigger Unstable Bomber every 4 hits.[/p][p] [/p][p]Upon dealing a Crit Hit, hit counter +1.[/p][p] [/p][p]After a Weakspot hit, Blast Elemental DMG +50% for 12s.[/p][p]Unstable Bomber can deal Crit Hits. Unstable Bomber Crit Rate +25%.[/p]
[p]Pinpoint Strike/Point Detonation[/p]
[p]When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +25%.[/p]
[p]When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +35%.[/p]
[p]Outer Space[/p]
[p]30% chance to trigger Power Surge on hit.[/p][p] [/p][p]Upon hitting a target affected by Power Surge 15 times, summon lightning on the target to deal Shock Elemental DMG of 300% Psi Intensity (40% DMG to players).[/p][p] [/p][p]After reloading, Power Surge trigger chance +40% (based on weapon's trigger chance) for 6s.[/p][p]Shock Elemental DMG +30%.[/p]
[p]30% chance to trigger Power Surge on hit.[/p][p] [/p][p]Upon hitting a target affected by Power Surge 12 times, summon lightning on the target to deal Shock Elemental DMG of 300% Psi Intensity (40% DMG to players).[/p][p] [/p][p]After reloading, Power Surge trigger chance +40% (based on weapon's trigger chance) for 6s.[/p][p]Shock Elemental DMG +30%.[/p]
[p]First Electrocution[/p]
[p]Against enemies without Power Surge status, Power Surge's final DMG +30%.[/p]
[p]Against enemies without Power Surge status, Power Surge's final DMG +35%.[/p][p]First Electrocution is no longer affected by other players applying Power Surge status to the target.[/p]
[p]Bug Fixes[/p]
[p] [/p]
[p]Fixed an issue where the Viper Mask did not work on weapon passives and mod suffixes.[/p][p]Fixed an issue where Hazardous Object could trigger Gulped Lore's passive effect.[/p]
[p]We will continue to monitor the performance and use rates of each build to see if further adjustments are required. Many players have reported that Raining Cash and Abyss Glance are underpowered. We plan to revamp Abyss Glance and adjust Raining Cash's suffixes (to improve its reloading and bolt-pulling experience) in a future update.[/p][p]We've also received your feedback on the class system. We will gradually optimize the combat experience and stat balance of the class system in future updates.[/p][p]To ensure a smooth transition, we will issue Blueprint Conversion Attempt ×3 to all players after this update.[/p][p] [/p][h3]Vehicles[/h3][p]1) To align vehicle acquisition with the core survival and exploration gameplay, we have added vehicle scrapyards to the wilderness in all scenarios. After unlocking the Vehicle Garage in Memetics, you can craft Vehicle Repair Electric Drills at the Supplies Workbench and use them to repair and drive these vehicles.[/p][p]
[/p][p]In non-RaidZone scenarios, vehicles with zero Durability no longer need to be returned to the Garage for repairs. Instead, they can still be summoned and repaired on the spot with Vehicle Repair Electric Drills.
[/p][p]Once you've driven a vehicle back to your territory, you can lock it for 5 Copper Ingots and 2 Metal Scraps either by interacting with the vehicle or through your Garage.[/p][p] [/p][p]In non-RaidZone scenarios, vehicles you craft in your Garage are automatically locked, meaning you can summon them and change their skins by default. Additionally, you will never lose ownership of such vehicles.[/p][p] [/p][p]After locking a vehicle, you can summon it or change its skin.
[/p][p]NOTE: In non-RaidZone modes, each player can own up to six locked vehicles. If you already have six vehicles, you must unlock one of them in your Garage before acquiring a new one.[/p][p] [/p][p]2) Garages can now be built in RaidZone mode. Find vehicle parts in the wilderness or craft them at a Supplies Workbench to build your dream vehicle. Vehicles crafted in RaidZone are not locked by default, allowing you to share them with your teammates or trade them with other players.[/p][p]In the Garage's vehicle list, you can view all vehicles in your territory's range, as well as lock them, change their skins, or modify and repair them.[/p][p] [/p][p](In non-RaidZone scenarios, you can view all your locked vehicles, regardless of location.)[/p][p]In RaidZone, your locked vehicles will be unlocked if they are attacked by other players and their HP drops below 20%. An unlocked vehicle does not belong to any player, meaning any player can take it back to their territory and lock it for themselves.[/p][p] [/p][p]NOTE: If your vehicle is stolen by another player in RaidZone mode, any applied skin will be removed, and the vehicle will revert to its default appearance.[/p][p] [/p][p]3) You can now ride pillion on other players' motorcycles. We've also added an independent button for riding as a passenger. Go for a ride with your friends now![/p][p][/p][p]4) In non-RaidZone scenarios, players can summon two vehicles at once, satisfying their social needs.[/p][p][/p][p] [/p][h3]Construction[/h3][p]1)  Improved fence placement. Fences can now be placed on foundations and ceilings.[/p][p][/p][p]2) When setting or relocating a territory, it will no longer snap to nearby territories by default.[/p][p]3) Optimized the appearance of some wallpapers in the PC version. Open-work structures will no longer be fully covered.[/p][p]Before:[/p][p][/p][p]After:[/p][h3][/h3][p]4) Expanded the area in which the territory can be moved while in flight mode. The construction area now includes four corners, and the territory height has been adjusted to the maximum range.[/p][p] [/p][h3]Server Selection Screen[/h3][p]To better serve the needs of different user groups, Once Human and Once Human: RaidZone will be split into separate modes after the July 17 update.[/p][p]Once Human will continue to provide a deep and multifaceted survival experience, while Once Human: RaidZone will focus on fair and balanced PvP. Tap the Mode icon in the top-right corner of the login screen to switch between modes and try out their different content![/p][p]You can play on the different modes with the same account. The account character limit is shared between modes.[/p][p]In RaidZone mode, content that affects PvP balance (such as blueprints and mods) cannot be used. Cosmetics and other assets can be used in all modes.[/p][p] [/p][h3]New Custom Server Content[/h3][p]1. Added Endless Dream to custom servers. The server host can now select the Endless Dream scenario.[/p][p]2. Added badge cross-compatibility between custom and official servers.[/p][p]On July 18, 2025, at 12:00 noon (UTC+8), more custom servers and upgrade packages will be available on the official top-up page.[/p][p] [/p][p] [/p][h3]Server Overload Prompts[/h3][p][/p][p]For some time now, we've been receiving player feedback regarding server latency issues. Through data analysis, we've identified that high latency mostly occurs when servers are under high load, such as when many players gather in the same area and engage in intense combat. The sudden spike in data traffic exceeds the server's normal capacity, causing server overload. This in turn leads to movement lag, as well as delayed skill effects and damage calculations.[/p][p]We're working on fixing this issue. However, a complete fix will not be available in the short term, as it requires fundamental server architecture and gameplay changes. Hence, we have added a server overload prompt to the ping indicator. If it turns red, it means the server is overloaded. The server will then dynamically allocate resources to accommodate the combat situation, after which data processing speed will slowly return to normal. You can also switch to a different World or leave the affected area to maintain a stable connection.[/p][p]This is a short-term solution intended to help players monitor the server load status and avoid negative experiences. We remain committed to implementing performance improvements and server load optimizations as well, so as to achieve smoother gameplay for all players.[/p][p] [/p][p] [/p][h3]Save Your Controls[/h3][p]In this update, we're introducing a way to save your PC control setup to the cloud, as well as the ability to share your mobile control layout via a share code. This will allow you to apply your preferred controls across multiple devices.[/p][p]Save PC control settings to the cloud: You can now upload your control settings and download and apply them as needed.[/p][p]Share control layout on mobile: You can now share or quickly import a custom control layout on mobile via a share code.[/p][p] [/p][p]That concludes our update preview! For more details, stay tuned for the official update announcement. If you have any suggestions, feel free to reach out via our Feedback Platform or community channels. Thank you for your continued support. We'll be adding more new content during our summer update, so stay tuned![/p][p] [/p][p]Once Human Development Team[/p]

Version 2.0 Bug Fixes (July 14)

[p]Dear Metas,[/p][p][/p][p]If you encounter any issues while playing, please contact us using the following methods:[/p][p]PC: Open the in-game ESC menu → Feedback & Customer Support → Select Bug Report to submit your issue.[/p][p]Mobile: Tap the menu button in the upper right corner → Tap the headphone icon in the sidebar → Select Customer Support → Then choose Bug Report to submit your feedback.[/p][p]If you're offline, you can also report issues via our official email: [email protected]. We'll investigate as soon as we receive your message.[/p][p][/p][p]Since the official release of Once Human version 2.0, we've been gathering community feedback from every Meta-Human and actively addressing your concerns.[/p][p][/p][p]Here are the latest fixes we have implemented:[/p][p]1. Fixed an issue in Once Human: RaidZone where vehicles sometimes did not spawn in the wilderness in some scenarios.[/p][p]2. To maintain balance, all items obtained during the tutorial in Once Human: RaidZone will now be cleared before entering the wilderness.[/p][p]3. Fixed an issue where, after unlocking the Fashion Mannequin with a character, other characters on the same account could not obtain it.[/p][p]4. Fixed an issue that affected the output of animals with low Tameness.[/p][p]5. Fixed an issue where the Body Boost Feed did not work as expected.[/p][p]6. Fixed an issue where the game would crash when wearing certain fashion combinations.[/p][p]7. Fixed an issue that affected the frequency of Critical Pulse's Power Surge DMG in multiplayer situations.[/p][p]8. Fixed an issue where the game would freeze during the scenario transfer process.[/p][p]9. Fixed an issue where Hellfire Howl and Afterveil were not synced to custom servers.[/p][p]10. Fixed an issue that affected gathering output when switching scenarios on custom servers.[/p][p]11. Fixed an issue that incorrectly restricted the number of characters some players could create on a server.[/p][p]12. Fixed an issue where some facility skins and material skin packs were not synced to custom servers.[/p][p]13. Fixed an issue where the character's skin was overexposed in some situations.[/p][p]14. Fixed an issue where the Bacon Burger's One-Hit effect did not work.[/p][p]15. Fixed an issue affecting the display of the sharing QR code after character re-customization.[/p][p]16. Fixed an issue affecting some weather effects in the Endless Dream scenario.[/p][p]17. Fixed an issue where Starry Bubble Tea incorrectly granted additional Shield if the character's Max HP changed frequently.[/p][p]18. Optimized the running animation for female characters.[/p][p]19. Fixed an issue in the mobile version where taking photos caused the character to fall in the wrong direction while mid-air.[/p][p] [/p][p]Once Human Development Team[/p][p][/p]

Once Human: RaidZone Update Preview

[p]Since the launch of Once Human: RaidZone, we have been closely monitoring the PvP combat and balance in this mode.[/p][p]Following a period of observation and analysis, we plan to address several game balance issues. In this post, we will share our preliminary plans so you can provide feedback.[/p][p][/p][h3]Territory Optimizations[/h3][p]Attacking and defending territories is a core gameplay element in Once Human: RaidZone. Currently, some construction features may provide unfair intel advantages, affecting the mode's fairness. Hence, we plan to disable or limit certain features, such as using flight mode in Construction mode, in RaidZone only.[/p][p]We want to ensure that all players, whether attacking or defending, can compete on an equal footing, where victory is decided by skill, effort, and strategy rather than exploiting shortcuts.[/p][p] [/p][h3]Manibus Summon Adjustments[/h3][p]The Manibus summon mechanic is a key feature designed to increase excitement and add variation to Once Human: RaidZone. However, its current implementation does not fully align with our aims.[/p][p]Notably, its excessive damage and server impact have disrupted Once Human: RaidZone's intended pace.[/p][p]To make this mechanic more manageable, we're planning adjustments to the following key areas:[/p][p]1) Increase the tech requirements and resource costs of crafting Evolution Control Units and Manibus's Beacons.[/p][p]2) Reduce the range of Manibus strikes and limit the damage they deal to structures, making them less destructive than before.[/p][p]3) Remove the post-strike area effects that continuously drain Sanity and spawn additional Realm Fragments.[/p][p]4) Reduce the impact of Manibus strikes on the server's realm destruction progress.[/p][p]In the future, we will implement more comprehensive adjustments to the Manibus summon mechanic. We aim to refine it into a core aspect of the attackers vs. defenders gameplay. Stay tuned![/p][p] [/p][h3]Friendly Fire[/h3][p]Currently in Once Human: RaidZone, having a simple numerical superiority has a disproportionate impact on team battle outcomes, significantly affecting game balance.[/p][p]To place more emphasis on team coordination and strategy, we will introduce a friendly fire mechanic. This means weapons, Deviation skills, and other attacks will damage allied units and structures.[/p][p]We will continue to monitor this feature and gather player feedback to decide if further adjustments are necessary.[/p][p] [/p][h3]Weapon Accessories Changed to Items[/h3][p]Currently in Once Human: RaidZone, players who wish to strengthen their weapons must spend large amounts of time and resources to unlock accessories via the Memetics system. This approach has clear limitations, not only putting pressure on the player but also restricting their strategic options.[/p][p]To deliver a richer and freer gameplay experience, we will convert weapon accessories into item form. The actual changes are as follows.[/p][p]We will change weapon accessories into individual equipment items.[/p][p]1) Each accessory can only be equipped to one weapon.[/p][p]2) Equipped accessories can be unequipped and returned to the Tool Backpack.[/p][p]3) Accessories can be obtained through crafting, exploration, PvP loot, and other methods.[/p][p]4) Equipped accessories stay on their weapons. Weapons that are transferred through Gear Crates or dropped will retain their equipped accessories.[/p][p]These changes will diversify players' strategic options in the game. You no longer need to unlock Memetics to strengthen their weapons. As long as you have enough accessory items, you can maintain high stats on weapons in your Supply Box. If you find an accessory while exploring, you can use it to instantly strengthen your current weapon without spending additional resources to unlock Memetics. Additionally, the appearance of rare accessories will greatly improve a weapon's value, making them a high priority during PvP encounters.[/p][p] [/p][h3]Anti-Cheat Measures[/h3][p]Fair competition is the core principle of Once Human: RaidZone. We do not tolerate the use of cheats, exploits, or other malicious acts that undermine fair play and the player experience. Combating cheaters is one of our top priorities, and we have implemented a series of forceful countermeasures to this end.[/p][p] [/p][p]We are constantly upgrading our anti-cheat monitoring system. We reverse-engineer third-party cheat programs to learn more about their development and operation, allowing us to better detect and prevent them. Simultaneously, we continue to refine our detection models, using cutting-edge AI and Big Data technologies to analyze and compare player behavior in real time. To date, we have implemented over 100 optimizations to our detection models, and fixed exploitable loopholes involving teleportation, flight, speed-ups, and more.[/p][p] [/p][p]We are also aware of players using "cheat carrying"—knowingly playing with cheaters—to gain unfair advantages. This behavior not only affects the game's balance, but also harms other players, causing frustration to those seeking fair competition. We will show zero tolerance to players who break the rules and impose strict penalties based on the severity of their offenses.[/p][p] [/p][p]We are developing a series of features that will make it easier for players to combat such malicious behavior.[/p][p]Banned players will be displayed on a real-time ticker in the wilderness. Player namecards will also show their ban status, and similar information will be shown on death screens. We are also developing quick-report buttons and other reporting options.[/p][p]These features will improve our ability to collaborate with players in maintaining a fair and pleasant game environment.[/p][p] [/p][p]Since the beginning of this year, we have worked closely with our legal team to report and take down online stores selling cheats. So far, we have successfully reported and taken down 617 cheat sellers. But that's not all—we are compiling evidence and working with our legal team and the authorities to launch an even stronger crackdown on cheat developers and distributors. We will wield all legal measures to hold such entities accountable for their illegal actions.[/p][p] [/p][h3]Conclusion[/h3][p]The above changes are not final. We will implement further adjustments via future updates if required.[/p][p]Encountering issues with the territory controls? Have feedback on the Collapse feature or thoughts on team battles and weapon accessories? Reach out to us via the Co-Dev Feedback Platform or our social media channels. We're also preparing more gameplay features for our summer update. Stay tuned![/p][p] [/p][p]Once Human Development Team[/p][p][/p]

Version 2.0 Bug Fixes (July 9)

[p][/p][h2]Dear Metas,[/h2][h3]If you encounter any issues while playing, please contact us using the following methods:[/h3][p]PC: Open the in-game ESC menu → Feedback & Customer Support → Select Bug Report to submit your issue.[/p][p]Mobile: Tap the menu button in the upper right corner → Tap the headphone icon in the sidebar → Select Customer Support → Then choose Bug Report to submit your feedback.[/p][p][/p][p]If you're offline, you can also report issues via our official email: [email protected]. We'll investigate as soon as we receive your message.[/p][p][/p][p]Since the official release of Once Human version 2.0, we've been gathering community feedback from every Meta-Human and actively addressing your concerns.[/p][h3]Here are the latest fixes we have implemented:[/h3][p]1. Fixed an issue where non-creative cooking dishes could incorrectly stack self-selected ingredients.[/p][p]2. Fixed an issue where some returning Meta-Humans were unable to sign up for new scenarios.[/p][p]3. Fixed an issue where certain walls with window frames couldn't properly use skins.[/p][p]4. Fixed an issue where Meta-Humans were unable to use Adrenaline Shots to respawn on certain mobile devices.[/p][p]5. Fixed a rare crash that could occur when building materials near biomechanical facilities were destroyed.[/p][p]6. Fixed an issue where the camera angle was incorrect when Chefs performed a sprint after creative cooking.[/p][p]7. Fixed an issue where Beastmasters' animal companions could not gain EXP from Battle Cry traits under certain conditions.[/p][p]8. Optimized the frequency of pop-up notifications when the Dreamland Fantasia event starts.[/p][p]9. Fixed a rare issue where the third Dream Guard would not spawn during the Deep Dreamer battle in Endless Dream.[/p][p]10. Fixed an issue where server-wide reward notifications displayed incorrectly after the first kill of the Eternal Dreamer in Endless Dream.[/p][p]11. Fixed a black screen issue that occurred in Dreamland Battle when using low graphics settings.[/p][p]12. Fixed text display errors on the scenario sign-up screen.[/p][p]13. Fixed an issue in Dream Pop where Meta-Humans could switch held items after dissipating via self-destruction.[/p][p]14. Fixed a rare issue during breeding where offspring could inherit abnormal traits if both parents had all traits at max level.[/p][p]15. Fixed an issue where formula data displayed incorrectly at the Supplies Workbench under certain conditions.[/p][p]16. Fixed occasional visual issues with the Ruined Lumina set.[/p][p]17. Based on recent feedback, we've identified a crash issue in dungeons caused by using exposure settings in photo mode. To ensure a smoother experience, exposure settings will be temporarily disabled until the issue is resolved.[/p][p]18. Fixed an issue in Dreamland Wonder where clicking would become unresponsive after matching with an NPC for dialogue.[/p][p]19. Fixed an issue that caused players on some Endless Dream servers to fail to reach the good ending.[/p][p]20. Regarding the ambiguous statement in the July 2 (PT) Version 2.0 update announcement—"Animals raised and crops harvested in Eternaland can be brought into scenarios"—which failed to clearly convey the actual rules and caused confusion, we hereby provide the following clarification:[/p][p]Currently, the items that can be carried from Eternaland to season scenarios are limited to animal products and harvested crop products. Specific details are as follows:[/p][p]Crops: Only produce directly harvested by Meta-Humans in Eternaland (such as mature crops) can be taken out. Special yields obtained through Deviations are not currently eligible for transfer.[/p][p]Livestock: Byproducts and secondary products from raised animals (such as meat and hides) can be taken out. The animals themselves cannot.[/p][p]We have already begun optimizing these rules. Any future changes will be announced in a timely manner. Thank you for your understanding and continued support. If you have any further questions, please contact us through the feedback platform or customer support.[/p][p]
[/p][p]Once Human Development Team[/p][p]
[/p]

Version 2.0 Bug Fixes (July 3)

[p][/p][h2]Dear Metas:[/h2][p]If you encounter any issues while playing, please contact us using the following methods:[/p][p]PC: Open the in-game ESC menu → Feedback & Customer Support → Select Bug Report to submit your issue.[/p][p]Mobile: Tap the menu button in the upper right corner → Tap the headphone icon in the sidebar → Select Customer Support → Then choose Bug Report to submit your feedback.[/p][p][/p][p]If you're offline, you can also report issues via our official email: [email protected]. We'll investigate as soon as we receive your message.[/p][p][/p][p]Since the official release of Once Human version 2.0, we've been gathering community feedback from every Meta-Human and actively addressing your concerns. Here are the latest fixes we have implemented:[/p][h3]Here are the current details of the changes we've made:[/h3][p]1. Fixed an issue where universal class interactions behaved abnormally.[/p][p]2. Fixed an issue where blueprints couldn't be upgraded on mobile devices.[/p][p]3. Fixed an occasional issue where Lightforge Loot Crates couldn't be opened.[/p][p]4. Fixed an issue where returning Meta-Humans couldn't access the new season.[/p][p]5. Fixed an issue where universal interactions didn't refresh after transplanting crops.[/p][p]6. Fixed an issue where aerial attacks could get stuck in certain environments.[/p][p]7. Fixed a rare issue causing reload failures in the Dream Pop event.[/p][p]8. Fixed an issue where Meta-Humans couldn't enter servers with high character counts.[/p][p]9. Fixed a display error on mobile where Deviations in Dream Pop showed incorrect rarity.[/p][p]10. Fixed an issue preventing Solar Power Vending Machines from being built in Harvesters' Market during Manibus and Evolution's Call.[/p][p]11. Fixed a scenario bug in Endless Dream where the task "Eliminate a Light Dreamer affected by Bubbly Energy" couldn't be completed.[/p][p]12. Fixed an issue where interacting with the Teleportation Tower in Blackfell failed to unlock it.[/p][p]13. To ensure fairness and maintain Deviation value, all Deviations obtained in Dream Pop will now be bound to the character.[/p][p]14. A compensatory class open-test gift pack containing class-change items has been sent to all Meta-Humans via in-game mail.[/p][p]Ⅰ. If your current character has already chosen a class, you will receive compensation.[/p][p]Ⅱ. If your current character has not chosen a class, you will receive both Class Fragments and compensation.[/p][p]The pack auto-opens upon mail collection, with all items directly deposited into your backpack.[/p][p]*Characters in Once Human: RaidZone and those in novice scenarios will not receive this mail.[/p][p]15. We've identified an issue where Discord's Game Overlay feature may force the in-game frame rate to lock at 60 FPS. If you'd like to play at a higher frame rate, we recommend temporarily disabling the Game Overlay in your Discord settings. We will fix this in a future update.[/p][p]Once Human Development Team[/p][p]
[/p]