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Version 2.2.4 Update Announcement (December 23)

[h2]Dear Metas,[/h2][p]The Version 2.2.4 server maintenance and update is planned for December 23, 2025, at 3:00 PM (PT) and expected to last about 2 hours (actual time may differ). Please plan your game time accordingly for the best experience. Please plan your game time accordingly for the best experience.[/p][p]After maintenance, all players will receive the following rewards: Starchrom x 1000, Mitsuko's Mark x 100, Starwish Token x 300, Butterfly Dye x 1, and Wish Strike Ticket x 2. You can use Butterfly Dye to experience optimized hair coloring effects, and it’s now also available for exchange with Colorful Badges for easier acquisition. Wishing you a vibrant holiday journey![/p][p]Below are the details of this update:[/p][h2]Content/Feature Updates[/h2][h3]Revamped New Player Experience Officially Launched[/h3][p]To provide clearer guidance and showcase the unique features of Once Human, we’ve completely redesigned the new player tutorial through multiple confidential and live beta tests. We’re thrilled to announce the official launch of the revamped experience! Invite your friends to embark on a mysterious and captivating journey through Nalcott![/p][p]Quick Look: New Player Storyline[/p][p]A bus pulls into the station, and you, fresh off work, step aboard as routinely as any other mundane day. A peculiar broadcast crackles through the speakers, stirring an uncanny sensation. Suddenly, chaos erupts. The bus morphs into a many-legged Biomechanical monster, and the passengers around you reveal themselves as Deviants... When you awaken, you find yourself in a mysterious eternal realm. You, a Meta-Human, guided by the enigmatic girl "Mitsuko," must dispel the distortions brought by calamitous beasts and save worlds on the brink of collapse. Join the fight for the continent of Nalcott today![/p][p][/p][p]New Player Experience & Old Character Compatibility Notes[/p][p]After the version update on December 23, 2025 (PT), newly created characters will directly proceed through the revamped new player experience. Accounts with existing non-beginner characters may skip the tutorial and create characters immediately. For characters still in the old tutorial, the following adjustments apply:[/p][p]1) Before the December 23, 2025 (PT) update, all characters who have not completed the old tutorial will transition to the new tutorial. After completion, they may select a scenario to enter the wilderness.[/p][p]2) For characters created before the November 26, 2025 (PT) update that have not finished the old tutorial, progression will restart from character customization (appearance and name), using your previously set data. Confirm these details to proceed with the new tutorial.[/p][p]New Fashion & V's Visual Refresh[/p][p]1. Complete the revamped new player experience to obtain the Rare (blue-grade) Fashion "Distant Memory" . Veteran Metas can claim it directly via mail after the update.[/p][p]*Disassemble duplicate "Distant Memory" yields no additional benefits.[/p][p][/p][p]2. Additionally, we've refreshed V's visual design.[/p][p][/p][h3]New Combat Deviation Skill System[/h3][p]This update proudly introduces the new Combat Deviation Skill System, revitalizing every Deviation![/p][p]Upon synchronizing with a Combat Deviation, you'll unlock 2 Active Skills: a Battle Skill and an Ultimate. Designed to enrich combat rotations, this system ensures every battle feels fresh, expands tactical options, and empowers you to dominate the battlefield![/p][p]Battle Skill Controls: Press E on PC; tap the Battle Skill Pin on mobile; LB+X on controller.[/p][p]Ultimate Controls: Press X on PC; tap the Ultimate Pin on mobile; LB+Y on controller.[/p][p]1. Wheel Mode: Short press to deploy/retract; hold to bring up the wheel for selecting different control behaviors.[/p][p]2. Button Mode: Short press to deploy, short press again during deployment to enter mind control, hold to retract.[/p][p]After synchronizing Deviations in the securement unit, you can now equip and switch active Deviations not only directly in the Secure Pod but also via the Gear Backpack interface. Switching Deviations will reset Deviant Power and put Battle Skills on cooldown.[/p][p][/p][p]For more information, refer to [dynamiclink][/dynamiclink][/p][p]We will also conduct comprehensive iterations for combat systems including Gear Crafting, Cradle Controls, Stellar Stairway, and Blueprints in future updates. Stay tuned![/p][p] [/p][h3]\[Permanent Server Merge Pre-Selection] Feature Launched[/h3][p]The \[Permanent Server Merge Pre-Selection] feature is now live, ensuring seamless team/friend coordination![/p][p]Rules:[/p][p]1. Individual and Hive Pre-Selection: You can pre-select a permanent server either individually or as a Hive. Hive pre-selection can be initiated by the Hive leader. If successful, all Hive members will be assigned to the selected permanent server during the server merge.[/p][p]Note:[/p][p]a) The Hive leader cannot initiate Hive pre-selection if any member has already pre-selected a server individually. Conversely, if the Hive leader has already initiated Hive pre-selection, any member who wants to pre-select a server individually must first leave the Hive.[/p][p]b) Permanent server pre-selection and scenario sign-up cannot be performed simultaneously. You must choose one according to your needs.[/p][p]2. Reservation System: After completing pre-selection, your place on the selected server will be reserved for 14 days. If you do not log in within 14 days, your pre-selection will expire, and your place will be released.[/p][p]3. Server Assignment: If you do not pre-select a server, your character will be automatically assigned to the server with the most remaining capacity during the server merge.[/p][p]4. Pre-Selection Limitations: You can only pre-select a permanent server of the same scenario type as your character's current server. For example, if your character is in a standard Manibus server, you can only pre-select a standard Manibus permanent server. You cannot choose a server with a different scenario or Visional tag status.[/p][p]For more information, refer to [dynamiclink][/dynamiclink][/p][p] [/p][h3]New Weapon Accessory: "Unlock Baseline Sniper Scope" \[Non-RaidZone Mode][/h3][p]1. Accessory Parameters:[/p][p]1) Iron Scope[/p][p]2) Aiming Speed +20%[/p][p]3) Accuracy +8[/p][p]4) Mobility +25[/p][p]2. Acquisition Method: Redeem at the Morphic Shop.[/p][p]3. Applicable Weapons: All types of sniper rifles.[/p][p][/p][p]4. Expanded Sniper Rifle Accessories[/p][p]After this maintenance update, all sniper rifles can now equip 2x and 3x scopes.[/p][p] [/p][h2]New Events[/h2][h3]\[Starlight Parcel Station] Warmly Opens[/h3][p]The Wish Tree is about to complete its festive makeover, awaiting the arrival of every Meta! In this cold winter, come craft a heartfelt gift and share warmth with friends.[/p][p]Event Duration: After Christmas Tree decoration reaches 100% progress until Server Time January 7, 2026 .[/p][p]How to Participate: During the event, visit the event island and interact with the refreshed Christmas tree to pack items into Christmas gifts for others. You can select up to 8 items from your backpack as gifts.[/p][p]Note: Metas can place any non-bound items from their backpacks into Christmas gifts. A detailed list can be viewed by selecting "Exchange Gifts" when interacting with the Christmas Tree.[/p][p]Gift Exchange Rewards: After creating a Christmas gift, you'll randomly receive one from another Meta in return, plus 3 Wish Strike tickets![/p][p]Gift Exchange Opportunities:[/p][p]From event start until Server Time December 26, 2025, 6:00, logging in grants only 1 gift exchange attempt. After this, attempts refresh daily at 6:00, each login awards 1 exchange until the event ends.[/p][p]Unused exchange opportunities can be accumulated and used at your convenience.[/p][p]After Server Time December 25, 2025, 2:00, decorations will no longer drop from gathering or defeating enemies in the wilderness. Unused decorations in your backpack can still be used for decoration and will not disappear. You can continue to obtain Wish Strike Tickets by exchanging gifts.[/p][p][/p][h3]Wish Machine Time-Limited Prize Pools Now Open[/h3][p]After the update on December 31, 2025, 3:30 PM(PT), the following new Wish Machine prize pools will be available for 3 weeks:[/p][p]Money Rain: Includes the Legendary weapon blueprint: Raining Cash.[/p][p]\[Armored Cowboy]: Includes the Legendary gear blueprints: Cowboy Boots, Savior Jacket, Savior Gloves, and Savior Shoes.[/p][p]\[Final Shot]: Includes the Legendary weapon blueprint: Memento.[/p][p] [/p][h2]New Shop Arrivals[/h2][h3]Lightforge Loot Crate \[Aureate Gala] Grandly Unveiled[/h3][p]"Crowned by the gaze of the crowd, shining atop the starlight peak!"[/p][p]Available: After the update on December 23, 2025 (PT)[/p][p]The \[Aureate Gala] themed Lightforge Loot Crate features the Legendary territory material pack "Windspeak Realm," the Legendary Fashion Set "Stellar Elite," the Legendary weapon skin "Stellar Ovation - KAM," the Legendary facility skin "Fusion Pod: Gilded Celebration," and the Hype-tier Duo Action "Snowy Waltz."[/p][p]• Lightforge Canvas Customized Dyeing is here! The Stellar Elite: Starhunt Set and Stellar Elite: Cloudray Set will debut with \[Aureate Gala], with special bundle discounts! Check them out under Shop > Other Exchange > Lightforge Canvas Tab![/p][p]For details, visit the Lightforge Loot Crate announcement >>> [dynamiclink][/dynamiclink][/p][p][/p][p]• The "Windspeak Realm" material pack will directly cover base and expanded structures, featuring a total of 122 material skins![/p][p]Let the breeze hum the ballads of distant lands, allowing every melody to resonate with harmony.[/p][p][/p][p]• Lightforge Lucky Box is here to help! For as low as 60 Crystgin, purchase now to receive Lightforge Ingots and super-discounted lucky bags, with a chance to unpack up to 6666 Crystgin! Head to Shop > Exclusive Deals > Lightforge Benefits tab. Don’t miss out![/p][p]• Lightforge Loot Crate interface optimizations in progress:[/p][p]- The Lightforge Ingot special purchase entry will be moved to the Loot Crate Redeem Shop! Only the entry is adjusted; the original half-price purchase feature and limits remain unchanged.[/p][p]- The Lightforge Loot Crate history has been moved to the Question Mark rules interface.[/p][p]- Adjusted some information displays in the Collection Rewards and Redeem Shop interfaces.[/p][h3]New Shop Feature: Lucky Bazaar Now Open![/h3][p]"Grand opening, great fortune! Tell Mr. Wish whatever you desire!"[/p][p]Available: After the update on December 23, 2025 (PT)[/p][p]As the New Year festivities approach, Mr. Wish sets up a bazaar stall![/p][p]• New Year Special: The Lucky Bazaar refreshes daily with three types of discounted items![/p][p]- Lucky Bazaar Exclusive: Limited-time Furniture Formula blueprints on sale, refreshed at up to 40% off![/p][p]- Festival Returns: Festival-themed cosmetics missed by the Metas return with discounts as low as 70% off![/p][p]- Common Items: Products from a year ago still available now at up to 70% off![/p][p]• Prize Pool Refresh: The bazaar pool resets daily at Server Time 6:00. Additional refresh chances can be earned by purchasing items.[/p][p]- First purchase in each bazaar round grants 1 extra refresh chance.[/p][p]- Extra refreshes are capped at 30 per week (resets on January 1, 2026, Server Time). See the event page for details.[/p][p] [/p][p][/p][h3]Limited-Time New Year Furniture Pack Now Available[/h3][p]"With the surprise of gifts and the fragrance of pine branches, compose a home ode dedicated to winter."[/p][p]Available: After the update on December 23, 2025 (PT)[/p][p]The Epic Furniture Pack "Snownight Carol" will be available for a limited time. As the new night descends, let wishes soar with the carol![/p][p]New Year Themed Limited-Time Sale![/p][p]• "Snownight Carol" Furniture Pack Special Offer: Available for only two weeks at an 85% discount! Decorate your festive home now~[/p][p]• "Evergreen Sprite" Theme Pack Supplementary Offer: Only one week left? Enjoy a 20% discount for the final week! Don't miss out on the adorable sprite joining the holiday sale![/p][p]*After the version update, the store price will be updated to include the "Evergreen Sprite" discount. Metas who previously purchased at full price will receive a refund for the price difference via mail~ [/p][p][/p][h3]All expansion structures for the currently available material packs have been fully updated.[/h3][p]"More content, same price! The Material Skin Pack now includes free expansion!"[/p][p]Major additions to the Shop's Material Skins! Three new furniture material expansion packs: "Springtime Terraced House: Expansion I," "Florivox Cabin: Expansion I," and "Romantic Misty Purple: Expansion I" are now available, covering new structural components to enhance your territory building![/p][p]• Free Expansion: Metas who previously purchased the original Material Skin Pack can claim the expansion structures for free upon logging in, with no additional cost! Other Metas can also purchase the expansion structures separately in the Shop, and future purchases of the full material pack will deduct a portion of Crystgin.[/p][p]* Due to tight production schedules, the expansion structures for the Luminous Realm Material Pack will be completed in the version update on January 7, 2026 (PT). Metas who already own the Luminous Realm Material Pack will automatically unlock the additional structures. Thank you for your patience.[/p][p][/p][h3]Warm festival-themed individual parts available for you to choose[/h3][p]Exclusive festive Fashion piece "Winter Arrival: Top" is now available. Adorable sweaters to brighten up this winter![/p][h3]Hair Dye Effects Refreshed & Butterfly Dye Now Purchasable with Colorful Badges[/h3][p]To help Metas with outfit coordination and freer personal expression, we've expanded the range of available hair dye colors, allowing you to use a broader color spectrum. Additionally, the hair dye item "Butterfly Dye" can now be purchased with Colorful Badges. Visit the Shop > Other Redeem tab to redeem.[/p][h3]Meta Pass rewards increased[/h3][p]Celebrate the New Year with version update, Meta Pass benefits boosts:[/p][p]- The Meta Pass now includes trial access to five popular Fashion items! Unbeatable value: use 5 Fashion sets and 5 weapon skins now![/p][p]- Exclusive mobile app pins added as a Meta Pass perk. Unlock instantly upon purchase! Veteran Metas who’ve already unlocked it need not worry; we’ll retroactively grant the pins via mail.[/p][p][/p][p] [/p][h3]Upcoming Shop Updates[/h3][p]"With light as feathers and gold as poetry, every gleam carries the legacy of timeless elegance."[/p][p]Epic Rarity Weapon Skins "Gilded Plumes - ACS12," "Gilded Plumes - AWS.338," and "Gilded Plumes - G17," along with the Epic "Gilded Plumes" Combo Gift Box, are now available for a limited two-week period![/p][p]Equip your new firearms with these dazzling skins![/p][h3]Meta's Bounty Update[/h3][p]"From the skies, dive toward everything under the moon!"[/p][p]Available: After the update on December 23, 2025 (PT)[/p][p]New medals have been added to Meta Bounty. Go to Shop > Meta Bounty tab to check out and unlock them.[/p][p]Under the Challenge category, new additions include "Burning Through the Moonlight" and "Scope Without Distinction"—danger lurks beneath the moonlight.[/p][p]Under the Exploration category, new additions include “Carved Beams and Painted Rafters” and “Skybound Recruits”: on this land, beneath this sky...[/p][p]Under the Commemoration category, a new addition is "Multiverse Haven". Witness your journey![/p][p][/p][h2]RaidZone content updates[/h2][h3]Comprehensive Overhaul of Tech/Crafting/Resources[/h3][p]We’ve observed that the current progression pace in RaidZone is overly rigid, lacking variability and surprise, with insufficient depth in survival mechanics. To address this, we’ve initiated a full-scale progression overhaul, covering technological advancement, wilderness resource acquisition, crafting formulas and production costs, item naming, and Memetic systems. Our goal is to refine the overall pacing of RaidZone, enhance survival-oriented gameplay, improve wilderness PvP and territory battles, and ensure competitive fairness and strategic retrusion, bringing the focus back to the battle of wits between players and their environment in a post-apocalyptic world.[/p][p] 1. Memetic Changes[/p][p]1) Memetic tabs have been reclassified into three categories: Construction, Combat, and Survival, aligned with RaidZone’s core experience for easier comprehension by Metas.[/p][p]2) The Memetic screen now displays tier indicators to denote formula levels, showing which items can be crafted at corresponding tier supplies workbenches or gear workbenches, making tech progression more intuitive.[/p][p]3) The nail gun, bronze pickaxe, steel ingot, tungsten ingot, sulfur crystal, all stone structures, and synthesis benches are now unlocked by default, with their associated Memetics removed. These no longer require data chips to learn and are freely accessible.[/p][p]4) The ore detector Memetic mining operation platform Memetic have been removed..[/p][p]5) All material-type Memetics have been removed. For batch production/construction abilities, players must first collect the corresponding facility or item in the wilderness, then reverse-engineer and learn its formula through the tech synthesis bench.[/p][p]6) Memetic pins will now display the icon of the primary formula item within that Memetic node for better clarity. Additionally, the name will be updated to match the unlocked formula item.[/p][p]2. New Reverse-Engineering Feature[/p][p]1. Added Reverse -engineering feature. Most crafting materials, weapons, armor, and building facilities can now be reverse-engineered by consuming one finished product plus RaidZone chips to unlock their crafting ability early.[/p][p]2. Reverse-engineering requires at least three steps: First, build a synthesis bench facility (unlocked by default; any team member or interactable synthesis bench from a Meta can enable this feature). Second, acquire the finished item or building item whose Formula you wish to learn. Finally, gather enough chips to initiate Reverseengineering.[/p][p]3. Once all materials are ready, deposit the finished or building item into the synthesis bench and consume the required chips. After a set duration, the item’s Formula will be learned, allowing batch production or construction.[/p][p]4. Reverse-engineering consumes the deposited item and chips permanently. These items will not be returned, so perform this operation in a safe environment.[/p][p]5. Note: Not all items can be Reverse-engineered. Attempting to Reverse-engineer an already learned Formula will not grant the item’s Formula again but will instead consume the item and chips to yield a small amount of basic materials.[/p][p]III. Item and Material Adjustments[/p][p]1. Added a new item: Sulfur Crystal, smelted from Sulfur. The production of Flammable items and bullets will now require sulfur crystal instead of sulfur.[/p][p]2. Removed copper ore and copper Ingot. Formulas that originally required copper ore or copper Ingot will now use iron ore and steel ingot.[/p][p]3. Reduced the amount of ore required to smelt steel ingot and tungsten ingot. Previously, 5 ores were needed to produce 1 ingot. Now, smelting 1 steel ingot requires 2 iron ore, and smelting 1 tungsten ingot requires 1 Tungsten ore.[/p][p]4. Tungsten ingot is no longer exclusive to the electric furnace and can now also be smelted in a furnace.[/p][p]5. Removed the following material items: Rubber, scraps, Detoxident, and adhesive. Added a new material: Waterproof Plastic (a waterproof material widely used in hydraulic engineering gameplay, consumed in structures like Metas' Rainwater Collection System and water pumps). Waterproof plastic can only be obtained through exploration in the wilderness.[/p][p]6. Adjusted the stack size of all materials, reducing the quantity players can carry in their backpacks. This limits the number of items attackers can loot, giving defenders more opportunities to protect their bases and preserve resources.[/p][p]IV. Adjustments to Crafting and Construction Formulas[/p][p]1. Revised material names and reworked item synthesis formulas to better align with operational intuition, enhance crafting logic, and better fit the realism of apocalyptic survival. For example, "Crystal" has been renamed to "Worn Blade", optimizing its role as a crafting material for items with distinct blade attributes, such as axe and weapon-type tools, Logging Chainsaws, and gathering pickaxes. "Advanced Crystal Diamond" has been renamed to "Weapon Spring" and is now primarily used for crafting firearm Weapons.[/p][p]2. Reduced the crafting costs for most equipment items and balanced the difficulty of directly acquiring equipment in the wilderness, shifting the gameplay experience more toward crafting equipment rather than obtaining them directly in the wild.[/p][p]3. Rocket Launcher has been downgraded to intermediate tech (previously requiring an advanced gear workbench for crafting; now it can be crafted with an intermediate gear workbench). Rocket Launcher warheads have been upgraded to advanced tech (requiring an advanced supplies workbench for crafting). Molotov Cocktail has been downgraded to intermediate tech (requiring an Intermediate supplies workbench for crafting).[/p][p]4. Adrenaline Shot has been downgraded to intermediate tech (previously requiring an advanced supplies workbench for crafting; now it can be crafted with an intermediate supplies workbench).[/p][p]V. Optimization of Wilderness Gathering Item Distribution[/p][p]1. Removed copper ore from the wilderness. Simultaneously, significantly increased the quantity of stone and iron ore while maintaining distinct mineral characteristics across different regions.[/p][p]2. Optimized some gathering item names in RaidZone, such as renaming "Realm Crate" to "Supply Crate".[/p][p]VI. Optimization of Deployment and Resource Acquisition Methods[/p][p]1. To optimize the overall resource accumulation pace of the game and encourage Metas to explore a more balanced variety of survival methods, we have rebalanced the resource rewards obtained from killing basic monsters. This adjustment better reflects their actual value in the post-apocalyptic world, making other survival approaches like exploration and crafting more significant.[/p][p]2. Removed Explosives Mix from weapon crate, basic combat supply box, intermediate combat supply box, advanced combat supply box, and echoite signal flare drops.[/p][p]3. Optimized the crafting costs for all gear while balancing the drop rates of gear and weapons in gathering material crates.[/p][p]For more details, please check the Dev Blog: [dynamiclink][/dynamiclink][/p][h3]Optimizations - RaidZone Mode[/h3][p]Weapon Balance Adjustments[/p][p]1. Recurve Bow[/p][p]The Recurve Bow was overly versatile in the early game, so we reduced its non-charged single-shot damage and weakspot multiplier. However, we improved the charging feel and increased the benefits of charged shots.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Charge Time (seconds)[/p]
[p]1.2[/p]
[p]0.8[/p]
[p]Non-charged Single-Shot Damage[/p]
[p]30[/p]
[p]27[/p]
[p]Weakspot Multiplier[/p]
[p]50%[/p]
[p]45%[/p]
[p]2. Rustic Crossbow[/p][p]The unlock order and positioning of the Rustic Crossbow have been adjusted, so we modified its single-shot damage and reload time but reduced its weakspot multiplier.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]DMG per shot[/p]
[p]50[/p]
[p]65[/p]
[p]Reload Speed[/p]
[p]32[/p]
[p]41[/p]
[p]Reload Time (seconds)[/p]
[p]3.0[/p]
[p]2.8[/p]
[p]Weakspot Multiplier[/p]
[p]65%[/p]
[p]50%[/p]
[p]Range[/p]
[p]19[/p]
[p]30[/p]
[p]3. Nail Gun[/p][p]Initial bullet spread -20%.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]16[/p]
[p]27[/p]
[p]Reload Time (seconds)[/p]
[p]3[/p]
[p]2.8[/p]
[p]Range[/p]
[p]8[/p]
[p]13[/p]
[p]4. MPS5[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]10[/p]
[p]27[/p]
[p]Reload Time (seconds)[/p]
[p]3.1[/p]
[p]2.8[/p]
[p]5. Medium-Caliber R500[/p][p]The Medium-Caliber R500 had excessive suppression power in the early game, so its single-shot damage, stability, and magazine capacity have been reduced.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]DMG per shot[/p]
[p]50[/p]
[p]45[/p]
[p]Weakspot Multiplier[/p]
[p]80%[/p]
[p]75%[/p]
[p]Reload Speed[/p]
[p]31[/p]
[p]25[/p]
[p]Reload Time (seconds)[/p]
[p]3.1[/p]
[p]3.3[/p]
[p]Magazine Capacity[/p]
[p]6[/p]
[p]5[/p]
[p]Stability[/p]
[p]45[/p]
[p]31[/p]
[p]6. SKS[/p][p]Slightly reduced the SKS's fire rate but increased its single-shot damage and decreased reload time.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Fire Rate[/p]
[p]257[/p]
[p]240[/p]
[p]DMG per shot[/p]
[p]30[/p]
[p]38[/p]
[p]Reload Speed[/p]
[p]35[/p]
[p]53[/p]
[p]Reload Time (seconds)[/p]
[p]2.85[/p]
[p]2.5[/p]
[p]7. G17[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]40[/p]
[p]49[/p]
[p]Reload Time (seconds)[/p]
[p]2.8[/p]
[p]2.6[/p]
[p]8. S870[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]33[/p]
[p]50[/p]
[p]Single-shot reload time (seconds)[/p]
[p]0.65[/p]
[p]0.45[/p]
[p]Weakspot Multiplier[/p]
[p]25%[/p]
[p]40%[/p]
[p]9. DB12 - Backfire[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]33[/p]
[p]50[/p]
[p]Single-shot reload time (seconds)[/p]
[p]0.69[/p]
[p]0.45[/p]
[p]Weakspot Multiplier[/p]
[p]25%[/p]
[p]40%[/p]
[p]10. Compound Bow[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]62[/p]
[p]87[/p]
[p]Reload Time (seconds)[/p]
[p]2.3[/p]
[p]1.85[/p]
[p]DMG per shot[/p]
[p]60[/p]
[p]67[/p]
[p]11. PDW90[/p][p]The PDW90's performance at medium range is overly dominant. We have reduced its bullet spread but maintained its strong close-range output capability.[/p][p]Initial bullet spread increased by 10%.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]16[/p]
[p]6[/p]
[p]Reload Time (seconds)[/p]
[p]3[/p]
[p]3.2[/p]
[p]Stability[/p]
[p]76[/p]
[p]70[/p]
[p]Accuracy[/p]
[p]40[/p]
[p]34[/p]
[p]Range[/p]
[p]25[/p]
[p]21[/p]
[p]12. KAM[/p][p]Increased the KAM's fire rate and reload speed while adjusting its single-shot damage to match its intended weapon strength.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Fire Rate[/p]
[p]500[/p]
[p]600[/p]
[p]DMG per shot[/p]
[p]18[/p]
[p]15[/p]
[p]Reload Speed[/p]
[p]33[/p]
[p]40[/p]
[p]Reload Time (seconds)[/p]
[p]2.9[/p]
[p]2.75[/p]
[p]Stability[/p]
[p]42[/p]
[p]46[/p]
[p]13. KAM - Burning Rage[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]29[/p]
[p]47[/p]
[p]Reload Time (seconds)[/p]
[p]2.99[/p]
[p]2.6[/p]
[p]14. MG4[/p][p]Reduced the MG4's reload time and improved stability.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]12[/p]
[p]49[/p]
[p]Reload Time (seconds)[/p]
[p]5[/p]
[p]3.8[/p]
[p]Stability[/p]
[p]43[/p]
[p]50[/p]
[p]15. KVD[/p][p]Reduced the KVD's reload time.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]21[/p]
[p]41[/p]
[p]Reload Time (seconds)[/p]
[p]4.68[/p]
[p]4.06[/p]
[p]16. RPG[/p][p]Increased the reload time for RPGs.[/p]
[p] [/p]
[p]Original Values[/p]
[p]After Adjustment[/p]
[p]Reload Speed[/p]
[p]50[/p]
[p]15[/p]
[p]Reload Time (seconds)[/p]
[p]3.7[/p]
[p]4.9[/p]
[p]17. Sniper Rifle Adjustments[/p][p]Removed the default 4x scope for SN700 and AWS.338 - Black Panther, replacing them with iron sights.[/p][p]HAMR - Brahminy will still retain its default 4x scope.[/p][p]Wilderness[/p][p]After this maintenance update, wooden crates (a source for finished food) spawned in the wild will now have a blue outline for easier identification.[/p][p]Territory Construction[/p][p]Added a feature where placed blueprints slowly restore durability over time.[/p][h2]Optimization - All Modes[/h2][h3]Shop[/h3][p]1. You can now synchronize Fashion and Hairstyle adjustments in the Appearance interface for more streamlined customization.[/p][p]2. Expanded the color range for hair dyeing, offering a broader spectrum. Further optimizations to character makeup and hairstyle effects will follow to better showcase individuality.[/p][p]3. Added appearances for square halfwalls, short pillars, straight railings, low steps, left-turn stairs, left half-pace stairs stairs, and left-spiral staircase in Structure Expansion I.[/p][p]4. Added appearances for right-turn stairs, right half-pace stairs, right spiral staircases, and half railings to Basic Structures.[/p][p]5. Enhanced the visual effects of weapon skins: "Glacial Age-DE.50," "Glacial Age-KV-SBR," and "Glacial Age-KVD."[/p][h3]Scenario selection[/h3][p]Login and Scenario Selection Interface Optimizations:[/p][p]1. Open the character list to view server info for existing characters in the current scenario. Click "View Server" to check all server statuses under that scenario.[/p][p]2. Improved the scenario selection interface for easier access to related information.[/p][p][/p][h3]Scenario Progress[/h3][p]1. Optimized the background process image for the "Manibus" scenario.[/p][p]2. After this maintenance update, the following adjustments will be made to the newly opened cenarios \[Manibus], \[The Way of Winter], \[Endless Dream], and \[Deviation: Survive, Capture, Preserve] (Note: Servers opened before the update will remain unaffected and retain their original rules):[/p][p]1) Scenario challenges will no longer unlock progressively by stage. Instead, they will now unlock upon accumulating a specific amount of Memetics Points, allowing you to experience them at your own pace.[/p][p]2) The number of scenario challenges has been reduced. Each scenario will now retain only 2 sets of high-difficulty challenges.[/p][p]3) Scenario challenges will no longer reward Memetics Points. These rewards have been shifted to level-ups (with increased Memetics Points awarded per level-up).[/p][p]4) The explanatory text in the scenario progress interface has been optimized.[/p][h3]Wilderness[/h3][p]1. Rift Anchors and Teleportation Towers in the wilderness will be uniformly replaced by Worldstones:[/p][p]1) Worldstones can be bound as respawn points, and activated Worldstones will retain their teleportation functionality.[/p][p]2) Previously activated Rift Anchors and Teleportation Towers will retain their activation status after being replaced by Worldstones.[/p][p]3) The new season will inherit the activation status of Worldstones from the previous season.[/p][p][/p][p]Cannot teleport or set as respawn point[/p][p][/p][p]Cannot teleport, but can be set as respawn point[/p][p][/p][p]Teleportation unlocked; can be set as respawn point[/p][p]2. The visual effects of certain treasure chests have been optimized.[/p][p]3. Non-RaidZone Mode: Optimized the initial landing positions.[/p][h3]Territory Construction[/h3][p]1. In response to feedback from Metas regarding "abnormal construction above secure facilities," we have implemented targeted adjustments to the building logic in this update to maintain a fair and immersive survival environment:[/p][p]1) Building logic correction: After this update, new structural constructions above secure facilities will no longer be permitted.[/p][p]2) Handling of existing structures:[/p][p]a) For pre-existing constructions, if they are verified not to disrupt game balance or the normal experience of other Metas, they will remain untouched without forced removal.[/p][p]b) Structures that severely impact game balance will be dismantled upon verified reports. We appreciate your understanding and support.[/p][p]2. Added visual effects for Electric Furnace, Intermediate Stoves, and Advanced Stoves when in operation, making it easier to identify their working status.[/p][p]3. In the wall structure, a total of 8 configurations, including "Wall 09 (Reversed Curved Wall)" and "Wall 16 (Half-Height Reversed Curved Wall)" in Wood, Stone, Concrete, and Alloy, have been adjusted to their base skins.[/p][p]4. Now, the skins "Curved Wall" and "Reversed Curved Wall" can both be applied to the base structural Wall 08.[/p][p]5. Now, the skins "Curved Half Wall" and "Reversed Curved Half Wall" can both be applied to the base structural Wall 15.[/p][p]6. We've received feedback from Metas that some skins had identical appearances for "Curved Wall" and "Reversed Curved Wall." To address this, we've differentiated the visual presentation of these structures under the same skin and adjusted the skin names accordingly. Specific changes are detailed in the table below:[/p]
[p]Original Skin Name[/p]
[p]Updated Skin Name[/p]
[p]Visual Changes Applied[/p]
[p]Florivox Curved Wall[/p]
[p]Lyrical Curved Wall · Ⅰ[/p]
[p]No[/p]
[p]Florivox Rev Curved Wall[/p]
[p]Lyrical Curved Wall · Ⅱ[/p]
[p]Yes[/p]
[p]Florivox Curved Half Wall[/p]
[p]Lyrical Curved Half Wall · Ⅰ[/p]
[p]No[/p]
[p]Florivox Rev Curved Half Wall[/p]
[p]Lyrical Curved Half Wall · Ⅱ[/p]
[p]Yes[/p]
[p]Steel Glass Curved Wall[/p]
[p]Steel Glass Curved Wall Ⅰ[/p]
[p]No[/p]
[p]Steel Glass Rev Curved Wall[/p]
[p]Steel Glass Curved Wall Ⅱ[/p]
[p]Yes[/p]
[p]Steel Glass Curved Half Wall[/p]
[p]Steel Glass Curved Half Wall Ⅰ[/p]
[p]No[/p]
[p]Steel Glass Rev Curved Half Wall[/p]
[p]Steel Glass Curved Half Wall Ⅱ[/p]
[p]Yes[/p]
[p]Luminous Arc WallⅠ[/p]
[p]Luminous Arc WallⅠ[/p]
[p]No[/p]
[p]Luminous Arc WallⅡ[/p]
[p]Luminous Arc WallⅡ[/p]
[p]No[/p]
[p]Glazed Rev Curved Wall Ⅰ[/p]
[p]Glazed Curved Wall Ⅲ[/p]
[p]Yes[/p]
[p]Glazed Rev Curved Wall Ⅱ[/p]
[p]Glazed Curved Wall Ⅳ[/p]
[p]Yes[/p]
[p]Glazed Curved Half Wall[/p]
[p]Luminous Arc Half WallⅠ[/p]
[p]No[/p]
[p]Glazed Rev Curved Half Wall[/p]
[p]Luminous Arc Half WallⅡ[/p]
[p]Yes[/p]
[p]Textured Cement Curved Wall: Purple Mist[/p]
[p]Textured Cement Curved Wall: Purple MistⅠ[/p]
[p]No[/p]
[p]Curved Display Wall: Purple Mist[/p]
[p]Curved Display Wall: Purple MistⅠ[/p]
[p]No[/p]
[p]Cement Reversed Curved Wall: Purple Mist[/p]
[p]Textured Cement Curved Wall: Purple MistⅡ[/p]
[p]No[/p]
[p]Reversed Curved Display Wall: Purple Mist[/p]
[p]Curved Display Wall: Purple MistⅡ[/p]
[p]No[/p]
[p]Cement Curved Half-Wall: Purple Mist[/p]
[p]Cement Curved Half-Wall: Purple MistⅠ[/p]
[p]No[/p]
[p]Cement Reeversee Curved Half-Wall: Purple Mist[/p]
[p]Cement Curved Half-Wall - Purple Mist - Ⅱ[/p]
[p]No[/p]
[p]Springtime Curved Wall[/p]
[p]Springtime Curved WallⅠ[/p]
[p]No[/p]
[p]Springtime Rev Curved Wall[/p]
[p]Spring Curved Wall Ⅱ[/p]
[p]No[/p]
[p]Springtime Curved Half Wall[/p]
[p]Spring Curved Half Wall Ⅰ[/p]
[p]No[/p]
[p]Springtime Rev Curved Half Wall[/p]
[p]Spring Curved Half Wall Ⅱ[/p]
[p]No[/p]
[p][/p][p]Florivox Curved Wall Before & After[/p][p][/p][p]Florivox Reversed Curved Half-Wall Before & After[/p][p][/p][p]Steel Glass Reversed Curved Wall Before & After[/p][p][/p][p]Steel Glass Reversed Curved Half-Wall Before & After[/p][p][/p][p]Glazed Rev Curved Wall ⅠBefore & After[/p][p][/p][p]Luminous Rev Curved WallⅡBefore & After[/p][p][/p][p]Luminous Reserved Curved Half-Wall Before & After[/p][p]7. Optimized the seam performance for Roof 06, Roof 07, 1/2 Roof 03, 1/2 Roof 04, 1/4 Roof 06, and 1/4 Roof 07.[/p][p]Note: Due to adjustments in angles and dimensions of the above structures, pre-built versions may exhibit minor misalignment. If encountered, dismantle or readjust the affected parts.[/p][p]8. Foundation sidewalls can now accommodate various wall-mounted decorations.[/p][p]9. Fences can now be placed at the center of large foundations.[/p][h3]Combat[/h3][p]1. Adjusted the manual activation range of Psi Skills for certain ranged Deviations in the "Deviation: Survive, Capture, Preserve" scenario, including: Polar Jelly, Dreamcatcher, Space Turner, Ice Pot, Grumpy Bulb, Snow Globe, Flame Essence, Shattered Maiden, and Tar Pudding.[/p][p]2. Improved the reloading progress bar’s speed display to sync with bullet loading time and magazine ammo updates. Shooting immediately after reloading can now interrupt the backswing animation.[/p][p]3. Enhanced firing interval stability for semi-auto weapons during input.[/p][p]4. Damage Number Feedback Optimizations[/p][p]1) Damage Number Positioning[/p][p]Adjusted the spawn positions and burst patterns for different damage number types.[/p][p]a) Separated hit markers and keyword damage numbers to reduce visual clutter during simultaneous bursts.[/p][p]b) Direct hits from high fire rate weapons now display upward numbers, while crit hits appear further outward.[/p][p]c) Adjusted scope-in/out damage number positions to prevent obscurity when aiming.[/p][p][/p][p]2) New Damage Number Type[/p][p]Added: Stacked Numbers.[/p][p]a) Damage dealt within a short duration merges into a single number displayed above the target’s HP bar.[/p][p]b) You can select this type of damage numbers in the settings menu under the Damage Display Mode.[/p][p]Note: This damage number type is not suitable for large-sized enemies and Boss-type units. It will automatically switch to the default burst-style damage numbers when facing certain  enemies.[/p][p][/p][p]5. Controller Combat Control Optimization[/p][p]1) Added new settings in Controller Configuration: Left Stick deadzone, Right Stick deadzone, Left Stick Boundary, Right Stick boundary, Left Trigger deadzone, Right Trigger deadzone.[/p][p]2) Removed the original unified stick deadzone setting and replaced it with separate left/right stick configurations.[/p][p]3) Optimized button mapping for the "Mainstream Shooter" preset in controller configurations to better suit fast-paced shooting combat.[/p][h3]Social[/h3][p]1. Chat Channel Adjustments & Optimizations:[/p][p]1) Recruitment messages have been moved to the Team channel. You can disable recruitment message display in General channel via settings.[/p][p]2) Added Cross-server channel in Season servers where you can chat with Metas from the same scenario.[/p][p]3) Added Island Group channel in Eternaland where you can chat with Metas from other islands.[/p][p]2. When reading Whispers, you can now "Dislike" in addition to liking. This feedback will directly help us identify and filter low-quality content to maintain a better communication environment.[/p][p]3. Improved recommendation algorithm: For Metas ≤ Lv.10 and those in stronghold exploration zones, we'll increase the proportion of guide-type Whispers. In other wilderness areas, we'll tighten cross-server push rules to only deliver high-quality messages, significantly reducing meaningless "spam" that breaks immersion.[/p][p]4. Adjusted resource trimming logic under performance pressure. The system will no longer prioritize trimming/hiding Whispers even when device performance is limited (e.g., under heavy load).[/p][h3]Events[/h3][p]1. Optimized community event notifications for clearer and more direct access to community information.[/p][p]2. Adjusted Lord of Moonlight's spawn points to prevent appearances on unreachable locations like mountain cliffs.[/p][h3]Deviation Fusion[/h3][p]Added fusion results for certain fish and the Deviation "Hydronaut Fish".[/p][h3]Online Trading[/h3][p]Expired orders removed or relisted will no longer require deposit fees.[/p][h3]Guidance[/h3][p]Optimized the embedded 3D navigation in the wilderness:[/p][p]1) Three navigation modes are now available for you to choose from as needed.[/p][p][/p][p]2) Added ground navigation guidance for tracking targets in the wilderness.[/p][p][/p][p]3) Added road sign guidance for tracking targets in the wilderness.[/p][p][/p][p]If you are setting up this feature for the first time, a prompt will appear when you enter the game, allowing you to choose a mode.[/p][p][/p][p]You can also make your selection at any time in \[System Settings > Game Settings]. The specific locations are as follows:[/p][p]PC: Press ESC to open the menu, select "Game Settings," and choose "Navigation Mode" under the guidance settings.[/p][p][/p][p]Mobile: Go to the settings interface, then navigate to Basic Settings > System Settings > Embedded 3D Navigation Switch to make your selection.[/p][p][/p][p] [/p][h3]Tasks[/h3][p]Now, in the "Deviation: Survive, Capture, Preserve" scenario, the Symbiosis Level and main storyline will no longer be strictly tied. You can level up by achieving Deviation Value and completing challenges.[/p][h3]Mobile Version Only[/h3][p]To streamline operations, we simplified certain social interaction steps. You can now directly click to read and write comments.[/p][h3]Other[/h3][p]Based on feedback from Metas, the emoji wheel button has been remapped from "X" to "Z".[/p][h2]Bug Fixes - All Modes[/h2][h3]Shop[/h3][p]1. Fixed an issue where some buttons in the appearance interface were unclickable on iOS Dynamic Island models.[/p][p]2. Fixed an issue where wallpapers incorrectly overlapped wall-mounted furniture in certain cases.[/p][h3]Territory Construction[/h3][p]Fixed an issue where windows could not be built in mobile territories (e.g., RVs).[/p][p][/p][p]Once Human Development Team[/p]

Dev Blog丨Mod Revamp - Follow-up on Frequently Asked Questions

[p]Dear Metas,[/p][p]After the release of the Mod system overhaul Dev Blog, we received a tremendous amount of feedback from players. We sincerely appreciate your attention and enthusiastic participation. From these responses, we identified several areas that were not clearly explained or fully considered. Through this Dev Blog, we aim to address the frequently asked questions regarding the Mod system overhaul, hoping to help Metas better understand the rules.[/p][p] [/p][p]Q1: Why is there a discrepancy in the time frame for Mod compensation calculations? Will Mods obtained between December 22 and January 20(PT) NOT be compensated?[/p][p]A: The compensation will be divided into two parts, corresponding to different compensation contents:[/p][p]1) Based on the total number of Lengendary Mods of Lv. 9 or above acquired in the past three months, we will compensate with Mod Dust, which can be exchanged for new Random Mod Crates. The calculation period is from October 18th, 2025, 09:00 AM to January 18th, 2026, 08:00 AM (PT). This statistic will include Legendary Mods of Lv. 9 or above obtained from various gameplay modes and those acquired by opening Mod Crates.[/p][p][/p][p]The compensation quantities for this part were already announced in the previous Mod system overhaul Dev Blog. You can check it here: [dynamiclink][/dynamiclink]*This statistic primarily relies on operational log data, which may contain some margin of error. We will strive to ensure the accuracy of the data, but if there are significant discrepancies, please feel free to provide feedback through customer service channels.[/p][p] [/p][p]2) Based on the attributes of Lv. 17 Mods in your Backpack, you will receive an additional compensation of up to 5 Shiny Mods and Mod Dust equivalent to 20 Random Mod Crates.[/p][p]Due to the complexity of historical data, we will export and calculate the Lv. 17 Mods in all players' Mod Backpacks based on online backup data during the version update on December 23rd (PT). Using this data, we will formulate the compensation plan, which is expected to be announced by January 4th(PT).[/p][p]To further refine the compensation plan, we will also export online data again after January 18th, 08:00 AM (PT), and use the Lv. 17 Mods in your Mod Backpack as of January 18th (PT) as the basis for compensation.[/p][p]*Since the calculation is based on exported Backpack data with a large volume, there might be some time discrepancies. Please organize your Mod Backpack ASAP before January 17th(PT) and avoid making extensive adjustments to your Mod Backpack close to the deadline. Thank you for your understanding and support.[/p][p] [/p][p]Q2: How are unopened Mod Crates in containers like Backpacks and mail calculated?[/p][p]A: When we export Mod Backpack data on January 17th(PT), the number of unopened Mod Crates in the Backpack at that time will also be recorded. Unopened Crates in the Backpack will be calculated based on the average Lv. of the Mods they contain. Crates with an average Lv. 9 or above will be counted toward the total compensation for Legendary Mods (Lv. 9 or above) obtained in the last three months.[/p][p]For Mods in other containers like mail or storage crates, we regret that technical limitations prevent us from including them in the count. Please move your Mods into your Backpack beforehand. We will send multiple in-game mails and marquee reminders. Please keep an eye out.[/p][p] [/p][p]Q3: How many Lv. 17 Mods are needed to obtain the maximum 5 Shiny Mods after overhaul?[/p][p]A: The exact conversion ratio will depend on the final data sweep. Since the data sweep has not yet begun, we cannot provide a specific answer at this time. Please refer to the follow-up announcement (expected around January 4th) for details. Thank you for your patience. We will strive to balance the needs of all players and gather community feedback in advance.[/p][p] [/p][p]Q4: Will there be compensation for Mod parts?[/p][p]A: Mod parts can be exchanged for Mod Dust, which can then be used to obtain the new Crates.[/p][p] [/p][p]Q5: Will new Mods only drop in high-difficulty dungeons?[/p][p]A: New Mods will have multiple acquisition methods. Lower-difficulty dungeons can also drop high Lv. new Mods. They are not exclusive to high-difficulty gameplay modes.[/p][p] [/p][p]Q6: How strong will the new Mods be? Will they cause power creep? Or will veteran players with near-Legendary Mods always remain stronger than others?[/p][p]A: The new Lv. 17 Mods will be comparable in strength to the old Legendary Mods. They will not significantly inflate combat power, as we will carefully balance performance.[/p][p] [/p][p]Q7: After the new Mods are released, what will happen to special Mods like Crescent, Lunar, and Downstar?[/p][p]A: The new Mods will also include variants with suffixes like Crescent, Lunar, and Downstar. After the update, these will be activated or retained according to the rules, and new special-suffix Mods will continue to drop in the same gameplay modes.[/p][p] [/p][p]Q8: After the new Mods are released, can we still obtain or craft old Mods?[/p][p]A: Old Mods will no longer drop, but existing ones can still be used, exchanged, or disassembled.[/p][p] [/p][p]Q9: Some firearms require specific, less mainstream attribute combinations. If sub-attributes are fixed, how can we assemble Mods that meet these needs?[/p][p]A: The new Mod system offers a wide variety of styles, preserving most effective attribute combinations. We plan to introduce new Mod attribute types roughly every quarter, continuously expanding and enriching attribute combinations based on actual usage needs and scenarios. Feel free to share your Mod style preferences after trying them out![/p][p] [/p][p]Q10: The ideal attributes for PvP and PvE are completely different. PvP requires high DMG reduction, while PvE doesn’t benefit much from it. How will this be addressed?[/p][p]A: New Mods will feature different sub-attribute combinations tailored for PvP or PvE scenarios. Mods dropped in PvE scenarios will align with PvE needs, while those in PvP scenarios will suit PvP requirements. You can acquire them based on your personal preferences.[/p][p] [/p][p][/p][p]Once Human Development Team[/p]

Version 2.2.3Bug Fixes (December 18)

[h2]Dear Metas,[/h2][p]If you encounter any issueswhile playing, please contact us using the following methods:[/p][p]PC: Open the in-game ESC menu → Feedback & CustomerSupport → Select Bug Report to submit your issue.[/p][p]Mobile: Tap the menu button in the upper right corner → Tap theheadphone 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 ourofficial email: [email protected]. We'll investigate as soon as wereceive your message.[/p][p][/p][p]We've been gathering community feedback and activelyaddressing your concerns.[/p][p][/p][h3]The following issues have been fixed:[/h3][p]1. Fixed the issue where the Territory turret's attack malfunctioned after teleporting via the Wish Tree.[/p][p][/p][p]Once Human Development Team[/p]

Dev Blog丨Combat Deviations Major Upgrade!

[p]Dear Metas,[/p][p]As vital companions in exploring and battling across the continent of Nalcott, Combat Deviations have always held a special place for Metas. After months of extensive online testing and in-depth offline refinement, we are proud to introduce a brand-new Combat Deviation Skill System in the December 23th (PT) update. This is not just a functional update but an evolution of the core combat experience.[/p][p]In the new version, after synchronizing with a Combat Deviation, Metas will gain two active skills: a Battle Skill and an Ultimate. We aim for this change to deliver richer combat rotations, keeping every battle fresh with significantly expanded tactical options, empowering Metas to better control the battlefield. Below is the full content:[/p][h3]Deviation Battle Skill[/h3][p]Deviation Battle Skills vary based on each Deviation’s unique traits, offering diverse combat experiences. These skills enter cooldown after use.[/p][p][/p][p]Zapamander’s battle skill enables characters to enter a lightning-fast sprint state.[/p][p][/p][p]By-the-Wind’s battle skill creates a one-way wind wall that blocks bullets.[/p][h3]Deviation Ultimate[/h3][p]Deviation Ultimates are expanded combat skills built upon the current summoning mechanics. Unlike the existing summoner experience, the new ultimates offer rich diversity. Some attach to the character for coordinated attacks, others transform into cover for safe haven, some unleash devastating destruction, while others weaponize the Deviation itself. Each Deviation engages uniquely in battle. Ultimates can be activated when Deviation power reaches its max, consuming energy based on their effects.[/p][p][/p][p]Activating Mitsuko’s ultimate grants sustained auto-tracking attacks.[/p][p] [/p][p]Mini Wonder morphs into a black hole, pulling all enemies inward.[/p][p][/p][p]After summoning Pyro Dino, you can mentally control it to attack as a powerful Pyro Cannon.[/p][h3]Explanation of Deviation Skill Control Methods[/h3][p]\[Key Bindings][/p][p][/p][p][/p][p][/p][p]Ultimates feature multiple control modes: the current in-game wheel mode (tap to deploy/tap to recall, and hold to open the wheel for different actions) and an alternate tap-to-deploy mode (tap again during deployment to enter mind control, and hold to recall).[/p][p][/p][p]Related keybinding changes: The emoji wheel no longer has a dedicated default key but can be accessed by switching via the universal wheel.[/p][h3]Switch Deployed Deviations Anytime![/h3][p]After the December 23 (PT) update, once Deviations are synced in the securement unit, Metas can now equip and switch deployed Deviations directly from the gear backpack interface in addition to the secure pod, allowing flexible combat strategy adjustments! Switching would clear Deviation Power and reset battle skill cooldowns.[/p][p][/p][p]These changes will apply to all scenarios except "Deviation: Survive, Capture, Preserve" (note: some Deviation skills may differ in RaidZone mode; actual in-game effects prevail).[/p][p]Important Preview for Upcoming Version[/p][p][/p][p]Innovation goes beyond the surface. In addition to mod and Deviation upgrades, we’re overhauling combat systems: equipment crafting, Cradle control, Stellar Stairway, blueprints, and more. Please stay tuned for future dev blogs. [/p][p][/p][p]Once Human Development Team[/p][p] [/p]

Dev Blog丨RaidZone Experience Optimization

[p]Dear Metas,[/p][p]The unique charm of the RaidZone Scenario lies in the strategic combat interplay between players. To this end, we are rolling out a major experience update exclusively for RaidZone, designed to create a more focused, purer, and more immersive PvP wilderness stage for Metas, one that truly reflects the harsh realities of apocalyptic survival combat.[/p][p]We’ve observed that the current progression pace in RaidZone is overly rigid, lacking variability and surprise, with insufficient depth in survival mechanics. To address this, we’ve initiated a full-scale progression overhaul, covering technological advancement, wilderness resource acquisition, crafting formulas and production costs, item naming, and Memetic systems. Our goal is to refine the overall pacing of RaidZone, enhance survival-oriented gameplay, improve wilderness PvP and territory battles, and ensure competitive fairness and strategic retrusion, bringing the focus back to the battle of wits between players and their environment in a post-apocalyptic world.[/p][p][/p][p]Below are the detailed optimizations:[/p][p][/p][p] [/p]
Ⅰ. Memetic Changes
[p]The current Memetic system suffers from unclear tech paths, ambiguous categorization, and numerous redundant nodes, all of which detract from the experience. This update will significantly optimize RaidZone’s Memetic system, allowing players to better understand what they can craft/build at different tech levels while providing clearer progression visibility.[/p][p]1. Memetic tabs have been reclassified into three categories: Construction, Combat, and Survival, aligned with RaidZone’s core experience for easier comprehension by Metas.[/p][p]2. The Memetic screen now displays tier indicators to denote formula levels, showing which items can be crafted at corresponding tier supplies workbenches or gear workbenches, making tech progression more intuitive.[/p][p][/p][p]3. The nail gun, bronze pickaxe, steel ingot, tungsten ingot, sulfur crystal, all stone structures, and synthesis benches are now unlocked by default, with their associated Memetics removed. These no longer require data chips to learn and are freely accessible.[/p][p]4. The ore detector Memetic has been removed.[/p][p]5. Remove the mining operation platform Memetic and all material-type Memetics. For batch production/construction abilities, players must first collect the corresponding facility or item in the wilderness, then reverse-engineer and learn its formula through the synthesis bench.[/p][p]6. Memetic pins will now display the icon of the primary formula item within that Memetic node for better clarity. Additionally, the name will be updated to match the unlocked formula item.[/p][p][/p]
II. New Reverse-Engineering Feature
[p]We aim to provide players with richer, more diverse progression paths, avoiding rigid growth solely tied to Memetic unlocks. We also don’t want Memetic learning to be the only way for players to gain survival skills in RaidZones. This update links player ability progression and formula acquisition to random wilderness drops, offering more survival possibilities through randomly generated items.[/p][p]1. Added a reverse-engineering feature. Most crafting materials, weapons, armor, and building facilities can now be reverse-engineered by consuming one finished product plus RaidZone chips to unlock their crafting ability early.[/p][p]2. Reverse-engineering requires at least three steps: First, build a synthesis bench facility (unlocked by default; any team member or interactable synthesis bench from a Meta can enable this feature). Second, acquire the finished item or building item whose formula you wish to learn. Finally, gather enough chips to initiate reverse-engineering.[/p][p]3. Once all materials are ready, deposit the finished or building item into the synthesis bench and consume the required chips. After a set duration, the item’s formula will be learned, allowing batch production or construction.[/p][p][/p][p]4. Reverse-engineering consumes the deposited item and chips permanently. These items will not be returned, so perform this operation in a safe environment.[/p][p]5. Note: Not all items can be reverse-engineered. Attempting to reverse-engineer an already learned formula will not grant the item’s formula again but will instead consume the item and chips to yield a small amount of basic materials.[/p]
III. Item and Material Adjustments
[p]We have observed that the current offense-defense dynamics in the RaidZone have room for optimization. To ensure Metas can fully enjoy the entire journey from survival construction to strategic confrontation, we have decided to implement a major balance adjustment to the combat system. Our goal is to provide all players with a more profound and rewarding experience.[/p][p]In this update, we will redesign and standardize the cost ratio between flammable items and player-built structures, optimizing the expenses for territory construction and flammable production. This ensures more players can level up their walls to resist DMG from explosives. Additionally, through the following adjustments, we aim to preserve the core gameplay experience of "base raiding," allowing both attackers and defenders to engage in more strategic gameplay.[/p][p]1. Added a new item: Sulfur Crystal, smelted from sulfur. The production of flammable items and bullets will now require sulfur crystal instead of sulfur.[/p][p][/p][p]2. Removed copper and copper ingot. Recipes that originally required copper ore or copper ingot will now use iron ore and steel ingot.[/p][p]3. Reduced the amount of ore required to smelt steel ingot and tungsten ingot. Previously, 5 ores were needed to produce 1 ingot. Now, smelting 1 steel ingot requires 2 iron ore, and smelting 1 tungsten ingot requires 1 tungsten.[/p][p]4. Tungsten ingot is no longer exclusive to the electric furnace and can now also be smelted in a furnace.[/p][p]5. Removed the following material items: rubber, scraps, detoxident, and adhesive. Added a new material: Waterproof Plastic (a waterproof material widely used in hydraulic engineering gameplay, consumed in structures like rainwater collection systems and water pumps). Waterproof plastic can only be obtained through exploration in the wilderness.[/p][p][/p][p]6. Adjusted the stack size of all materials, reducing the quantity players can carry in their backpacks. This limits the number of items attackers can loot, giving defenders more opportunities to protect their bases and preserve resources.[/p]
Ⅳ. Adjustments to Crafting and Construction Formulas
[p]Currently, many crafting recipes in the RaidZone are overly complex and require excessive materials—often five or more—significantly increasing the learning and acquisition costs. To address this, we have comprehensively revised all crafting formulas to make them more concise, intuitive, and user-friendly.[/p][p]This change aims to embody the core spirit of the RaidZone scenario: in an environment where every bush might hide a threat, survival efficiency is paramount. We have eliminated redundant embellishments, allowing item names and crafting formulas to return to the most direct expressions, thereby establishing a clearer and more intuitive material value system. This ensures that every crafting decision made by Metas is precise and efficient.[/p][p]1. Revised material names and reworked item synthesis formulas to better align with operational intuition, enhance crafting logic, and better fit the realism of apocalyptic survival. For example, "Crystal" has been renamed to "Worn Blade," optimizing its role as a crafting material for items with distinct blade attributes, such as axe and weapon-type tools, logging chainsaws, and gathering pickaxes. "Advanced Crystal Diamond" has been renamed to "Weapon Spring" and is now primarily used for crafting firearm Weapons.[/p][p][/p][p]2. Reduced the crafting costs for most equipment items and balanced the difficulty of directly acquiring equipment in the wilderness, shifting the gameplay experience more toward crafting equipment rather than obtaining them directly in the wild.[/p][p]3. Rocket Launcher has been downgraded to intermediate tech (previously requiring an advanced gear workbench for crafting; now it can be crafted with an intermediate gear workbench). Rocket Launcher warheads have been upgraded to advanced tech (requiring an advanced supplies workbench for crafting). Molotov Cocktail has been downgraded to intermediate tech (requiring an Intermediate supplies workbench for crafting).[/p][p]4. Adrenaline Shot has been downgraded to intermediate tech (previously requiring an advanced supplies workbench for crafting; now it can be crafted with an intermediate supplies workbench).[/p]
Ⅴ. Optimization of Wilderness Gathering Item Distribution
[p]Currently, the three types of ores in the RaidZone not only increase player comprehension burden but also, in practical experience, the positioning of copper ore is easily overlooked by players. In this update, we will focus more on simplifying player comprehension costs and optimizing resource types. This will allow RaidZone newcomers to quickly adapt to the survival gameplay while enabling veterans to find simpler and more efficient resource acquisition routes to achieve their goals.[/p][p]1. Removed copper ore from the wilderness. Simultaneously, significantly increased the quantity of stone and iron ore while maintaining distinct mineral characteristics across different regions.[/p][p]2. Optimized some gathering item names in the RaidZone, such as renaming "Realm Crate" to "Supply Crate."[/p]
Ⅵ. Optimization of Deployment and Resource Acquisition Methods
[p]1. To optimize the overall resource accumulation pace of the game and encourage players to explore a more balanced variety of survival methods, we have rebalanced the resource rewards obtained from killing basic monsters. This adjustment better reflects their actual value in the post-apocalyptic world, making other survival approaches like exploration and crafting more significant.[/p][p]2. Removed explosives mix from weapon crate, basic lv. equip crate, intermediate lv. equip crate, advanced lv. equip crate, and echoite signal flare drops.[/p][p]3. Optimized the crafting costs for all equipment while balancing the drop rates of equipment and weapons in gathering material crates.[/p][p][/p][p]The above covers all the updates in this RaidZone optimization preview.Thank you for your understanding and support.[/p][p][/p][p]Once Human Development Team[/p][p] [/p][p] [/p][p] [/p][p] [/p]