Dev Log 5: Genetic Planting, Vehicle Development, Anti-Cheat System, and More
In this dev log, we will provide updates on the latest developments in our ongoing content development, including progress on vehicle development, genetic planting gameplay, integration of a new anti-cheat system, Christmas events, new skins, and issues to be addressed in the next version.
Please note that the information and concept art mentioned in the dev log about genetic planting gameplay, vehicle customization, etc., are preliminary previews and may subject to change during the development process.
[h2]Genetic Planting Expansion Gameplay[/h2]
We are expanding the planting gameplay by introducing five characteristics to seeds (ultra-low, low, normal, high, ultra-high), in addition to the existing six genetic influencing factors (moisture, light, temperature, fertilization, growth, and yield). After experimentation, players can cultivate seeds with better adaptability and higher yields.
Seeds collected in the wild initially have no characteristics, but they will randomly receive six genetic points after planting. These points are determined by characteristics and genetic combinations, such as low moisture, ultra-low light, high light, high fertilization, low growth speed, and normal yield. The differences in these genetic points often determine the quality of the seeds, with lower-quality seeds possibly having higher requirements for moisture or light but resulting in low yields upon maturity. Not every seed will have all six genetic points simultaneously.
To cultivate seeds, players must meet the basic conditions, which involve planting four mature seeds of the same type in its four adjacent directions. The genetic points will undergo characteristic changes during the "breeding period," indicating the completion of the cultivation process.
The genetic planting gameplay will be introduced soon, and we welcome your feedback and suggestions for gradual improvement based on your experiences.
[h2]Vehicle Development and Customization[/h2]
In the previous dev log, we have outlined our plans for expanding vehicles. The first step, "Vehicle Development," is nearing completion, and the team will internally test the system functionality and validate numerical values in the coming weeks.
The second step will truly implement "Vehicle Customization," which will be a major focus of our work in the coming months. Rest assured, this will not disrupt the current update schedule, and we will continuously address feedback from various communities to improve the gaming experience.
Regarding vehicle customization, we'd like to mention the concept of a "multi-functional assembled vehicle." By connecting two or more vehicle bodies and equipping them with powerful engines and various components, players can create a versatile armed vehicle capable of resource collection, close combat, high defense, and heavy firepower output. The practical design may earn its popularity, but experimenting with unconventional ideas based on settings can also bring unique enjoyment.

[h2]New Anti-Cheat System[/h2]
The integration of the new anti-cheat system is in progress. After integration, we will need some time for testing to ensure a smooth application without issues. If all goes well, the update with the new anti-cheat system is expected to be released by the end of December.
[h2]Christmas Activities[/h2]
Next week, we will kick off the Christmas-themed events. Players can receive surprises from Santa Claus, decorate Christmas trees with various ornaments and more!
[h2]New Skins[/h2]
Similarly, after the version update next week, 15 sets of new weapon skins will be added to the decoration supply box. Players can craft and use these skins at the weapon crafting station, and they are also available for sale on the Steam market.
[h2]The following issues will also be addressed in the next patch:[/h2]
Please note that the information and concept art mentioned in the dev log about genetic planting gameplay, vehicle customization, etc., are preliminary previews and may subject to change during the development process.
[h2]Genetic Planting Expansion Gameplay[/h2]
We are expanding the planting gameplay by introducing five characteristics to seeds (ultra-low, low, normal, high, ultra-high), in addition to the existing six genetic influencing factors (moisture, light, temperature, fertilization, growth, and yield). After experimentation, players can cultivate seeds with better adaptability and higher yields.
Seeds collected in the wild initially have no characteristics, but they will randomly receive six genetic points after planting. These points are determined by characteristics and genetic combinations, such as low moisture, ultra-low light, high light, high fertilization, low growth speed, and normal yield. The differences in these genetic points often determine the quality of the seeds, with lower-quality seeds possibly having higher requirements for moisture or light but resulting in low yields upon maturity. Not every seed will have all six genetic points simultaneously.
To cultivate seeds, players must meet the basic conditions, which involve planting four mature seeds of the same type in its four adjacent directions. The genetic points will undergo characteristic changes during the "breeding period," indicating the completion of the cultivation process.
The genetic planting gameplay will be introduced soon, and we welcome your feedback and suggestions for gradual improvement based on your experiences.
[h2]Vehicle Development and Customization[/h2]
In the previous dev log, we have outlined our plans for expanding vehicles. The first step, "Vehicle Development," is nearing completion, and the team will internally test the system functionality and validate numerical values in the coming weeks.
The second step will truly implement "Vehicle Customization," which will be a major focus of our work in the coming months. Rest assured, this will not disrupt the current update schedule, and we will continuously address feedback from various communities to improve the gaming experience.
Regarding vehicle customization, we'd like to mention the concept of a "multi-functional assembled vehicle." By connecting two or more vehicle bodies and equipping them with powerful engines and various components, players can create a versatile armed vehicle capable of resource collection, close combat, high defense, and heavy firepower output. The practical design may earn its popularity, but experimenting with unconventional ideas based on settings can also bring unique enjoyment.

[h2]New Anti-Cheat System[/h2]
The integration of the new anti-cheat system is in progress. After integration, we will need some time for testing to ensure a smooth application without issues. If all goes well, the update with the new anti-cheat system is expected to be released by the end of December.
[h2]Christmas Activities[/h2]
Next week, we will kick off the Christmas-themed events. Players can receive surprises from Santa Claus, decorate Christmas trees with various ornaments and more!
[h2]New Skins[/h2]
Similarly, after the version update next week, 15 sets of new weapon skins will be added to the decoration supply box. Players can craft and use these skins at the weapon crafting station, and they are also available for sale on the Steam market.
[h2]The following issues will also be addressed in the next patch:[/h2]
- Woodpecker anti-aircraft missile launchers unable to lock onto Imperial armed helicopters NPCs and "Infiltrator" Missile Launcher unable to lock onto Imperial tank NPCs. Their perception and attack range will also be reduced.
- Placing or destroying other players' bulletin boards grants experience points.
- The host's character disappears when entering the game for the second time in Solo/host games.
- Tungsten core armor-piercing rounds having too low damage against buildings.
- Some scene models display abnormalities in DX12 mode.
- Abnormal interface at 5120*1440 resolution in full-screen mode.
- Adjustment of the monster siege NPC spawn mechanism to reduce instances of monsters being stuck underground. Also, fixing the issue where configured pathfinding navigation does not take effect, reducing instances of monsters getting stuck on terrain or buildings.
- For more issue fixes and optimization improvements, please stay tuned for the patch notes of version 1.0.19.