FeaturesAdded 2 more secretsQuality of Life improvementsDouble-click a machine to select every machine of that type on its connected belt networkFixesFixed the factory placement previewFixed Bank Capacity WarningsFactory placement bounds have been tweakedWhen auto farming, farm plots no longer revert to 4 upon ascensionPerformance fixesTweaked ascension rewards displayTweaked offline progress tracker to also display secondary and factory gains as wellFor the factory, level gated recipes now unlock during offline catch up As a small development team reviews help a lot. Please consider leaving a review, much appreciated!
New Goods, Cars & Mystery Cabooses New Goods and Cars Added Grain as a new good. Added Mail as a new good. Added the Grain Hopper car for transporting Grain. Added the Railway Post Office car for transporting Mail. Cross-Country now produces Grain. International now produces Mail. Economy and Balance Update Tourist Bay now offers the best price for Grain. Frontier now offers the best price for Mail. Added secondary Grain and Mail demand at additional destinations. Balanced the new goods so every cargo type remains valuable somewhere on the map. The trip assembly screen now displays your projected Top Speed and Estimated Time, making the tradeoff between more cargo and slower travel clearer. Mystery Caboose Draws Cabooses are now purchased through a mystery draw for 15 Tickets. The draw cycles through the available cabooses before revealing your prize. All 9 caboose types are available, each with equal 1-in-9 odds. The shop displays every possible caboose, its bonus, odds, and how many you own. Added new purchase-confirmation and prize-reveal popups. Caboose Rules Cabooses provide powerful bonuses for one trip. Your caboose is consumed only when the trip finishes. Cancelling a trip returns the caboose to your inventory. Visual and Interface Improvements Cars now appear behind the engine in the order you selected them. Improved the appearance and alignment of freight-car wheels and underframes. Made the shop’s “New offers in…” timer larger, darker, and easier to read. Pressing Escape now opens the Options menu in-game and from the main menu. Speed and Trip Improvements Long, heavily loaded trains now move more clearly on screen without changing their actual trip time. Arrival slowdown now begins only within the final 0.75 miles of the destination. Fixed visual-speed settings being suppressed for too long at the start of long trips.
Your progress is safeNo reset. Nothing you already own is taken away. Everything you have charted, crafted and unlocked carries forward into Horizons. Exploration is now seven tabsWhat was a single screen becomes Teams, Missions, Regions, Modules, Discoveries, Projects and Frontier — each opening as you earn it, not all at once. Missions A four-card board. SAFE takes the guaranteed haul; BOLD risks it for double — and a miss still pays the safe haul, so a bold call is never a loss. Rewards are quoted the moment you LAUNCH, which means parking a mission to wait for a better multiplier can no longer change what it is worth. Regions Chart a region to open its deep route. Master it to unlock STABILIZED, trading the hazard for reliability. Every route states exactly what it yields and what it costs before you commit. Modules Five ranks each, and a rank's price is quoted once and never rises. Six advanced schematics unlock through Projects. Discoveries A 48-entry field catalog. Charting a region files its first entry; missions there turn up the rest. Complete a set for a permanent bonus, and point RESEARCH FOCUS at one to double it. Projects Twelve permanent works, four stages each. Contributions survive a Legacy Cycle, and a stage's price never rises — so raising production always makes an old project easier, never harder. Frontier Eight segments per Legacy Cycle, each banking a permanent CONTINUITY ATLAS credit. Atlas ranks are kept across every cycle you will ever run. The interface has been rebuiltNew frame art throughout, and a single nav rail down the side in place of buttons scattered across the Bridge. Screens that used to hide inside other screens are pages of their own now: Statistics, Daily Login, ARK Recovery Orders and the Token Store. Related screens merged rather than multiplied — Events joined Goals as PROGRESS, Awakening joined ANOMALY, Automation joined BUILD, and Deep Surge folded into BOOST. Ranking moved onto your Player profile, and Legacy became a s...
Eldara
45 days ago
· Bo Jangles
JUST WANT TO THANK YOU GUYS FOR OUR FIRST 2 MONTHS! WE'VE APPRECIATED ALL THE FEEDBACK/SUPPORT AND WE'RE TRYING TO BRING OUT ALL THE BEST POSSIBLE CONTENT/BUG FIXES WE POSSIBLY CAN! The Eternal Forge Update A new rebirth-cycle progression system has arrived in Eldara. The Eternal Forge Enter the Eternal Forge and generate a new currency known as Echoes. Strike the Forge manually, build Heat through active play, and discover Golden Echoes for powerful bonus strikes. Generate Echoes through manual and passive progression. Build Forge Heat to increase your maximum strike rate. Claim Golden Echoes for multiplied rewards. Gain increased Echo generation with every rebirth level. Retain a portion of passive Echo generation while offline. Echo Upgrades Spend your Echoes on three foundational upgrade paths: Resonant Hammer — increases Echoes earned from manual strikes. Living Ember — generates Echoes passively while the game is open. Memory Crucible — retains passive Echo generation while offline. Skill Upgrades The Eternal Forge also contains cycle-based upgrades that reduce action times for: Smithing Fletching Cultivating Firemaking Cooking Crafting Thieving Combat Echoes and all Eternal Forge upgrades reset when rebirthing. Higher rebirth levels provide a stronger Echo multiplier, allowing experienced characters to rebuild their Forge progression considerably faster. Additional Changes Reduced the Legendary Slayer achievement requirement from 50,000 monster kills to 25,000. Added custom-quantity activation for Pyre Salts through the inventory right-click menu. Improved Eternal Forge localization across all supported languages. Improved interface readability, responsive layouts, visual feedback, and general stability. Thank you to everyone who submitted feedback and helped test the Eternal Forge.
We go silver instead of gold for an early access launch, right?What a fun trip this has been!First, thank you to everyone who helped beta test the game. Your help finding bugs and providing feedback was invaluable in getting us to our final build ready to go for the early access release of Clickbait Tycoon.The is our final build before early access begins on August 21, 2026 and then we can expect for the first couple of weeks consistent bug fixes for anything that pops up from our larger, public pool of players before we settle in on diving deeper into the 0.6.0 release (more on that in the coming days, a roadmap!)I know a lot of these notes won't mean much to the greater audience, however, it is important for me that we catalog the game's progress. Let's jump into the changes in the 0.5.0 patch.Visual PolishBest Value tags no longer cause hire buttons to increase in size when upgrades have been purchased.Moved the name of the quest you're on to keep the box the same size.Writer tab now has a more character sheet feel to it.Writer tab glows while any writer has unspent attribute points.Every research project and every achievement now has an icon.Questing now shows stats and rewards associated with that quest after first completion.Every quest now keeps a permanent career recordAdded a "Fog of War" to the quest interface so you can't see very far...Improved the appearance of our patch notes in the clientAdded comparison tooltips for items.Increased some character-related font sizes.Reworked the paper doll frame for gear and stats for each character.Inventory is now a grid with comparison tooltips. This works better if you have lots of gear.The Lab / Research tab has an updated appearance.Researches that require knowledge points will now show KP in red when you don't have enough.StatsWords Per Minion increases your auto-attack speed.Plagiarism steals life from enemies.Renamed Serendipity to Luck. Yeah, it was a cool name but it wasn't immediately obvious what it did.A...
Hello, everyone! This is a "small" update that fixes several issues from the previous patch and introduces further progression and balance changes. Core & UI Optimized Auto-Dispatch squad planning and reduced unnecessary full UI re-renders. This should improve responsiveness and reduce stuttering on low-end devices. Fixed several UI elements clipping at sizes above 125%, up to 200%. Moved Archive from Codex to the Quests menu. Added the Contacts screen, which displays story NPCs you have encountered. Progression & Balance District Accounts now produce Training Dossiers instead of granting raw XP directly. Dossiers can be used from an operative's Loadout screen to grant XP to any operative. This allows players to deploy their best operatives to District Accounts without feeling that they need to assign low-level units just to level them up. Ever wanted an Enforcer to become a stealth operative? I didn't, but "freedom" has arrived in New Haven: Stat distribution is now up to the player. Whenever an operative levels up, they gain a stat point that can be freely assigned to Power, Tech, or Stealth. Stat points can also be reset at any time. Combat Sim Removed the Experience Drill from Combat Sim. This system is now obsolete because District Accounts produce Training Dossiers that can grant XP to any operative. Added Trait Reconstruction. This new system lets you add new traits to your operatives until they reach their rarity cap, after which existing traits can be rerolled. N and R operatives can hold a maximum of 2 traits. SR operatives can hold a maximum of 3 traits. SSR operatives can hold a maximum of 4 traits. More traits will be added in future updates. Loadouts Added role tooltips explaining the differences between Enforcer, Grid Daemon, Infiltrator, and Grunt operatives. Fixed certain role effects that were not being applied correctly during missions. Auto-Dispatch Removed redundant UI elements. Added mission-risk filters, Fill Squad, and LOWEST squad-filling op...
The first official large update is here, Research Rework! What's New in Research?Research used to sit inside each egg, as a per-egg upgrade. This has now been removed in favour of a dedicated Research page (next to the Shop), complete with lots of great global research upgrades to help your collection grow. Also, your Research Potions are now shown underneath your income so it's easy to keep track. The Research page will show your branching tree of upgrades, starting from the useful Hatch Speed increase!Earning Research Potions is the same as it was before, where every dino you own (across all habitats) is counted every 8 hours. The more dinos you own, the more Research Potions you'll receive each 8 hours. Get even more by keeping around your Legendary dinos! It may take a while to upgrade all your research, but when you do you can wear the Ramen hat (and buy more Ramen hats from the shop!). There's also an ongoing bonus when completing all the research...but I won't spoil that for you! Additional ChangesThere has been a host of improvements in this update, including quality of life changes and back end adjustments to make games run smoother. A new addition is the ability to bulk buy dino eggs if you have the money.Income rebalance for all dinosWhen the pack pricing was updated, the remaining income was not correctly adjusted for all dinos. This included the income for Rarity, Variants and Packs. As such, the rebalance updates all dinos so that the top end dinos aren't as high earners, and middle dinos are buffed a little to balance out. This will be noticeable with high level dinos earning a bit less, but overall it balances out the game in a much better way. Some of these changes were critical for the Research Rework as boosts and bonuses needed to be correctly balanced. I will be monitoring this and adjusting based on feedback.General ChangesMenu adjustments to Exit the game straight from the habitatWishlist button switched to Add a Review and small menu changesM...
Thanks for waiting. The DLC is finally ready, so here is the announcement. ■ On sale from August 20 (planned) It is currently in review at Steam, and it goes on sale as soon as that clears. The date may shift a little depending on how the review goes. If it does, I will post about it here. ■ What the DLC is Speed Boost … makes idle progress faster. For when you want the numbers to climb sooner Rare Equipment Drop Rate Up … better gear drops more often Material Drop Rate Up … upgrade materials pile up faster Talent Coin Pack I / II … talent coins in bulk Material Set … upgrade materials in bulk Starter Boost Set … a running start for new players Development Support / II … purely for cheering me on. The in-game return is deliberately small ■ The important part The base game stays completely free. It is built so you can reach the ending without buying a single piece of DLC. The DLC only makes you strong a bit faster. There is no wall placed anywhere that requires a purchase. So think of the DLC as a tip jar. Whenever you feel like it, for however much you feel like. That is plenty. ■ What comes after If total sales reach 500,000 yen, I plan to make Episode 2. The idea is to add verticality to the side-scrolling, more companions, and a lot more boss and companion art. ■ Requests and bug reports There is a "FAQ & Request" thread on the forums. Bugs, requests for additional languages, anything. Write casually. X.com works too. Still waiting on your screenshots as well. Look forward to it!
We're in the final stretch now! Very soon this will go into the main build depending on a few factors. Thanks for all the help! What Changed?Switched from Vulkan to D3D12 (This may fix some issues related to streaming with OBS)VSync has been disabled (and removed) due to issues conflicting and contributing to crashes and other items - this game likely doesnt need VSync so this was the better option. Scrolling research list no longer zooms the treeDino packs 'buy' buttons simplified wording so it's not as confusingResearch timer is reset properly when starting a new gameIf this fix passes checks I'll push it across to the main branch so stay tuned!
It has been two days since launch. Thanks for playing! This is a game where the numbers keep climbing while you just leave it running, so some of you have probably hit the point where the digit count looks broken. Those are exactly the screens I want to see. ■ How to post a screenshot On the Steam version, press F12 (Steam's default key) during play to take a screenshot. An upload window appears when you quit the game, and posting from there puts your shot on this hub's "Screenshots" tab. If you play the browser version, or F12 does not work in your environment, you can also capture with Windows (Win+Shift+S) and upload it directly from the "Artwork" tab. Either way is very welcome. ■ What I would love to see Stat screens with an absurd number of digits Your favorite boss fight moment The decisive frame where the "acting" is clearly beyond believable ■ Requests and bug reports welcome There is a "FAQ & Request" thread on the forums. Bug reports, requests for additional languages, anything at all. Write casually. X.com works too. The base game is completely free, and you can reach the ending without buying any DLC. The DLC is more of a tip jar, so if you feel like it, a purchase would make me happy. If total sales reach 500,000 yen, I plan to make Episode 2. Look forward to it!
Bahast 1.3.0 rebuilds the endgame around things you can find, keep, organize, and deliberately risk. Hunt no longer sends you back to repeat a fixed contract map. It can now appear naturally in eligible campaign routes and Divine Writs. Kill the marked monster and the capture is yours immediately—even if the run later fails. Your Captured Monsters live in a dedicated eight-tab Hunt Stash until you choose exactly eight for Bahast's Harvest Hunt. That Harvest Hunt is now the city's major public battle. You decide the release order, collect each monster's loot as it falls, and save the strongest risk for the Final Release, which carries increased Item Quantity and Item Rarity. Defeat all eight within the death limit and Bahast adds a concentrated regional reward package to the spoils. Divine Writs are now real items. Each one has a visible Region, location, exact Monster Level, Writ Tier, rarity, Affixes, and reward bonuses. Store them by tier, craft them before opening, and drag them into a 40-slot Queue when you want Bahast to keep running them in order. The Queue preserves the actual items and stops after a failed Writ unless you choose otherwise. Zhoron has also taken an interest. His harmless Lucky Emissary may interrupt an ordinary Divine Writ and leave behind Zhoron's Wager, a Unique Writ with six challenge Affixes. Complete it to reveal four exact rewards. Take the set—or destroy all four and pay Gold to make Zhoron deal again. Finally, the four Pinnacle fragments now have a purpose. Bring Quarryheart, Wildheart, Oathfire, and Stormheart together to open the Skybound Crucible and challenge Helegion, the Self-Exalted. His attempt to force divinity into his own soul breaks down across three combat states, with new attacks, a two-part score whose organ-led emergency movement strikes at 50% Life, three authored Unique items, item-level-105 God-Touched rewards, and eight attempts to finish what he started. The update also adds opt-in Automatic Respawn from Death Rec...
🏰 Tower Ascension 🟠 Tower Ascension Fragment opportunities now accumulate daily for up to seven days. 🟠 Elites and Apex Elites guarantee one Fragment while opportunities remain. The Ascension panel now clearly shows owned Fragments, the eight-Fragment Gem cost, and remaining opportunities. 🟠 Offline Auto-Ascend now triggers reliably at unlocked gates and begins the next Tower at Floor 1. 🗼 Spire Automation 🟠 An already-paid Spire run now resumes online or offline even without spare Tower Keys. Starting a new run still consumes one Tower Key. 🎒 Storage & Clarity 🟠 Aether now uses one practically unlimited stack per storage. Existing stacks consolidate safely while preserving the exact total. 🟠 New Aether rewards and Auto-Bank correctly merge with existing stacks.
Hi Hunters! Today’s update brings several improvements and fixes specifically for the official Vanya Steam Client. IMPROVED LOGIN EXPERIENCE • Redesigned the Steam login and account creation screen. • Added a new background and a transparent visual style inspired by Vanya’s browser login page. • Improved the colors, spacing, buttons, class selection, and skill bonus descriptions. THE PUB FIXES • Fixed an issue where clicking on The Pub map through the Steam Client could move your character to incorrect locations. • Fixed the country flag selector displayed when entering The Pub for the first time. • The country search field can now be clicked, focused, and typed into normally. VPN ACCESS • VPN and proxy restrictions no longer apply when logging in or creating an account through the official Steam Client. • VPN protection remains active on the regular browser version. See you in Vanya!
Added new buildings: Fishing Platform, Stove, and Spirit Beast Garden. Changed font size settings to numeric input. Fixed abnormal stats for a minor monster in Beast Forest. Weakened the Ancient Pill Furnace boss. Fixed the issue where bosses could not be targeted directly. Fixed the issue where switching Spirit Garden targets did not take effect. Added training count display to the spirit pet panel. Added a lock feature for spirit pets.
Hey, everyone! Just a quick update that we're already working on a lot of exciting changes to the game, based on your feedback. Here's our first content roadmap. You can expect the first content update to drop in just a couple of days. We'll also continue to update the roadmap, so definitely stay tuned for more cool news!
Good Friday. It's been very nice being to spend time and just making tweaks instead of rushing for more content. This week I actually had the chance to sit down and try out a lot of these difficulty settings I added. In particular, I wanted to test space access capacity alongside some lopsided ship energy cost multiplier (200 before, 15 after in my case). I have made some QoL changes to it and buffed it a bunch. In this update, I also added aerobraking. It's not particularly useful on default settings (and in fact can be dangerous for your planet) so it's an optional difficulty setting. It's mostly useful with space access capacity on. With aerobraking you can convert the potential energy of your import directly into heat, and save on space access capacity. However, anyone who does the math on this kind of stuff will quickly realize that at the rate we actually import resources in TT this will typically lead to an apocalypse of sorts. I found it quite enjoyable to try out on early story worlds. However, if I am left to tweak things I could just tweak things forever. I need to take a break from tweaking and actually add some content once in a while. I'll be working on a new challenge world next. Changelog - Misc bugfixes - Space access tweaks - Aerobraking - Significantly reduced boiling rate (more plausible, may slow down terraforming times in some cases) - Reworked Rapid Extraction WGC Stance - Added some energy cost values to scripting - New advanced research - Buffed hydrogen reservoir - Modified requirements for the "Classic Renewable" achievement (this makes it harder) - Added a tooltip to Hephaestus Construction Yard - Added listed requirements for researches
The launch of Scratch the Ticket was truly unforgettable! Thank you to everyone who has purchased the game and left a review. Your feedback means a lot to us! Right now we're already working on hotfixes, analyzing your new feedback and thinking about what other cool features/tickets/upgrades we can add in future free updates! If you have any cool ideas what else we could add to the game - please share it with us! We're more than eager to hear your thoughts! We're just getting started, so keep sharing your feedback and stay tuned for more news!
Optimized Gem Inventory performanceAdded boundary validation for Ancient Core affixes and linked it with Sacrifice rewardsUnified the wording for Overall Power, Character Power, and Equipment Power across the gameAdded quick target-floor setting and boundary validation for Greater RiftsAdded a consistency check between Weapon Power and damage displayed on the Character PanelAdded daily leaderboard missions and limited-time eventsOptimized percentage affixes and quality breakthroughs for Mythic Ancient SetsFixed an issue where item images were not displayed properly in the inventory
Bug fixes With the Peach Blossom DLC owned: theme shop shows the Peach Blossom preview; switching to it correctly applies sky, tower look, and UI frames/buttons (Steam release build) Theme Shop “Get on Steam” opens the Thousand Floors store page (not the Steam homepage) Rebirth keeps theme selection; auto-rotate advances correctly among owned themes You need to own and install the DLC on Steam; if the theme still looks wrong after updating the base game, verify integrity of game files and confirm the DLC is installed Without the DLC, behavior is unchanged — the theme shop will not treat Peach Blossom as unlocked How to get this update (Playtest) If you have not received the update yet: Steam Library → right-click Thousand Floors → Properties → Betas Check Enter beta access code, enter: qiancengdengta (lowercase, no spaces) Under Select beta, choose playtest (not Default) Close Properties and wait for Steam to finish downloading Launch the game — v1.2.2 appears at the bottom of Settings Troubleshooting Only Default in the list: the new version is not live yet — try again later Wrong version number: confirm playtest is selected; Verify integrity of game files, then restart Steam When this version ships on the main branch, switch back to Default in Betas — no access code needed.
Hi shop managers! Quick maintenance Hotfix v1.0.0.0.64 is now live! This update addresses the recent "employee strike" and "invisibility" issues reported by our top capitalists, while setting up a proper workspace for our favorite non-Newtonian fluid. Be sure to read to the end for a massive roadmap teaser: 🛠️ Desk Pet Icon-Eating Logic Fixed Fixed a bug where equipping an action pack would cause the desktop pet to stop wandering around and refuse to eat your desktop icons. (Our cyber-felines got so distracted by their fancy new moves that they forgot their primary job of digital vandalism. Their pathfinding AI has been forcefully rebooted. Prepare your desktop icons for consumption!) 🛠️ Branch Manager Visibility Fixed Fixed a UI issue in the Branch interface where the currently assigned manager's portrait would disappear and their buff effects would fail to display. (Ghost management has been terminated! Managers can no longer draw a phantom salary while hiding in the code. Their portraits and buffs will now be permanently affixed to your UI under your watchful capitalist gaze.) 🐈 New Managers Appointed & Liquid Orange Workspace New Management Roster: The three recently introduced mythical felines (Xuan Cat, Lion Cat, Jianzhou Cat) can now officially be dispatched as Branch Managers! Liquid Orange Background: Added a default visual background for the . (To prevent this high-calorie, non-Newtonian fluid from leaking all over your monitor, we've finally installed a spill-proof workspace mat just for him.) 🚀 【Roadmap Teaser: The Age of Alchemy is Approaching!】 Our art department is currently surviving a brutal sprint to upgrade all base models! Once we finalize the art overhauls for all cat base models (including the highly anticipated "Golden Pack"), the Tiandao matrix will undergo a massive expansion: We will officially launch the much-requested (Combine 10 items to craft a higher-tier rarity)! Along with this, expect brand-new map regions and even more chaotic corp...
FeaturesAdded more fuel sources for the reactor. (Different sources have different burn times)Comprehensive Production Dashboard (Because everybody loves DATA!!)Quality of Life improvementsMulti-Machine Selection (Hold shift to select) allows you to set multiple selected machines to the resource you choose at the same time!FixesImproved Production for production enthusiasts (Factory performance tweaks).Minor ChangesNew Custom Item IconsBalancingReactors now support up to 10 Machines. You may need to update your factory to support your production lines.As a small development team reviews help a lot. Please consider leaving a review, much appreciated!
Next update will come in a month or two max, and it's a big one. Expect a new gamemode, new achievements, new gameplay stuff, maybe more languages, and more reasons to mine in Mining Miner. Keep mining, Skollheim & MTSU
Long trains no longer look like they've stopped - A heavily loaded train really is slow — that's the trade for hauling more — but the scenery barely moved, so it read as broken rather than laden. Big consists now scroll at a livelier rate on screen. - Typing still visibly speeds your train up: the boost scales the whole range rather than setting a floor, so the difference between coasting and typing is as clear as ever. - Trains that were already quick look exactly as before. Your real speed, ETA and arrival time are unchanged — only the scenery scroll. Fixed: the visual speed setting did nothing at the start of long journeys - The scroll was pinned to normal speed for the first 10% of any trip so stations stay anchored — which on a 220-mile haul meant 22 miles, or hours of a slow train ignoring the setting entirely. If you set 16× and saw no difference, that was why. - That hold is now a fixed short distance from the platform, so your setting applies almost immediately on long runs. Short hops are unchanged.
Hello Adventurers! This update focuses on smoother progression, a more useful Bank, and important fixes across dungeons, professions, quests, consumables, and multiplayer. Bank Improvements Bank organization has been improved with more precise slot handling.Items, equipment, and cards can now be placed into specific bank slots more reliably.Bank tab names can now be renamed for easier organization. Combat Combat buff potions such as Strength Elixirs, Defense Tonics, Speed Brews, and Magic Infusions now apply properly.Fight-count buffs now count down properly in solo, party, and dungeon combat.Buff charges now only deplete when a fight actually ends, not every turn.Mending Light can now properly target party members.Rallying Cry uses the same ally-target support flow as Mending Light.Party and dungeon support skill animations should now resolve to the correct ally target.Party and dungeon cooldown checks have been tightened.Skills now respect cooldowns correctly in party combat.Hover sounds were reduced where buttons could repeatedly fire audio resulting in a crash. Party And Dungeon Failed dungeon ready/entry checks should not consume a dungeon charge.Party chat availability checks have been tightened. Item And UI Two-handed Colossus Blade-style weapons should now appear in the correct Trading Post section.Reward labels now use clearer currency wording where old “coins” text could appear.Bank withdrawals refresh faster so seeds work without a relog.Requirement labels are clearer.Nightfall Dagger’s requirement has been corrected.Pineapple Seeds and seed icons have been corrected.Chitin and Leather use their proper material icons again.Mine and Town Gates chat typing no longer moves the player. Daily Quest Balance Active Fishing daily requirements have been reduced so they are more reasonable. Other Fixes Rapid smelting should no longer show save revision conflict errors.Location-gated passive mining stocks now sync from the server more reliably.Arcadium Ore and other...
- Fixed the LED panel purchase - Optimized the monitor shader