I. Core Rule Updates for the New Tech System
[p]Under the new Tech plan, we've restructured the Tech tree. It now consists of four branches: Survival, Production, Combat, and Building (some scenarios feature exclusive Tech tabs). Tech unlocks are no longer tied to seasonal phases or character levels—progress is entirely determined by exploration progress.[/p]1. Tech Unlock
[p]Metas begin with basic Tech abilities upon arriving in Nalcott. Subsequent Tech can be unlocked via Tech tree allocation, Reverse Engineering, or Tech invention. More unlocks will elevate Tech levels, granting regular level rewards, Tech enhancement attempts, and Territory expansion effects. Tech Levels reset at the end of a scenario.[/p][p]1.1 Tech tree Allocation[/p][p]Spend Tech points to manually select and unlock target Tech.[/p][p]Some Tech requires manual unlocking by unlocking prerequisite Tech first.[/p][p]Tech points are obtained by leveling up, repeatedly researching facilities/items, exploring mysterious chests, or defeating Elites.[/p][p]1.2 Reverse Engineering[/p][p]Metas unlock the Tech research bench by default.[/p][p]Place facilities or items with cultural artifacts tags collected in the wild into the research bench to directly unlock their corresponding Tech Formulas on the tree, bypassing unlock order or level restrictions.[/p][p]Repeating Reverse Engineering on the same facility/item yields Tech points.[/p][p]Note: Lost gear and gear transferred from Eternaland cannot be reverse-engineered or repaired, but can be traded and used.[/p][p]1.3 Tech Inventions[/p][p]Metas conduct Tech inventions at the research bench by experimenting with different combinations of item resources.[/p][p]The invention outcome and success rate are influenced by the type and quantity of materials invested, as well as the Tech level.[/p][p]Upon success, the corresponding Tech Formula is unlocked (not restricted by prerequisite Tech), and finished facilities or items are obtained;[/p][p]Failure means no formula is unlocked, but a portion of the invested materials is refunded.[/p]2. Tech Enhancement
[p]As Tech Levels increase, Metas can earn Tech Enhancement Points to enhance certain Techs, unlocking special bonus effects.[/p][p]In the Tech interface, you can view Tech abilities that can be enhanced, spend Tech enhancement Points to enhance them, and gain extra bonus effects.[/p][p]Items with enhanced effects can be exchanged or traded with other Metas.[/p][p]Note: Within a scenario cycle, Tech enhancement results are uniquely fixed and cannot be reset—all Metas share the same outcomes. Choose carefully.[/p]3. Specialization System Removal Guide
[p]The entire Tech specialization system will be removed. Original specialization-related abilities or items will be obtainable through the following methods:[/p]- [p]Tech Tree Unlock[/p][/*]
- [p]Tech enhancements activate related abilities[/p][/*]
- [p]Some specializations are assigned to class abilities[/p][/*]
- [p]Certain specialization items can be directly obtained through exploring the open world[/p][/*]
II. Adjustments to Resources, Materials, and Formulas
Minerals
[p]Tin and aluminum ores will no longer spawn in the open world map, and all related ingot formulas have been restructured. This change aims to reduce ore-type complexity and provide Metas with a clearer resource progression path.[/p]Scrap
[p]Settlement loot adjustments: Useless Scrap in settlements has been significantly reduced in quantity and variety, replaced by more practical items—Furniture, gameplay tools, equipment, consumables, gun linings, crafting materials, ammunition, and food.[/p][p]Scrap Resource Adjustments: Original scrap items now serve new purposes—footballs can be thrown to stun enemies, books can be read to obtain Tech points, and rescue robots can help retrieve lost items upon death, among other uses.[/p]Materials
[p]In this test, to reduce the burden of backpack management and formula lookup, we've simplified material categories, retaining only one corresponding item per category. Details are as follows:[/p]| [p]Before[/p] | [p]After[/p] | [/tr]
| [p]Shabby Fabric, Cotton Fabric, Carbon Fiber Fabric, Metallic Fiber, Bulletproof Fiber Fabric[/p] | [p]Cotton Fabric[/p] | [/tr]
| [p]Rusty Part, Standard Part, Refined Part, Special Part, Automatic Part[/p] | [p]Standard Part[/p] | [/tr]
| [p]Waste Plastic, All-Purpose Plastic, Fireproof Plastic, Engineering Plastic, Special Plastic[/p] | [p]All-Purpose Plastic[/p] | [/tr]
Formula
[p]Regarding formula adjustments, we've removed the mandatory rare metal crystals required for crafting gear at each stage. Additionally, related items and facilities now use simplified materials in their recipes. Metal ores and ingots have been adjusted based on mineral simplification, with a slight increase in ingot consumption for advanced items, facilities, and vehicles. Some formula material requirements have also been streamlined.[/p]III. Facility and Item Adjustments
Open-World Collection Adjustments
[p]Metas can now discover Old World facilities and items scattered across Nalcott. These can be used directly or brought back to their Territory using specific recovery tools for placement, use, or disassembly at the Disassembly Bench. Different types of settlements yield unique facilities and items. For example, abandoned planting boxes can be found at the Sutherland Family Orchard, while Disassembly Benches and furnace facilities are located at the Sutherland Chemical Plant.[/p][p]Additional Notes:[/p]- [p]Old World facilities and items obtained in the wild or settlements are tagged as cultural artifacts and will be cleared at the season's end. They can't be brought into Eternaland.[/p][/*]
- [p]Old World facilities found in the wild or settlements have a long respawn time.[/p][/*]
- [p]Only partial facility and item spawn points are available in this test; the official version will significantly expand them.[/p][/*]
Facility Adjustments
[p]To allow Metas to obtain full manufacturing capabilities earlier and focus their time and resources on genuine exploration and combat, we have removed 5 crafting facilities: the Intermediate Supplies Workbench, Intermediate Weapons Bench, Intermediate Garage, Small Synthesis Bench, and Intermediate Stove. At the same time, the crafting formulas for intermediate facilities have been integrated into their corresponding advanced facilities, and the Tech unlock nodes for advanced facilities have been moved forward.[/p]Item Adjustments
| [p]Adjustment details[/p] | [/tr]
[p]New Materials:[/p]
| [/tr]
| [p]Streamlined bullet and tactical item categories, adjusted weapon-ammunition compatibility.[/p][p]Assault Rifles, Submachine Guns, and Light Machine Guns now uniformly use medium-caliber ammo, while other weapons retain their original ammo specifications.[/p][p]Bullet effect types have also been streamlined.[/p] | [/tr]
| [p]Removed some gathering tools based on mineral types. The remaining tools still cover all gathering needs, and the efficiency of basic gathering tools has been improved.[/p] | [/tr]
| [p]The cooking system has been thoroughly reviewed and streamlined. Core dishes with distinct effects, clear roles, and high usage rates have been retained. Some recipes have been redesigned to ensure every ingredient serves a purpose.[/p] | [/tr]
| [p]Redesigned the vehicle crafting and upgrade paths. Metas must truly delve into Nalcott, explore every corner, and collect parts and blueprints scattered in settlements and abandoned vehicles to build their own rides. Each vehicle upgrade will reflect the Meta's exploration journey across Nalcott.[/p][p]*Basic vehicle crafting remains unaffected; this update only adjusts accessory upgrade formulas.[/p] | [/tr]
4. Other Adjustments
Equipment Wearing Rules
[p]Equipment can now be worn regardless of character Level. The official version will introduce more high-Rarity lost equipment in the open world to help new Players integrate into the game faster.[/p]Character Attributes
[p]The default character load has been adjusted to 100, with corresponding adjustments to the weight of some items. This will also present Metas with some resource management challenges during exploration and combat. The mechanism affecting body type attributes has been adjusted to give Metas of different body types more distinct characteristics and gameplay differences.[/p]| [p]Body Type[/p] | [p]Base Load[/p] | [p]Movement Speed[/p] | [/tr]
| [p]Overweight[/p] | [p]+10[/p] | [p]-5%[/p] | [/tr]
| [p]Normal[/p] | [p]Unchanged[/p] | [p]Unchanged[/p] | [/tr]
| [p]Underweight[/p] | [p]-10[/p] | [p]+5%[/p] | [/tr]
