Dev Blog丨Tech System Optimization

Dear Metas,Since you arrived in Nalcott, the Tech system has been a primary mean of survival against this world of unknowns. However, the current system merely serves as an objective for unlocking abilities through upgrades, far from delivering the rich experience it was meant to offer. Thus, we plan to make a comprehensive iteration of the Tech system to shape and restore the survival experience of Metas in Nalcott, infusing each scenario with unique pleasure of survival and gameplay.I. Core Rule Updates for the New Tech SystemUnder 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.1. Tech UnlockMetas 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.1.1 Tech tree AllocationSpend Tech points to manually select and unlock target Tech.Some Tech requires manual unlocking by unlocking prerequisite Tech first.Tech points are obtained by leveling up, repeatedly researching facilities/items, exploring mysterious chests, or defeating Elites.1.2 Reverse EngineeringMetas unlock the Tech research bench by default.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.Repeating Reverse Engineering on the same facility/item yields Tech points.Note: Lost gear and gear transferred from Eternaland cannot be reverse-engineered or repaired, but can be traded and used.1.3 Tech InventionsMetas conduct Tech inventions at the research bench by experimenting with different combinations of item resources.The invention outcome and success rate are influenced by the type and quantity of materials invested, as well as the Tech level.Upon success, the corresponding Tech Formula is unlocked (not restricted by prerequisite Tech), and finished facilities or items are obtained;Failure means no formula is unlocked, but a portion of the invested materials is refunded.2. Tech EnhancementAs Tech Levels increase, Metas can earn Tech Enhancement Points to enhance certain Techs, unlocking special bonus effects.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.Items with enhanced effects can be exchanged or traded with other Metas.Note: Within a scenario cycle, Tech enhancement results are uniquely fixed and cannot be reset—all Metas share the same outcomes. Choose carefully.3. Specialization System Removal GuideThe entire Tech specialization system will be removed. Original specialization-related abilities or items will be obtainable through the following methods:Tech Tree UnlockTech enhancements activate related abilitiesSome specializations are assigned to class abilitiesCertain specialization items can be directly obtained through exploring the open worldII. Adjustments to Resources, Materials, and FormulasMineralsTin 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.ScrapSettlement 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.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.MaterialsIn 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:BeforeAfterShabby Fabric, Cotton Fabric, Carbon Fiber Fabric, Metallic Fiber, Bulletproof Fiber FabricCotton FabricRusty Part, Standard Part, Refined Part, Special Part, Automatic PartStandard PartWaste Plastic, All-Purpose Plastic, Fireproof Plastic, Engineering Plastic, Special PlasticAll-Purpose PlasticFormulaRegarding 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, facilit

Mar 2, 2026 - 11:05
 1
Dev Blog丨Tech System Optimization

Dear Metas,

Since you arrived in Nalcott, the Tech system has been a primary mean of survival against this world of unknowns. However, the current system merely serves as an objective for unlocking abilities through upgrades, far from delivering the rich experience it was meant to offer. Thus, we plan to make a comprehensive iteration of the Tech system to shape and restore the survival experience of Metas in Nalcott, infusing each scenario with unique pleasure of survival and gameplay.

I. Core Rule Updates for the New Tech System

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.

1. Tech Unlock

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.

1.1 Tech tree Allocation

Spend Tech points to manually select and unlock target Tech.

Some Tech requires manual unlocking by unlocking prerequisite Tech first.

Tech points are obtained by leveling up, repeatedly researching facilities/items, exploring mysterious chests, or defeating Elites.

1.2 Reverse Engineering

Metas unlock the Tech research bench by default.

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.

Repeating Reverse Engineering on the same facility/item yields Tech points.

Note: Lost gear and gear transferred from Eternaland cannot be reverse-engineered or repaired, but can be traded and used.

1.3 Tech Inventions

Metas conduct Tech inventions at the research bench by experimenting with different combinations of item resources.

The invention outcome and success rate are influenced by the type and quantity of materials invested, as well as the Tech level.

Upon success, the corresponding Tech Formula is unlocked (not restricted by prerequisite Tech), and finished facilities or items are obtained;

Failure means no formula is unlocked, but a portion of the invested materials is refunded.

2. Tech Enhancement

As Tech Levels increase, Metas can earn Tech Enhancement Points to enhance certain Techs, unlocking special bonus effects.

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.

Items with enhanced effects can be exchanged or traded with other Metas.

Note: Within a scenario cycle, Tech enhancement results are uniquely fixed and cannot be reset—all Metas share the same outcomes. Choose carefully.

3. Specialization System Removal Guide

The entire Tech specialization system will be removed. Original specialization-related abilities or items will be obtainable through the following methods:

  • Tech Tree Unlock

  • Tech enhancements activate related abilities

  • Some specializations are assigned to class abilities

  • Certain specialization items can be directly obtained through exploring the open world

II. Adjustments to Resources, Materials, and Formulas
Minerals

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.

Scrap

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.

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.

Materials

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:

Before

After

Shabby Fabric, Cotton Fabric, Carbon Fiber Fabric, Metallic Fiber, Bulletproof Fiber Fabric

Cotton Fabric

Rusty Part, Standard Part, Refined Part, Special Part, Automatic Part

Standard Part

Waste Plastic, All-Purpose Plastic, Fireproof Plastic, Engineering Plastic, Special Plastic

All-Purpose Plastic

Formula

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.

III. Facility and Item Adjustments
Open-World Collection Adjustments

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.

Additional Notes:

  • 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.

  • Old World facilities found in the wild or settlements have a long respawn time.

  • Only partial facility and item spawn points are available in this test; the official version will significantly expand them.

Facility Adjustments

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.

Item Adjustments

Item

Adjustment details

Weapons and Armor

New Materials:

  • Wood gun bodies for Tier II weapon crafting

  • Pistol bodies, Shotgun bodies, Sniper bodies, and Medium-caliber bodies for Tier III and above weapon crafting

  • Head linings, torso linings, and limb linings for Tier III and above armor crafting

The types of required materials have been streamlined, with corresponding quantity adjustments. Instead of crafting components first and then assembling gear, you can now directly use the corresponding materials for gear crafting, making the process more convenient.

Bullet

Streamlined bullet and tactical item categories, adjusted weapon-ammunition compatibility.

Assault Rifles, Submachine Guns, and Light Machine Guns now uniformly use medium-caliber ammo, while other weapons retain their original ammo specifications.

Bullet effect types have also been streamlined.

Tools

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.

Food

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.

Vehicles

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.

*Basic vehicle crafting remains unaffected; this update only adjusts accessory upgrade formulas.

Regarding the compatibility of old and new items: Due to the extensive adjustments in this update, after the official version is released, we will mark the affected old items in the inventory. Metas can directly convert these items into corresponding new items or materials in the inventory interface. This exchange feature has no time limit.

4. Other Adjustments
Equipment Wearing Rules

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.

Character Attributes

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.

Body Type

Base Load

Movement Speed

Overweight

+10

-5%

Normal

Unchanged

Unchanged

Underweight

-10

+5%

Eternaland "All-Purpose Hand" Usage Rules

Adjusted the usage rules of the "All-Purpose Hand." The "All-Purpose Hand" in Eternaland can no longer repair gear within scenarios, while the "All-Purpose Hand" inside scenarios remains unaffected.

Novice and Quest Flow

Adjusted the initial items carried when entering the scenario, along with modifying some quest flows and rewards.

That's all for this Dev Blog. Feel free to send us any questions or suggestions via our Co-Dev Feedback Platform or community channels.

Once Human Development Team

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