Dev Blog | Tech System Optimizations: Iterative Adjustments
Dear Metas,Since the beginning, the Tech system has been crucial to surviving the unknown world of Nalcott. Previously, we announced a comprehensive optimization plan for the Tech system, and we've received lots of useful suggestions since then. After evaluating your feedback, we've decided to make further adjustments to our Tech system optimization plan, so as to offer more convenience and freedom within the survival experience.The final optimizations for the next version update will be announced in April. Here are the adjustments we're making:I. Tech System Optimizations1.1 Acquiring Tech PointsCompared to the previous plan, some Tech Point requirements have been lowered, so we've also removed Mystical Crates as a source of Tech Points. After the adjustment, Tech Points can be obtained by leveling up, repeatedly researching facilities and items, or defeating Elite enemies.1.2 Batch Reverse-EngineeringMany of you have requested the ability to perform more operations in batches. Batch reverse-engineering has been added to our development plans and will be launched as soon as possible, improving your research efficiency.II. Optimizations Relating to the Removal of the Specialization System2.1 Obtaining Specialization EffectsThe entire Tech specialization system will be removed. Abilities and items that previously fell under the specialization system will now be obtainable through the following methods:l Unlocking Tech nodesl Activating Tech enhancementsl Some specializations relating to class abilities will be reallocated to the class system in the futurel Some specialization items can be obtained by exploring the wildernessl Specialization effects related to crafting facilities now fall under the new enhanced facilities, which can be obtained by exploring the wilderness or unlocking Techs.2.2 Enhanced FacilitiesWe've also received feedback that enhanced facilities are too numerous and their effects too dispersed. Therefore, we are streamlining the enhanced facilities and improving their effects, making each one more worthwhile.Facility TypePlanned AdjustmentsElectric FurnaceSulfur Chemist, Oil Processing, and Art of Stardust Decay will fall under the Enhanced Electric Furnace.Disassembly BenchMerged into the Custom Disassembly Bench, which contains all disassembly enhancements.StoveMerged into the Stardust Fusion Stove, with enhanced King of Cuisine and Permanent Save effects.Canned Goods: Mini Canner, Frozen Cuisine: Intense Chill, and other dish specializations will be brought back in an upcoming update.Supplies WorkbenchAll Enhanced Supplies Workbench effects will be further improved, and crafting times will be shortened.Power GeneratorPower generation facility limit upgrades will be brought back and can be unlocked through Tech enhancements and increasing the Tech Level.The following specialization effects will be deprecated and can no longer be crafted. However, existing facilities with these specialization bonuses will be retained.Unlockable FormulasComposite Crystal, Metal Dissolution, Fish Pheromones, Whirlwind Knives, Frost Armor, Jump Booster, Portable Diving Gear, Rare Crystal Set, Crystal Transformation, Explosive Sack, Golden Knife, Stardust Regulator, Cryo SphereImproved FormulasPortable MG Turret: Barrage of Bullets, Portable MG Turret: Explosive Automatic Ammo, Updraft Cannon: Gravity Lite, Scout Drone: Condensation Drone, Grenade: Line Charge, Frag Grenade: Viscoelastic Cold Fire, Claymore Mine: Frost Trap, Robotics Facility: Skilled Mechanician, Flamethrower Trap: Kebob PartyAdditional Notes:To allow Metas to obtain full manufacturing capabilities earlier and focus their time and resources on genuine exploration and combat, we will remove five crafting facilities: Intermediate Supplies Workbench, Intermediate Weapons Bench, Intermediate Garage, Small Synthesis Bench, and Intermediate Stove. Existing intermediate crafting facilities can no longer craft items, but can be dismantled. Crafting formulas from intermediate facilities have been reallocated to the corresponding advanced facilities, and the Tech unlock nodes for advanced facilities have been moved forward in the tree.If you'd like us to bring back any of the above specializations, let us know via the Co-Dev Feedback Platform. We will seriously consider your every suggestion.III. Resources, Materials, and Items3.1 MineralsUnder the new resource rules, tin and aluminum ores will no longer spawn in the wilderness, and all related ingot formulas will be restructured.Related Deviations will also be changed. The Digby Boy will no longer gather tin ore, and its gathering speed will be adjusted.Mining Platforms and Digger Biomechanicals will no longer produce tin and aluminum ores, and their production speed of other ores will be adjusted.3.2 ScrapWe will adjust scrap drops in settlements to significantly reduce the quantity and types of useless scrap. All useless scrap will be changed to Normal rarity and can be easily disassembled using t
Dear Metas,
Since the beginning, the Tech system has been crucial to surviving the unknown world of Nalcott. Previously, we announced a comprehensive optimization plan for the Tech system, and we've received lots of useful suggestions since then. After evaluating your feedback, we've decided to make further adjustments to our Tech system optimization plan, so as to offer more convenience and freedom within the survival experience.
The final optimizations for the next version update will be announced in April. Here are the adjustments we're making:
Compared to the previous plan, some Tech Point requirements have been lowered, so we've also removed Mystical Crates as a source of Tech Points. After the adjustment, Tech Points can be obtained by leveling up, repeatedly researching facilities and items, or defeating Elite enemies.
Many of you have requested the ability to perform more operations in batches. Batch reverse-engineering has been added to our development plans and will be launched as soon as possible, improving your research efficiency.
The entire Tech specialization system will be removed. Abilities and items that previously fell under the specialization system will now be obtainable through the following methods:
l Unlocking Tech nodes
l Activating Tech enhancements
l Some specializations relating to class abilities will be reallocated to the class system in the future
l Some specialization items can be obtained by exploring the wilderness
l Specialization effects related to crafting facilities now fall under the new enhanced facilities, which can be obtained by exploring the wilderness or unlocking Techs.
We've also received feedback that enhanced facilities are too numerous and their effects too dispersed. Therefore, we are streamlining the enhanced facilities and improving their effects, making each one more worthwhile.
Facility Type
Planned Adjustments
Electric Furnace
Sulfur Chemist, Oil Processing, and Art of Stardust Decay will fall under the Enhanced Electric Furnace.
Disassembly Bench
Merged into the Custom Disassembly Bench, which contains all disassembly enhancements.
Stove
Merged into the Stardust Fusion Stove, with enhanced King of Cuisine and Permanent Save effects.
Canned Goods: Mini Canner, Frozen Cuisine: Intense Chill, and other dish specializations will be brought back in an upcoming update.
Supplies Workbench
All Enhanced Supplies Workbench effects will be further improved, and crafting times will be shortened.
Power Generator
Power generation facility limit upgrades will be brought back and can be unlocked through Tech enhancements and increasing the Tech Level.
The following specialization effects will be deprecated and can no longer be crafted. However, existing facilities with these specialization bonuses will be retained.
Unlockable Formulas
Composite Crystal, Metal Dissolution, Fish Pheromones, Whirlwind Knives, Frost Armor, Jump Booster, Portable Diving Gear, Rare Crystal Set, Crystal Transformation, Explosive Sack, Golden Knife, Stardust Regulator, Cryo Sphere
Improved Formulas
Portable MG Turret: Barrage of Bullets, Portable MG Turret: Explosive Automatic Ammo, Updraft Cannon: Gravity Lite, Scout Drone: Condensation Drone, Grenade: Line Charge, Frag Grenade: Viscoelastic Cold Fire, Claymore Mine: Frost Trap, Robotics Facility: Skilled Mechanician, Flamethrower Trap: Kebob Party
Additional Notes:
To allow Metas to obtain full manufacturing capabilities earlier and focus their time and resources on genuine exploration and combat, we will remove five crafting facilities: Intermediate Supplies Workbench, Intermediate Weapons Bench, Intermediate Garage, Small Synthesis Bench, and Intermediate Stove. Existing intermediate crafting facilities can no longer craft items, but can be dismantled. Crafting formulas from intermediate facilities have been reallocated to the corresponding advanced facilities, and the Tech unlock nodes for advanced facilities have been moved forward in the tree.
If you'd like us to bring back any of the above specializations, let us know via the Co-Dev Feedback Platform. We will seriously consider your every suggestion.
Under the new resource rules, tin and aluminum ores will no longer spawn in the wilderness, and all related ingot formulas will be restructured.
Related Deviations will also be changed. The Digby Boy will no longer gather tin ore, and its gathering speed will be adjusted.
Mining Platforms and Digger Biomechanicals will no longer produce tin and aluminum ores, and their production speed of other ores will be adjusted.
We will adjust scrap drops in settlements to significantly reduce the quantity and types of useless scrap. All useless scrap will be changed to Normal rarity and can be easily disassembled using the Quick Select function at a Disassembly Bench. Existing scrap items will also be given new uses—footballs can be thrown to stun enemies, books can be read to acquire Tech Points, and rescue bots can search for death drops.
Related Deviations will also be changed. The production of Paper Doll and H37 will be adjusted with new item types.
The redemption items and production of Wish Box will also be adjusted, with the cost of some items increasing or decreasing.
We are simplifying material types and names as follows:
Current Version
Latest Optimization
Shabby Fabric, Cotton Fabric, Carbon Fiber Fabric, Metallic Fiber, Bulletproof Fiber Fabric
Fiber
Rusty Part, Standard Part, Refined Part, Special Part, Automatic Part
Parts
Waste Plastic, All-Purpose Plastic, Fireproof Plastic, Engineering Plastic, Special Plastic
Plastic
Building on the current version, we will make the following changes and adjustments:
Bullet
Bullet effect types will also be streamlined. This may cause lower damage output, so the HP of powerful enemies will also be reduced.
Crafting formulas for advanced bullets will also be changed to greatly increase the number of bullets produced.
Seeds
Seed drops will also be reduced while ensuring there are still enough for planting. This is to prevent seeds from taking up too much space in the Backpack.
Tactical Item
Tactical item types will also be streamlined, keeping types that cover multiple scenarios, while removing those with similar utility. This will make tactical items more distinct from each other and more focused gameplay-wise.
We will also deprecate the format of having basic, intermediate, and advanced items. Instead, tactical item effects will scale with your level, so the same tactical item can be used at any difficulty level without suffering from low damage.
We are removing character level requirements for equipment. In the version update, we will also add more high-rarity dropped gear to the wilderness. We hope these major changes will fill your adventures in Nalcott with new surprises.
To ensure fairness and a fresh starting point for all players in every scenario, equipment brought from Eternaland will be automatically marked as dropped gear and follow the same rules, meaning they cannot be reverse-engineered, repaired, or traded.
Thank you for your participation and feedback! We can't wait to share the upgraded Tech system with you!
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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