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Hello, everyone! After a long period of careful refinement and dedicated development, our brand-new major update is finally here! We sincerely thank every player for your continued company, loyalty, and patience. Your passion and support have kept us moving forward and improving the game every step of the way.
We know that version 1.0 had many issues involving optimization and the overall experience, as well as a lack of late-game content. To deliver a comprehensive upgrade, we have fully overhauled the game's underlying architecture and deeply refactored and optimized its core systems and code. We hope this will offer a fuller and more complete Sect Origin experience.
And this is by no means the end. Our plans for continued updates are already in place, and we will share more with you soon.
We have created a brand-new jianghu map designed to recreate the landscapes and local character of the Central Plains as faithfully as possible. Your initial choices determine your starting location, and from there you must gradually set out to conquer the jianghu.
The map contains various factions, resource points, garrisons, towns, and more. You can dispatch disciples to hold these locations, so the number of disciples you can command has also been expanded.
Sect disciples can now be dispatched across the land on Adventures. Along the way, they may meet extraordinary people, encounter strange events, uncover hidden cave dwellings, or even break through a bottleneck at the brink of death. Adventure carries risks too: disciples may be injured or make enemies. Sect Masters will need to carefully weigh the rewards against the danger.
On an all-new battle map, organize your disciples, advance step by step, seize the banners, and ultimately occupy the enemy sect. Success will require both precise commands and sound strategy.
Your enemies may deploy grand formations, reinforcements, traps, and mechanical beasts, so come fully prepared.
The map also holds encounters, treasure chests, and battlefield supplies waiting to be discovered and claimed.
Control skills manually as in a MOBA, or issue strategic commands as in an SLG.
👘 Sect disciples now have exclusive outfits that reflect each sect's distinctive style
📜 Each sect's signature martial arts have been designed separately, creating clearer and more coherent systems
🎨 Each headquarters now reflects its sect's character, greatly improving immersion
Players can now engage in basic diplomatic interactions with other sects, improving or damaging relations. Different relationships may lead to very different gameplay experiences.
The jianghu no longer revolves solely around the player. Even while you remain in seclusion, all kinds of emergent events will arise automatically throughout the martial world each day according to the unfolding situation.
For example, when several evil sects besiege a righteous sect, the Sect Master can personally lead forces into battle, freely join either side, and change the course of the conflict.
Or when a sect leader is mysteriously assassinated or two major factions clash, you may hold your forces back and quietly observe, then strike at the critical moment and reap the rewards.
⚔️ Veterans Return: If you kill an enemy's core disciples during an attack, you may anger sect elders who have long remained in seclusion. They will return to the jianghu and forcibly block your advance.
🛡️ United Fronts and Political Maneuvering: Sect Wars are no longer fought alone. If you march on Hangzhou, for example, you may trigger a “Shared Peril” event that unites every sect in the city against you. But you can also scheme in advance and turn some of those sects to your side, so they defect at the crucial moment and bolster your attack.
🎲Sect War Events: Building on the new Jianghu Events, we have greatly expanded the random event pool for Sect Wars. Campaigns now feature more variables, making every battle less predictable.
To give every sect a more distinctive combat style, we have completely rebuilt the martial arts system in version 1.1.
A vast array of new skills: We created more than 120 brand-new skills in one go! Each of the ten leading sects now has its own mature combat style or powerful exclusive special skills, allowing every great sect to finally demonstrate its true heritage.
Major skill progression overhaul: Sect Masters can now refine the effects attached to individual skills and forge martial arts uniquely their own. Disciples may also experience an “Epiphany” while Adventuring or practicing at the sect, gaining entirely new skill effects.
🎶 Reach the required sect level to unlock exclusive BGM for the corresponding map, with music tailored to each sect's identity (special thanks to YouTuber Richard for his generous support)
✨ Collect every sect track to automatically unlock a limited hidden piece
🏗️ Freely adjust foundation height—raise or lower it as you please
⬆️⬇️ Switch freely between upgrading and downgrading—adjust flexibly without restrictions
🎨 Bulk material replacement—select an area to replace foundation, wall, and roof materials with one click
Crops can now be planted over water—giving you more ways to decorate your sect
Brand-new waterscapes and bridges are available for decorating your sect
🗺️ Move Buildings: Buildings can now be moved from one location to another without first demolishing and rebuilding them.
Customize your jianghu: When starting a new game, Sect Masters can freely choose an opening difficulty suited to their playstyle and appetite for pressure. Whether you prefer the relaxed farming and leisurely progression of “Peach Blossom Haven,” or want the intense survival pressure and formidable enemies of “Hardcore Sect,” the choice is yours.
Fixed higher-level effects of the Bixie Sword Manual not taking effect
Fixed Taiji Divine Art restoring too much Qi Shield
Fixed suspended puppets dealing no damage when attacking
Fixed characters at the “Grandmaster” realm being unable to perform normal attacks
Fixed the Heavenly Demon Art effect not disappearing
Fixed skills becoming ineffective after changing skills or weapons during combat
Fixed Sect War characters being unable to gain stacking attributes
Fixed the incorrect height of Zhuge Crossbows when entering attack mode
Fixed incorrect starting health for Zhuge Crossbows
Fixed incorrect maximum health calculations during combat
Fixed incorrect skill cooldown calculations
Fixed incorrect skill point awards at different difficulty levels
Fixed incorrect bonus skill point calculations in the Ancient Tomb Sect scenario
Fixed an issue that could prevent combat from starting in certain situations
Fixed crashes that could occur in certain battles
Fixed background music not resuming correctly after combat
Fixed the Bleed debuff from injuries not being removed after the protagonist revived during Sect Wars
Fixed weapon attributes stacking on the protagonist during Sect Wars
Fixed various other abnormal behaviors in combat
Fixed the interaction position for recovery beds
Fixed enabling or disabling automatic harvesting on farmland having no effect
Fixed puppets shaking while standing guard at the Puppet Platform
Fixed the Hide Roof button toggling automatically when entering or leaving instances
Fixed buildings being impossible to move after reaching the building limit
Fixed demolishing a trading area sometimes failing to release building capacity
Fixed some building effects not moving with relocated buildings
Fixed unlocking the Coach Station technology not properly unlocking the stable
Fixed empty rooms becoming ancestral halls by default
Fixed incorrect model display when rebuilding structures
Fixed disciples sometimes refusing to build
Attempted to fix trees growing through foundations
Fixed incorrect building-grid placement checks
Fixed incorrect stair height calculations
Fixed incorrect placement positions for large foundations
Fixed foundation models displaying incorrectly
Fixed building durability not applying correctly by difficulty after loading a save
Fixed dispatched characters failing to gain skills when martial arts experience raised their realm (characters now advance directly when gaining experience while dispatched)
Fixed martial arts experience gained while dispatched reducing a character's realm level to 1 (previous data cannot be restored; the character must break through again)
Fixed a crash when exchanging for martial arts manuals
Fixed incorrect learning requirements for martial arts manuals
Fixed characters unequipping worn gear when hauling identical equipment
Fixed characters not hauling items from trading areas to warehouses, and fixed the Empty Warehouse function not working
Fixed chest-drop quality not matching the displayed quality
Fixed chest drops being picked up in midair
Fixed Treasure Pavilion settings and allowances resetting when characters left the main scene
Fixed medicine being consumed incorrectly when treating certain injuries that require none
Fixed fruit wine being impossible to brew from other fruits
Fixed coconut and banana trees being impossible to harvest
Fixed coconuts being inedible
Fixed items incorrectly displaying 【Bare Fist】
Fixed the equipment affix “After this technique hits, applies 3 stacks of Bleed to the target” not taking effect correctly
Fixed chest drops supporting pickup by clicking the item name
Fixed players receiving money when selling to penniless merchants, and items being incorrectly removed in full when sold
Fixed items with no expiration date disappearing immediately at certain difficulties and failing to restore their shelf life correctly after loading
Fixed characters becoming stuck while hauling equipment after loading a save
Fixed potential errors on island maps
Fixed kills of bears and tigers not counting for the quest “Hong Qi's Invitation to a Feast \”
Fixed wolf kills not counting for the quest “Into the Wolf's Den \”
Fixed the number of owned cities in the upper-left corner of the world map UI not updating promptly
Fixed wanderers on the world map sometimes having no portrait
Fixed world-map siege attacks becoming stuck after loading
Fixed the prompt to enter the battlefield not appearing during a siege attack after loading
Fixed lingering world-map actions potentially becoming stuck after loading
Fixed the former garrison not being removed after occupying another city
Fixed occasional crashes during NPC sieges
Fixed various issues involving wagon transport on the world map
Fixed temperatures remaining unchanged for extended periods, such as staying below freezing throughout summer
Fixed errors in diplomatic dialogue
Fixed characters pathfinding in the wrong direction
Fixed animals being unable to move due to control effects while fighting or roaming
Fixed character movement commands not stopping correctly
Fixed movement data being lost during transitions
Fixed issues involving emergent world events
Fixed brown bears, wolves, and tigers created by quests, raids, and other means not dropping meat
Fixed incorrect controls when returning from a Sect War to the world map
Fixed 3× speed being unavailable in instances
Fixed portrait items remaining selected after clicking elsewhere
Fixed puppets still appearing in the character list (they are no longer shown)
Fixed current location and affiliation being blank in character information for old saves
Fixed certain achievements not unlocking or triggering properly
Fixed a crash caused by an NPC being destroyed during a spar
Fixed various left-click control issues
Fixed mouse-click positions being offset or missing targets on High-DPI displays
Fixed display issues in certain pop-up windows
Fixed large UI images obscuring skill icons
Fixed an abnormal white block appearing in the upper-left corner of the screen
Fixed incorrect line wrapping
Fixed abnormal display of Happiness information text
Fixed issues in the tutorial flow
Fixed the protagonist's portrait displaying incorrectly during sparring
Fixed several button-related bugs
Fixed empty slots displaying default icons in certain cases
Fixed characters appearing naked in instances when not wearing a top and trousers
Fixed duplicate traits on newly recruited disciples
Fixed character movement animations disappearing after death during AI Delegation
Fixed characters disappearing when swapping positions in Sect Management
Fixed recruited captives not receiving position information
Fixed characters stationed in other cities appearing in the home scene
Fixed incorrect states after returning from an Adventure
Fixed NPC faction characters appearing in the scene after the faction became subordinate to the player's main city
Fixed character hair displaying incorrectly when loading old saves
Fixed characters starting spars in the wrong location after becoming stuck on obstacles
Fixed a recruitable marker sometimes appearing above the player character during sparring
Fixed multiple characters sometimes performing the same gathering, chopping, harvesting, or similar action after saving and loading
Fixed logs not being saved
Fixed incorrect status text and numerous incorrect log messages
Attempted to fix AI remaining permanently in hunting or combat states
Fixed tamed animals sometimes refusing to eat or becoming stuck while eating
Fixed tamed animals sometimes becoming stuck when eating
Fixed multiple issues that could cause crashes or errors
Improved fault tolerance for abnormal data to reduce error reports
Fixed certain mod errors affecting the number of traits available at the start of a game
Fixed work priorities resetting after characters left the home area
Fixed issues involving chest drop rates and corpses
Fixed various room-detection issues, including incorrect area recognition, new rooms affecting existing rooms, and certain room types not being recognized
Optimized instance results processing for smoother settlement
Improved overall game performance
Optimized character AI decision-making performance, making disciples more responsive and fluid
Optimized model display through LOD (Level of Detail), reducing rendering overhead and improving frame rates
Optimized detection logic in combat to reduce unnecessary performance overhead
Camera rotation and mouse-wheel map zoom are now available during AI Delegation
Added ESC support for closing certain world-map interfaces
Added navigation to character information on the world map
Workbenches and similar facilities now support right-clicking to select a task
Chest drops can now be picked up by clicking their item names
Optimized NPC Adventure destination selection
Updated the trading UI with quick filtering
Added material quantity displays when crafting equipment
Added the effect of quality on attributes when crafting equipment
Items in building production, character inventory, and feeding interfaces now show their crafting sources, making recipes easier to check
Revised equipment and accessory names and descriptions in character creation to better suit the game's style
Streamlined loading and removed the redundant second loading pop-up
Added a “Priority Construction” function for designating buildings to be built first
Improved right-click controls and the resource information interface
Optimized camera obstruction and collision handling for a better follow-camera experience
Improved turning and shaking animations when patrolling monsters join a group, making movement more natural
Added beginner, buff, and character tips to help players understand game mechanics more quickly
Completed translations for multiple languages
Removed the standard recruitment function based on population count
Raised the base population capacity of starting settlements
Added survival-skill experience books and training items to town and city production
Adjusted merchant name and Title display text to clarify their role and sect affiliation
Sect disciples no longer begin with Sword Twenty-Three by default (does not affect existing data in old saves)
Added rebuilding for advanced courtyard walls
Improved the display of chest rewards in Sect Wars
Adjusted the Great Restoration Pill recipe
Adjusted Internal Art bonus attributes
Adjusted attributes activated by Internal Art levels
Adjusted the effects of Qi Shield recovery skills
Increased the Qi Shield provided by Internal Arts and equipment
Adjusted the damage reduction coefficient for Defense: 900 Defense now reduces damage by 70%, up from 50%
Adjusted normal attacks for Sword techniques to improve continuity
Adjusted the production order of accessories in the technology tree to better match their tiers
Strengthened passive skills and added multiple new trigger types
Added autonomous rescue and treatment behaviors for disciples, who will now proactively care for injured companions
Greatly expanded martial arts affixes, enabling more varied martial arts builds
Improved skill effects for numerous martial techniques, including Divine Blade Slash, Iron Sand Palm, and Blackblood Burst, for more spectacular combat
Added “Medicine Brewing / Pill Refining” and related recipes, allowing players to refine pills themselves
Added “AI Delegation,” allowing disciples to perform tasks automatically
Added random recruitable characters at Coach Stations
Added logs for factions becoming itinerant or being destroyed
Added a Codex and collection function
Added a 2.5D control mode toggle to siege battles
Added a hidden merchant-escort mission to siege battles
Added 2 new siege maps
Added building-limit controls for clearer home planning
Added the ability to copy building production queues, simplifying repeated production orders
Added an item notification system, making resource changes clear at a glance
The main branch is expected to be updated tomorrow, officially launching Version 1.1.
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Added a 2.5D camera mode toggle in siege battles
Added a hidden merchant escort quest in siege battles
Added 2 new siege battle maps
Fixed numerous text errors in status effects and logs
Fixed an issue where the Zhuge Crossbow's height was incorrect when entering attack state
Fixed an issue where the Zhuge Crossbow's initial health was incorrect
Fixed an issue where characters stationed in other cities would spawn in the home base scene
Fixed an issue where character statuses were incorrect after returning from adventuring
Fixed an issue where items would display as "Empty Fist"
Fixed an issue where canceling character selection before entering the \ dungeon would prevent re-entry
Fixed an issue where old save data showed empty location and affiliation fields for character information
Fixed an issue where NPC faction characters would spawn into the scene when an NPC faction became a vassal of the player's main city
Fixed multiple button-related bugs
Optimized the display of rewards after opening chests in siege battles
Completed translations for multiple languages
Workbenches and similar devices now support right-clicking to select and complete a specific task
Chest loot now supports picking up items by clicking on the item name
Added character info navigation functionality on the overworld map
Fixed an issue where some empty slots would display default icons
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Fixed an issue where sect war characters could not gain stacking attributes
Fixed a crash that occurred when exchanging martial arts manuals
Fixed a crash that occurred when a sparring NPC was destroyed under certain circumstances
Fixed an issue where building models would display incorrectly during reconstruction
Fixed an issue where disciples would not construct buildings under certain conditions
Attempted fix for trees growing inside building foundations
Fixed an issue where coconuts and bananas could not be harvested from trees
Fixed an issue where fruit wine could not be brewed using other types of fruit
Added a reconstruction function for high-level courtyard walls
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Fixed an issue where character displays would be lost when swapping positions in sect management
Fixed an issue where Treasure Pavilion settings and monthly allowances would reset when characters left the main scene
Fixed an issue where logs were not being saved
Fixed an issue where switching skills or weapons during combat would cause skills to become ineffective
Fixed an issue where certain mod errors affected the number of selectable traits at the start of the game
Fixed an issue where wanderers on the overworld map might have no avatar
Fixed a potential overworld behavior stuck error that could be cleaned up after loading a save
Fixed an issue where the affix "On hit with this move, apply 3 stacks of Bleed to the target" was not taking effect correctly
Fixed several issues that could cause the number of mechanical puppets to exceed the cap
Fixed an issue where treating certain injuries that did not require medicine would still consume medicine
Fixed an issue where building effects would not follow after migrating certain buildings
Fixed an issue where unlocking the Carriage Post technology did not successfully unlock the Stable
Fixed an issue where empty rooms would default to becoming Ancestral Halls
Disciples of all sects will no longer have "Sword Domain" by default (does not affect existing save data)
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Fixed an issue where siege battles in the overworld would get stuck after saving and loading
Fixed a bug where relocation was impossible after reaching the building cap
Fixed a bug where disciples had no animation when passing through doors after loading a save
Fixed a bug where demolishing trading zones would not release building capacity in certain cases
Fixed an issue where merchants belonged to incorrect factions
Fixed a bug where chest loot could be picked up while still在空中 (in mid-air)
Fixed a bug where the bleeding debuff from injuries was not removed after the protagonist respawned in sect wars
Fixed a bug where weapon attributes would stack incorrectly for the protagonist in sect wars
Fixed an issue where dispatched disciples did not gain new skills when their cultivation realm increased through martial arts experience (when a character is dispatched, experience gain would directly raise their realm)
Fixed an issue where recruited captives did not have their position information assigned
Fixed an issue where dispatching a character and gaining martial arts experience would reset their cultivation realm to level 1 (previous data cannot be recovered; a re-breakthrough is required)
Fixed several crash issues
Removed the standard recruitment feature that was based on population count
Added random recruitable characters to the驿站 (post station)
Increased the base population capacity of the starting stronghold
Adjusted the display text for merchant names and titles to clarify their roles and affiliated sects
Optimized the logic for NPC adventuring destination selection
Coconut trees, banana trees, and plantain trees can now be unlocked for planting through observation
Adjusted the formula for the Great Rejuvenation Pill (Da Huan Dan)
Optimized the display of rewards after opening chests in sect wars
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Fixed an issue where clicking anywhere else would not deselect the avatar item after it was highlighted
Fixed an issue where the quality of chest loot did not match the displayed quality
Fixed an issue where sect war disciple data was being incorrectly saved (now no longer saved)
Fixed an incorrect duration for the "Century Battle" talent
Fixed an issue caused by martial arts affixes that prevented the expulsion health from recovering to 100%
Fixed an issue where disciples could not be selected for expeditions from non-capital cities
Fixed an issue where puppets were still displayed in the character list (they are now hidden)
Fixed an issue where work priorities were reset after characters returned from outings
Fixed an issue where the bleeding buff could be carried back home from siege mode under certain circumstances
Fixed a rare crash that occurred during NPC sieges
Fixed an issue where some achievements could not be properly unlocked
Fixed an issue where coconuts could not be eaten
Increased the Yang-style martial arts experience bonus from the "Nine Yang True Body" trait
Added survival skill experience books and cultivation道具 (items) as new drops from towns and cities
Added a new faction exile/fall log feature
Added a collection/favorite function to the illustrated bestiary
We are back to daily updates. Due to version instability, all updates are being pushed to the beta branch.
Fixed an issue in the quest "Hong Qi's Gourmet Invitation" where killing bears and tigers did not count toward progress
Fixed an issue where the Tianmo Gong special effect would not disappear
Fixed an incorrect button response when returning to the overworld map from sect wars
Fixed an issue where the character's movement animation would disappear after death while in托管 (entrusted) mode
Attempted fix for AI getting stuck in hunting or combat states
Fixed an issue where original garrison units were not removed after occupying a city
Fixed several crashes that could occur during combat
Fixed an issue where the number of owned cities in the upper-left corner of the overworld UI did not update in real time
Fixed an issue where characters would not move items from trading zones to warehouses, and where the warehouse clearing function was ineffective
Fixed an issue where no battlefield entry prompt appeared after loading a save and initiating a siege
Fixed an issue where stationed disciples would incorrectly set out on offensive missions
Fixed an issue where background music would not resume correctly after combat
Adjusted the learning conditions for martial arts manuals to make them more reasonable
Optimized the roaming behavior and pathfinding logic for tamed animals
While in托管 (entrusted) mode, players can now rotate the camera and zoom in/out with the scroll wheel
Added ESC key support to exit certain overworld interface panels
Hello, players! After a long period of polishing and dedicated hard work, we are finally about to welcome a brand-new major version of the game! We would like to express our heartfelt gratitude to every player for your long-term companionship, perseverance, and patient waiting. It is your love and support that have kept us moving forward steadily, continuously optimizing and polishing the game content.
We are fully aware that Version 1.0 had many issues regarding optimization and player experience, as well as a lack of late-game content. To bring you an all-around upgraded gaming experience, this time we have initiated a comprehensive iteration and upgrade of the game's underlying architecture, deeply reconstructing and optimizing the core program and underlying code. Compared to regular minor version updates, this underlying upgrade involves a much larger workload and a longer polishing cycle, solely to optimize the overall performance of the game from the root, build a solid foundation for subsequent content updates and experience optimizations, and bring everyone a more stable and higher-quality gaming experience.
Therefore, during this 1-2 month process of reconstructing the underlying architecture, we were unable to optimize and update some minor issues, so we ask for your understanding. Furthermore, we need to reiterate that we have not given up. As for those harsh and piercing voices claiming we "ran away with the money" or "stopped updates," they actually serve as a spur to urge us to make the game better with faster speed and higher quality!
Last week, we invited some core players to participate in internal testing to collect feedback and iteratively fix issues. They provided us with many excellent suggestions and reported various existing bugs, for which we are extremely grateful.
Starting today, this brand-new major version is officially live on the beta branch. You can experience the new content directly by switching to the Beta Test Branch. We will maintain daily updates for the beta version and release update announcements. We expect to officially launch this on the live branch in late July. Players who want to experience it in advance can switch branches to try it out.
However, since the game is still in the testing phase, it is inevitable that you may encounter crashes, freezes, and many other issues. We are in urgent need of your feedback.
We have created a brand-new Jianghu map to restore the local landscapes and geography of the Central Plains as much as possible. Depending on players' initial choices, they will have different starting locations. Looking around, you will need to conquer the Jianghu step by step.
On the map, there are different factions, resource points, strongholds, towns, etc., and you can choose to dispatch disciples to station there. Consequently, the maximum number of disciples will be expanded.
Sect disciples can now be sent to various places for "Adventures." During their adventures, they will meet eccentric people and witness strange events, explore hidden caves, and even break through bottlenecks at the critical line between life and death. Of course, adventures also come with risks—disciples may get injured or make enemies. How to weigh rewards against risks requires careful consideration by the Sect Leader.
In a brand-new map instance, organize your disciples to advance step by step, capture battle flags, and ultimately occupy the opponent's sect. This will require some micro-management and strategic planning on your part.
By then, the enemy may have powerful formations, reinforcements, and mechanical puppet beasts, so you need to be fully prepared.
There are also various encounters, treasure chests, and battlefield supplies on the map waiting for you to obtain and explore.
👘 Sect disciples have exclusive outfits, showcasing the unique charm of each sect
📜 Each sect's signature martial art is independently designed, making the system more standardized
🎨 The appearance of the strongholds fits the temperament of the respective sects, greatly enhancing immersion
There are simple diplomatic interaction relationships between players and other sects to improve or reduce relationships with them. Different sect relationships may bring entirely different gameplay experiences.
The martial world no longer revolves solely around the player. Even if you stay in closed-door cultivation, various emergency events will automatically emerge daily throughout the martial world based on the overall situation.
For example, during "Several evil sects besieging a righteous sect," the Sect Leader can lead troops directly to the battlefield and freely choose to join either side to change the course of the battle;
Or if you encounter "A certain sect leader being mysteriously assassinated" or "Two major forces fighting fiercely," you can completely stay put, observe quietly from the side, and strike at the critical moment to reap all the benefits.
⚔️ Renowned Masters Return: If you kill key disciples during an attack, it is highly likely to anger the sect elders who have been in closed-door cultivation for a long time. They will return to the world to forcefully block your offensive.
🛡️ United Against a Common Enemy & Political Maneuvers: Sect wars are no longer a solitary fight. For instance, when you raise troops to attack Hangzhou City, it might trigger a "shared fate" event, causing all sects in the city to unite to resist you; but you can also use strategies to turn certain sects in the city in advance, making them defect at the critical moment and become powerful helpers in your attack.
🎲Sect War Events: Combined with the brand-new Jianghu events, we have further expanded the random event pool for sect wars, creating more variables during conquests and making the battle situations even more unpredictable.
To make the combat style of each sect more distinctive, we have completely reconstructed the martial arts system in Version 1.1;
1️⃣ Massive New Skills Implemented: We have created over 120 brand-new skills in one go! Each of the top ten sects will now have its own mature combat style or powerful exclusive special skills. The major sects can finally demonstrate their true heritage.
2️⃣ Skill Progression Overhaul: Sect Leaders can now individually "refine" the affix effects of skills to forge your exclusive divine techniques. When disciples go out for adventures or practice martial arts in the sect, there is a chance they will achieve "sudden enlightenment" and comprehend brand-new skill effects.
🎶 Reaching the required sect level will unlock the exclusive BGM for the corresponding map, with musical styles matching the sect's characteristics (Special thanks to YouTuber: Richard for the great support)
✨ Collect all sect music to automatically unlock a limited hidden track
🏗️ Free Control of Foundation Height—Raise or lower as you wish
⬆️⬇️ Switch Freely Between Upgrade / Downgrade—Flexible adjustments, no longer restricted
🎨 Batch Material Replacement—Select an area and change the materials of foundations, walls, and roofs with a single click
Crops can now be planted on water—To better decorate the sect
Brand-new water features and bridges are available for decorating the sect
🗺️ Building Relocation: You can now move buildings from one place to another directly, without having to demolish and rebuild them first.
Customize Your Jianghu: When starting a new game, Sect Leaders can freely choose a starting difficulty that suits their gaming habits and pressure tolerance. Whether you want to experience the "Paradise" mode of relaxed farming and casual cultivation, or challenge the "Hardcore Sect" mode with maxed-out survival pressure and formidable enemies all around, the choice is entirely yours.
Fixed the issue where the effect of Qi-Healing Pills was abnormal
Fixed errors in martial arts affixes related to Qinggong (Lightness Skills)
Fixed the issue where maximum HP was calculated incorrectly in combat
Fixed the issue where special effects displayed incorrectly when move hits triggered detonation effects
Fixed incorrect calculations of percentage bonuses (Attack/Defense/Shield Max/Evasion) in martial arts affixes
Fixed incorrect configuration of enemy martial arts affixes
Fixed the issue where some martial arts incorrectly unlocked levels they shouldn't have
Fixed incorrect skill cooldown calculation
Fixed incorrect distribution of skill points under different difficulties
Fixed incorrect calculation of extra skill points in the Ancient Tomb Sect scenario
Fixed the issue where players could not enter combat in certain situations
Fixed several other abnormal performances in combat
Fixed a series of room determination issues, such as incorrect room area recognition, new rooms affecting existing rooms, and some room types failing to be recognized
Fixed the issue where building grid placement determination was incorrect
Fixed incorrect calculation of stair heights
Fixed the incorrect placement of large foundations
Fixed foundation model display errors
Fixed errors that occurred when rebuilding structures
Fixed the issue where initial building levels were set incorrectly
Fixed incorrect calculations or omissions in resource counts
Fixed the issue where characters would still use chairs after they were disabled
Fixed the issue where crafting tables would swallow inputted resources
Fixed the issue where territory prosperity grew at an abnormally high speed
Fixed incorrect configuration values for population and prosperity provided by buildings
Fixed the formula error regarding prosperity affecting production cycles
Fixed the issue where building durability did not take effect correctly according to difficulty after loading a save
Fixed the issue where invisible obstacles (commonly known as "air walls") existed in scenes
Fixed the issue where confirmation actions interfered with each other when multiple breakthrough success pop-ups appeared at the same time
Fixed the issue where selling items to a merchant with no money still granted money, and where items were incorrectly deducted entirely upon sale
Fixed issues related to the Treasure Pavilion
Fixed the issue where items with permanent shelf lives disappeared as soon as they appeared in specific difficulties, and where shelf lives did not restore correctly after loading a save
Fixed issues related to chest drop rates and corpses
Fixed the issue where characters got stuck when carrying equipment after loading a save
Fixed issues related to carriage cargo transportation on the world map
Fixed the issue where weather temperatures remained unchanged for a long time (e.g., summer remaining below freezing point)
Fixed errors in diplomatic dialogues
Fixed the issue where character pathfinding directions were incorrect
Fixed the issue where animals could not move due to control effects during combat or wandering
Fixed the issue where character movement commands could not be aborted normally
Fixed the issue where character movement information lost data during transitions
Fixed issues related to emergent world events
Fixed issues related to left-click operations
Fixed the issue in high-DPI screens where the mouse click position offset caused targets to be unclickable
Fixed display issues with some pop-ups
Fixed display errors in multi-language texts
Fixed the issue where large UI images blocked skill icons
Fixed the issue where an abnormal white block appeared in the top-left corner of the screen
Fixed line break display errors in text
Fixed abnormal text displays for mood information
Fixed issues in the tutorial flow
Fixed incorrect displays of the protagonist's portrait during sparring
Fixed abnormal hair display for characters when loading old saves
Fixed multiple issues that could cause the game to crash or throw errors
Enhanced fault tolerance processing during data abnormalities to reduce error reports
Optimized overall game execution efficiency
Optimized the performance of the character AI decision-making system, making disciple actions smoother and no longer sluggish
Optimized model rendering via LOD (Level of Detail) to reduce rendering overhead and improve frame rates
Optimized detection logic in combat to reduce unnecessary performance overhead
Simplified the loading process and removed redundant secondary loading pop-ups
Added a "Prioritize Construction" feature, allowing players to designate certain buildings to be built first
Improved right-click controls and the UI display for resource information
Optimized camera occlusion and collision handling to improve the feel of the follow camera
Optimized the turning and jitter performance of patrolling monsters when joining a team, making movements more natural
Added new novice tips, buff tips, and character prompts to help players understand game mechanics faster
Added a building limit control, making homestead planning clearer
Added a feature to copy building production queues, making repetitive scheduling more hassle-free
Enhanced passive skills and added various trigger types
Added autonomous behaviors like rescue and healing for disciples, who will now actively take care of injured companions
Added an item notification system, making resource changes clear at a glance
Significantly expanded martial arts affixes, making martial arts builds more diverse
Optimized the skill effects of numerous martial arts moves (e.g., Divine Slash, Iron Sand Palm, Black Blood Eruption, etc.) to make fights more visually appealing
Added a "Medicine Refining / Alchemy" system and related recipes, allowing players to refine pills on their own
Added an "AI Delegation" feature, allowing disciples to execute tasks automatically to free your hands
It's that time again—our biweekly development progress report. Our dev team has been working around the clock to bring you more substantial new content as quickly as possible. Thanks to your continued support and feedback, the various new systems for version 1.1 are steadily taking shape, and the framework of the martial arts world is becoming more complete by the day.
This week, we not only tackled the most highly requested difficulty system but also introduced a new training system, and made breakthrough progress in both world map construction and the martial arts ecosystem. Here's a detailed breakdown of our latest developments!
(Lots of GIFs and images—may take a moment to load)
The path of the martial arts world is long—some seek a life of peace, others thrive on the brink of death. This week, we officially integrated the Difficulty Selection System into the game!
Customize Your Jianghu: When starting a new game, you can now choose a difficulty that suits your playstyle and tolerance for challenge. Whether you prefer the relaxed farming and casual cultivation of "Utopia Mode," or the high-pressure survival and relentless enemies of "Hardcore Sect Mode," the choice is yours.
Disciples idling around the sect all day get stale—true mastery and fame are forged through trials by fire.
Jianghu Training: Sect disciples can now be dispatched to various locations for "training." During these expeditions, they may encounter eccentric hermits, discover hidden grottoes, or even break through their limits in life-or-death moments. Of course, training comes with risks—disciples might get injured or make enemies. It's up to you to weigh the rewards against the dangers.
An empty map does not make a real world. This week, we completed the following in art and map design:
Sect Prestige: The exclusive compounds of all major sects in the jianghu are now fully implemented! Each major sect now has unique architecture and terrain that reflect its historical legacy and martial arts style.
Hustle and Bustle: At the same time, the internal maps of all major towns have also been fully implemented.
To make this world truly "alive," we've made groundbreaking upgrades to the underlying ecosystem:
Brand-New Jianghu Event System: The world no longer revolves solely around the player—even if you stay secluded in your sect, the martial arts world will automatically generate various emergent events based on the changing situation.
For example, "Several evil sects besiege a righteous sect"—you can lead your forces to the battlefield and freely choose to join either side, influencing the outcome of the conflict;
Or if "A sect leader is mysteriously assassinated" or "Two major factions clash," you can hold your ground, observe quietly from the sidelines, and strike at the critical moment to claim the spoils.
Expanded Sect War Event Pool: Building on the new jianghu events, we've further enriched the random event pool for sect wars, introducing more variables and unpredictability to siege warfare.
With more and more martial arts manuals appearing in the jianghu, we've added 180 new techniques and 60 secret manuals. Since many players may not yet know the origins and acquisition methods of these skills, we've created the Martial Arts Compendium this week.
All Martial Arts at a Glance: You can now browse all in-game martial arts techniques from the compendium at any time. Whether it's move power, skill effects, cultivation requirements, or style synergies, everything is clearly laid out—making it easy to identify gaps and better plan your disciples' skill loadouts.
While the skeleton is now in place, there's still plenty of flesh to add. Next week, we'll focus on refining the following:
Training Event Expansion: We'll be adding even more random encounters, story events, and surprise battles during disciple training to make every expedition feel full of unknowns.
UI & Interaction Polish: Fine-tuning the visuals and controls for the newly implemented difficulty, training, and compendium interfaces to enhance your gameplay experience.
Performance & Stability Testing: With the world map and town maps now fully implemented, we'll begin a dedicated performance optimization sprint next week to ensure smooth sailing in the jianghu.
Watching the major sect compounds rise one by one, and seeing jianghu events begin to unfold naturally on the map—we're one step closer to that "living, breathing martial arts world." The richness of version 1.1 has already exceeded our expectations, and it's all thanks to your invaluable feedback over the long haul.
We currently plan to open internal player testing in early July, followed by beta testing in mid-July, with the full branch update going live at the end of July. Stay tuned!
(There are quite a few GIFs, so they may take some time to load)
To give each sect a more distinct and vivid combat style, we have completely reconstructed the martial arts system in version 1.1:
1️⃣ Massive New Skills Implemented: We have created over 120 brand-new skills in one go! We can now confidently promise that every single one of the top ten sects will have its own mature combat strategies or powerful, exclusive special skills. The major sects will finally be able to showcase their true, deep heritage.
2️⃣ Major Skill Growth Revamp: Say goodbye to the cookie-cutter skill upgrades of the past! Now, Sect Leaders can individually "Refine" the affix effects of skills to forge your own ultimate divine techniques. Even more exciting, disciples now have a chance to achieve "Enlightenment" and learn brand-new skill visual effects while adventuring or practicing martial arts at the sect.
A true Jianghu is never just a simple clash of numerical stats. We have greatly refined the mechanics of Sect Wars, introducing a rich variety of random events to make every battle of conquest full of variables:
⚔️ Renowned Masters Unretiring: If you slay a core disciple of the enemy during an attack, it is highly likely to anger the sect's long-secluded Elders. They will emerge from their seclusion to forcefully block your advance.
🛡️ United Against a Common Foe & Diplomatic Maneuvering: Sect Wars are no longer a solitary affair. For example, when you launch an attack on Hangzhou City, it might trigger a "Shared Fate" event, causing all the sects in the city to unite against you. However, you can also use your wits to instigate defection among certain sects in the city beforehand, turning them into powerful allies to aid your assault at the critical moment.
🗺️ Building Relocation: You can now move buildings from one place to another directly, without having to demolish them first and then rebuild them.
🏠 New Constructions: Added more water features, waterscapes, and bridges.
(Activity Area Control)
(Building Relocation)
(Waterscapes and Bridges)Development work is still in full swing, and next week we will focus on tackling the following contents:
Difficulty System Implementation: Formally implement the difficulty selection system into the game, allowing Sect Leaders to choose the starting difficulty that best suits their preferences and needs.
New Systems Progression: Focus on developing the disciples' "Adventure System" and "Diplomacy System" to make interactions within the Jianghu more frequent.
Sect War Expansion: Continue to enrich the random event pool for Sect Wars to provide everyone with a more immersive experience of martial arts grievances.
Every line of code committed to version 1.1 is inseparable from your suggestions and feedback in the community. We will continue to maintain an honest and transparent attitude, working hard to polish this Jianghu.
Thank you all, Sect masters, for your patience and expectations!We haven't updated the game for a while, and we apologize for this. We are aware that the current version still has issues and bugs affecting gameplay experience. However, we have to push forward the development of Version 1.1 promptly. Due to version management limitations, we cannot fix existing bugs while developing new content simultaneously, nor can we maintain two versions at once. Hence there will be a temporary halt to updates.
Some reported problems like unrecognized rooms and stuttering have already been fixed. Yet these fixes are integrated with new content in the upcoming version. To prevent unexpected errors, we haven't released them for now. We appreciate your understanding.
We are currently in full sprint developing Version 1.1, and this update brings a wealth of brand-new content — including the World Map, Sect Wars, and Base-Building Optimizations, among other major systems. It's packed with substance and well worth the wait!
📢 Starting this week, we will be sharing weekly development progress reports — transparent and timely. 📅 The update is expected to go live by the end of next month!
All ten sects from Version 1.0 will gradually receive their own strongholds. Once the world map opens, you will be able to:
🥋 Dispatch disciples to train and adventure across the land
⚔️ Assault rival sects and vie for supremacy over the martial world
🤝 Foster diplomacy and trade, exchanging resources for mutual prosperity
(World map preview image below 👇 Sorry for untranslated)
In this first wave, we have completed stronghold modeling for the first six sects, accompanied by a suite of carefully crafted content:
👘 Sect disciples will don exclusive faction attire, each radiating its own unique style
📜 Each sect receives an independently designed signature martial art, with a more structured and polished system overall
🎨 Stronghold aesthetics tailored to each sect's character, greatly enhancing immersion
Thanks to your enthusiastic feedback, we've implemented substantial optimizations to the construction system:
🏗️ Freely adjustable foundation height — raise or lower terrain exactly as you envision
🎨 Batch material replacement — select an area and swap foundation, wall, and roof materials in a single click
⬆️⬇️ Seamless upgrade / downgrade switching — reconfigure with flexibility, no more constraints
Version 1.1 is our concentrated response to player feedback, and a major step toward a more complete world for Sect Origin. We are deeply grateful for every Sect Leader's patience and support. Weekly progress updates are on the way — stay tuned!
With you at our side, the martial world is never far. See you at the end of next month! 🏮
Some players have asked why there haven't been recent updates and if we've slacked off. That's not the case at all. These days, we've been going through your feedback, fixing bugs, tweaking details and balancing gameplay.
The core highlight of this update is that players can now build their own trading zones instead of traveling far to trade. Early in the game before unlocking trading technology, you still need to use the original trading spot. Once the tech is unlocked, you can construct personal trading zones, and goods will be prioritized stored there.
Besides, we're fully focused on developing Version 1.1. Many sincere suggestions from you have helped us spot plenty of overlooked issues. Thanks for playing earnestly and speaking your mind frankly.
We're truly grateful to numerous players joining MOD creation. Your participation makes this game fantastic. More creative creators are warmly welcomed. No prior experience is needed, we offer full guidance.
Just bring your ideas, and let's build this martial arts world together!
Today's Update Log
1. Fixed the issue where disciples sometimes fail to join spar battles
2. Fixed excessive foundation collision in 3v3 mode disrupting stair pathfinding
3. Fixed stuck issue when moving equipment and goods after loading saves
4. Fixed the bug of gaining continuous gold when trading with penniless merchants
5. Fixed total item deduction error during transactions
6. Fixed skill confirmation failure for some characters after multiple breakthrough successes
7. Fixed floating arrow towers
8. Fixed crashes when loading certain MODs
9. Fixed incorrect room type identification
10. Fixed occasional lag during room construction
1. Added playable custom trading zone construction
2. Added building quantity cap limits; certain special buildings have build restrictions
3. Added 4 new buildings that boost attributes of arrow towers and disciples within range
4. Adjusted base attack power and hit rate of arrow towers
5. Optimized health bar display for arrow tower-style buildings
6. Added more MOD interfaces
7. Revised the configuration loading method for MODs
Dear player!
A new week has begun—hope everyone is feeling happy.
We have already started working intensively on the content for version 1.1. There will be some minor tweaks and adjustments in the game, and we will continue to update it regularly.
Additionally, due to cloud save resolution issues, some display problems or unclickable buttons may occur. Pressing F11 can reset this.
\
Fixed the issue of duplicate resource collection
Fixed the issue where loading a save file fails
Fixed the problem where the UI does not display when switching room types
Fixed the issue where characters sometimes run to the rooftop to sleep
Fixed the problem where sparring sometimes does not enter battle
Dear player
We have received a lot of anticipation from you regarding the v1.1 update. Please don‘t worry — we have already started intensive development, and it will be available soon. The game is continuously being optimized and adjusted. Feel free to provide feedback at any time.Below is today's update.【Bug Fixes】Fixed a crash that could occur under specific circumstances.
Fixed an issue where imprisoning captives could get stuck (if an action has already been selected, cancel and re‑operate).
Fixed a situation where characters could get stuck on terrain foundations.
Fixed an issue where, after canceling a draft, characters might not enter combat even when enemies were present.
Fixed an issue where characters would pause briefly when drafting during combat.
Fixed an issue where animals sometimes would not roam near the feeding trough.
Fixed an issue with the drying rack where hauling was ineffective.
【Experience Optimizations】Optimized animal spawn points on the island map.
Reduced the stack size limit for animal food.
Adjusted the description and building category of the Eight Treasures Pavilion.
Optimized pathfinding and collision for the training platform and execution platform.
Adjusted the upper‑body proportion of characters.
Greetings! Thank you all for your enduring love and support for Easter Era. It is the companionship of every cultivator that allows this game to keep growing and becoming more wonderful. To further enrich the game's mod ecosystem, discover more outstanding creative talents, and let players experience more diverse and innovative game content, we are officially launching the Easter Era Mod Creator Recruitment Program. We sincerely invite every creative and passionate cultivator to join us!
Whether you are a seasoned veteran skilled in mod creation or a newcomer willing to try your hand at creation, as long as you love Easter Era, are eager to inject new vitality into the game with your creativity, and willing to share your creations, you are warmly welcomed here. You will receive mod production guidelines, exclusive technical support, and access to a supportive creator community. You will also have the opportunity to contribute to future game content development, joining us to build an even more marvelous cultivation world.
Below is the configuration description. Multi-language translation is not available yet, please try using web machine translation for now.
The group will share mod production tutorials, technical Q&A, and the latest event information, while offering corresponding support for creators. We look forward to talented cultivators joining us to craft a new chapter of cultivation with boundless creativity!
We also take this opportunity to address the concerns of players of The Lost Village. Recently, we have noticed many of you have questions about the game's update progress, worrying that previously promised content has not been delivered. We sincerely apologize to all players of The Lost Village, and hereby clarify the specific situation:
Of the 20 promised update contents for The Lost Village, 18 have been successfully completed so far, covering core content such as sect gameplay optimization, bug fixes, and skill expansion. Every update embodies our dedication, and we could not have achieved this without your feedback and support. The remaining uncompleted features—Creative Workshop and Weather System—have not been put aside. Instead, to guarantee a polished in-game experience upon launch, we chose to conduct technical verification and refinement first in Easter Era.
At present, the Creative Workshop and Weather System have been successfully implemented in Easter Era. After practical testing, their functional stability and gameplay compatibility have met expectations. The Creative Workshop has completed basic framework construction, as well as testing for mod upload, download and review functions. Final detail refinement and stability optimization are now underway. Once fully polished and verified flawless, it will be launched on The Lost Village immediately with relevant features unlocked, living up to your anticipation. Following the launch of the Creative Workshop, the Weather System will be gradually ported and adapted to meet players of The Lost Village as soon as possible.
Once again, we thank all players of Easter Era for your support and companionship, and players of The Lost Village for your understanding and tolerance. We will go all out to build the mod ecosystem for Easter Era and push forward updates for The Lost Village, honor our commitments with concrete actions, and safeguard our original aspiration for cultivation alongside all of you.
Hope you all well! We've also been busy, and this time we have a relatively important optimization: we've added a slightly larger foundation (we will introduce more custom-sized foundations later). For players who experience lag during late-game construction, you can replace some of the original small foundations with this new type, which can alleviate late-game lag to a certain extent.
Foundation merging is a major project that needs to be compatible with old save files, so it will take more time.
Next, for the construction part, we will add the foundation replacement function as soon as possible to make it more convenient for landscape builders.
V1.1 is currently in intense development.
1. Fixed the bug where the quantity control for Advanced Healing Elixir crafting does not work
2. Fixed the issue where when attacking targets like bandits, the target keeps moving even after meeting the attacker while approaching
3. Fixed the issue where when attacking targets like bandits, the disciples may disengage from combat even if the target is not dead
4. Fixed the bug that allowed direct window construction in mid-air
5. Fixed the bug where capturing captives didn't take effect
1. Added three 3*3-sized foundations, which are unlocked alongside the existing 1*1-sized foundation technology; players with laggy old save files can try replacing some foundations
2. Added Jiangnan Blueprint Room 1
3. Added animation for the Stellar Mill
4. Adjusted the attributes of \ mission newly crafted equipment will have the updated attributes
5. Adjusted the foundation design to significantly reduce lag in late-game save files
6. Added dynamic updates; newly added content can be compatible with old save files
Today, we have updated some experience-related content. Since the content is not extensive, we will release it in a combined update.
1. Added three new auto-save slots to ensure safer saves for players.
2. Fixed the issue with the "Gear Spider \" quest: it will no longer stop refreshing after completion.
3. Removed the sphere collision from the "Flying Dragon" skill effect; now it will no longer fail to hit targets.
Yesterday, we updated the \ building blueprints. In the future, we will continue to add various buildings of different styles to make players' sect landscapes more beautiful.
In addition, Version V1.1 is currently in intense development. For example, the new Jiangnan-style building landscapes we have added will be applied to our Sect Wars/Encounter Battles in the future. The image below shows Hangzhou City, the future location for Siege Battles. Stay tuned!
As the May Day holiday approaches, we strive to update the architectural blueprints of Jiangnan Water Town to the official branch before May Day. Stay tuned.
Fixed the issue of no item drops after scavenging
Fixed the stuck problem when animal breeding and delivery progress are full
Fixed newborn animals having no name after delivery
Fixed the display error that books are occupied when reading is interrupted
Add destroy button for ornaments/accessories
Adjust the sect requirement levels of two technologies: Archery Range and Environmental Utilization (Untranslated, update tomorrow)
Move raid and other monster spawn positions to the map edge (these areas will no longer allow building construction)
Yama Quest: Gear Spider \, spawn rate increased to 50%
Optimized the performance of map edges; areas where construction is prohibited are now visibly blocked by objects.
We have now released a minor patch with small adjustments. Optimizations for stuttering and similar issues require modifications to the underlying framework, leading to slower progress. We appreciate your understanding.
Additionally, the Jiangnan Water Town content (mainly building appearance sets) promised to players after launch is scheduled to be updated and released within this week for your landscape construction needs.
On the building aspect, floor tile replacement is currently in development. After its completion, floor tile merging will be implemented to reduce stuttering. Follower foundation height customization will be developed next.
Fixed the issue where item temperature on shelves failed to be affected by room temperature.
Fixed the abnormal True Qi deduction error of \.
Corrected the error that \ could not apply poison effects.
Fixed the bug where Zhuge Crossbow failed to attack.
The countdown of Sect Doctrine will pause in outer worlds to prevent it from expiring and becoming ineffective after exiting dungeons.
Added item source hints to quest descriptions when requesting items in the \ quest line.
Also, we've noticed that MOD creators have started uploading various content frequently. For instance, there are Tyrannosaurus rex mods in the Workshop. However, as these are fan-made creations by independent creators, we cannot guarantee their functionality and stability. Players who wish to use them should proceed with caution.
We have never slackened our efforts. We carefully review and fix every issue reported by players one by one. We will keep polishing and optimizing the game to live up to your original expectations.
Fixed an issue where the shelf life of tea and grain would not be extended in low-temperature environments.
Fixed a bug that might trap characters when using the Zhuge Crossbow.
Fixed an error where the movement speed bonuses of the traits Wanderer and Brute did not take effect.
Fixed the problem that night lights would not turn on after returning from outer world.
Fixed an issue where interrupted carried items would not drop to the ground under certain circumstances.
Adjusted the collision size of tigers and brown bears, allowing them to pass through more areas.
Optimized the secret manual merchant to sell more golden-level martial arts manuals.
Added a restriction that prohibits construction in areas without pathfinding on the map, to prevent disciples from frequently getting stuck or teleporting abnormally.
We sincerely appreciate all players' tolerance and support for \ since the game launch. The game has been online for nearly a month, and we want to share our sincere thoughts with you.
From missing audio and lagging performance at server opening, to numerous experience-breaking bugs, we have noticed all issues and kept them in mind. On behalf of the entire team, we offer our most sincere apologies. We failed you, as you entered our sect world with great expectations yet encountered many unpleasant problems. Due to our nearly daily updates and insufficient testing, fixes often caused new issues elsewhere, resulting in frequent errors. We are truly sorry.
We are a small indie development team with limited experience. We lacked thorough planning and crisis response capability for launch preparation and unexpected problems. For this reason, every bit of your understanding, patient feedback, and even frank criticism means a great deal to us, and we are deeply grateful.
We have never slacked off during this period. We have been focusing on bug fixing, performance optimization, and sorting out all your questions and suggestions.
We have recorded and verified every issue raised by players one by one. In this notice, we will give unified replies to your most frequently asked questions.
We fully understand the frustration and inconvenience caused by frequent lagging during gameplay. We sincerely apologize for the poor experience we have brought to all players recently. We are gamers ourselves, and we also feel annoyed when experiencing lag in other games.
We fully acknowledge that lagging and frame drops objectively exist in certain scenarios, especially as the sect expands in the late game. We will not evade this issue.
As a sect simulation management game, the device computing load rises significantly with more disciples, denser buildings, and concurrent operation of various events and numerical systems. Combined with insufficient early performance adaptation and logic optimization, these problems have become prominent.
Performance optimization is not a one-time task, but a long-term process requiring continuous iteration and gradual improvement. We will keep optimizing in the following aspects to solve problems one by one:
- Simplify logic for high-load late-game scenarios, optimize numerical calculation and scene loading efficiency to relieve lag caused by intensive computation.
- Improve graphics and resource loading mechanism, reduce device operation burden, and enhance fluency on devices of all configurations.
- Continuously locate and fix performance issues caused by redundant code and stacked effects, and release optimization patches in subsequent updates.
- Integrate calculation of foundations, walls, roofs and other parts to avoid resource waste from simultaneous triggering of multiple actors.
We will conduct rigorous tests for every optimization to make the sect world run more smoothly. Thank you again for your criticism and patience. We will live up to your expectations with substantial updates.
We fully understand players' concerns about us abandoning the game. It is quite normal for you to have such worries, as many games cease all updates abruptly nowadays.
We sincerely assure you: We will never abandon this game, nor do we intend to make a one-time profit.
Simulation management games are inherently different from other genres. Classic titles such as Stardew Valley and RimWorld have gained long-lasting popularity thanks to continuous updates and constant content improvement. Games of this type boast high replay value. As players keep revisiting and building gradually, we will sustain long-term operation and consistent updates. This is determined by the game genre, and also our original commitment.
Besides, many players are still observing us, judging our attitude towards the game, problem-solving approaches and content optimization. We remain confident. As long as we polish the game earnestly, fix all existing bugs and add planned content, we believe you will grant more trust and support to our young team.
Rest assured. We will keep improving \ step by step and maintain perpetual updates. If we planned to abandon the game, we would not update daily and would simply give up entirely.
Frankly, for our startup team and this simulation management game, whether we launch in Early Access is not the core issue. There are games that stopped updating during EA, and others that keep getting long-term support even after full release. Thus, the label of EA or full version matters little to us. No matter which launch format we choose, simulation management games inherently require long-term updates and continuous improvements, which will not change based on release type.
Additionally, we were overly optimistic about our development progress and completion at first. We believed the core gameplay was stable enough for a full release, hoping players could experience the complete sect gameplay sooner. We planned to supplement lacking post-launch content based on player feedback, such as tower climbing, disciple PvP minigames, and more. We intended to build a game created together with the community.
However, after official launch, widespread lag, bugs and gameplay issues emerged far beyond our expectations. We truly failed to meet players' expectations, and we acknowledge our reckless launch decisions.
Simulation games feature intricate underlying mechanics, with buildings, disciples, stats and events running simultaneously. Many flaws only surface after massive player testing. We are now optimizing and iterating with stricter standards than typical EA development, fully fixing issues and expanding content with every update.
Moving forward, we will stay pragmatic, polish the game step by step, and make up for the rushed launch shortcomings through consistent updates and refinements.
Many players have mentioned the lack of late-game content, which we fully acknowledge. Current late-game gameplay is indeed insufficient, and we understand your dissatisfaction.
We will continuously release new content and gameplay in the future. Please keep an eye on our update roadmap. All optimizations and additions will be announced promptly, such as the previous V1.1 update. In addition, highly requested features including the marriage system will be gradually developed starting from versions such as V1.2.
We also hope to co-create the game with players. MOD support is now available, allowing us to develop more creative content together. Some players have already contacted us and created fun MODs including a sect "telecom fraud" base MOD and a Tyrannosaurus MOD, which may be launched on the Steam Workshop soon.
We are currently refining the MOD development workflow and official guide with these creators. Official modding tutorials will be released once the process stabilizes. We will also open long-term recruitment for MOD creators. Talented and creative players are welcome to join us and enrich \ together.
The mine has been updated to the beta version. Players who wish to experience it may switch to the Beta build. All other updates below have been deployed to the official live branch.
Fixed resource vanishing mid-collection after cancellation.
Fixed game crash upon interrupted reading.
Fixed animals spawning underwater in Juechen Valley map.
Fixed disciples refusing to battle in the Martial Tournament.
Adjusted wolf king spawn positions and increased kill loot.
Added infinite Mining Mine (Beta version only).
Added Tier 4 Sect quest line: Mohist Legacy.
Unlock Condition: Complete Hong Qi's quest and reach Sect Level 4.
Related NPC: Mo Qianji
Quest Rewards: Tier 4 exclusive weapon and armor recipes (unlocked upon reading by any disciple).
Additional Unlock: After finishing the second quest of Mohist Legacy, the quest Gear Spider \ will randomly appear at Yanluo. (Untranslated, update tomorrow)
To ensure version stability, partial optimizations and adjustments are deployed to the BETA version today. There have been multiple updates, so all patch notes are consolidated below.
1. Fixed improper captives interaction; captive recruitment now functions normally.
2. Fixed AI occupying buildings without releasing them; idle building occupation issues resolved.
3. Fixed room recognition failure under specific conditions.
4. Fixed repeated standing glitches during meditation.
5. Fixed erroneous revival of deceased disciples.
6. Fixed camera clipping bugs in outer world quests.
7. Fixed duplicate attribute bonuses from equipment affixes of different colors.
8. Fixed uncollectible plants.
1. Optimized display of automatons control panel.
2. \ Disabled Claim Reward button.
3. Adjusted brightness and radius of night lighting to reduce gloomy atmosphere; minor frame rate impact may occur.
4. Optimized disciple selection list; earliest selected disciples will be deselected upon reaching selection limit.
5. Berries and apricots removed from vegetable category.
6. Raised temperature of Dustless Gorge, slightly increased summer rainfall chance.
7. Reduced day-night temperature difference in spring and summer.
8. Reduced bludgeoning damage bonus of Rare quality trait \.
We have now entered the intensive development phase for the new content of Version V1.1. Prior to this, the update frequency will be reduced to ensure the quality of the version's development. Urgent bugs and poor experience issues will be fixed through daily updates. Features including floor replacement, foundation elevation, building movement, mine shafts, MOD creator recruitment, and the Jiangnan Water Town building set will be updated gradually.
The issue where disciples do not practice or facilities are not used has not been completely fixed (expected to be fixed tomorrow), which may affect your gaming experience. A possible temporary solution is to demolish and rebuild the related elements. We apologize for the inconvenience.
1. Fixed the issue where the Jade Statue would get stuck when being admired.
2. Fixed the issue where certain secret manuals and equipment would be stored in incorrect locations.
3. Fixed the issue where renaming animals would not take effect after returning from the outer world quests.
4. Fixed the issue where the schedule might change after exiting the outer world quests.
1. The electric light beams of the Flux Tower can now be hidden.
2. Optimized the night light effect of advanced lamps, making the night no longer look like a ghost town.
3. Optimized the heavy snow effect.
4. Optimized the description of food effects; you can now clearly see the buffs provided by different foods.
5. Modified the icons of multiple foods and the icon of Stellar Freezer.
6. Extended the shelf life of tea leaves.
7. Reduced the drying time of tea leaves on the drying rack.
8. Increased the selling price of tea leaves and fermented tea.
Today's update is here, mainly fixing the issue where quests couldn't be completed in many dungeons, and introducing some optimizations for players who focus on landscaping.
1. Fixed the issue where monsters failed to spawn abnormally in outer world
2. Fixed the issue where NPCs and monsters spawned underground
3. Fixed the issue where pathfinding to the Post station in Dustless Gorge caused wall-clipping
4. Fixed the issue where canceling planting or harvesting during the process of planting/harvesting farm crops would alter the button state
5. Fixed the issue where the number of random stats displayed for quest rewards and shop equipment was incorrect
1. Structures like fences and courtyard walls can now be built on sloped terrain
2. Each structure now has different slope requirements
3. Added slope checking for placing the ""
4. Extended the maturity period of crops such as mushrooms and kudzu vines to make harvesting easier
5. Added a toggle for displaying the range of lighting structures, Flux Tower, and Arrow Towers
6. Adjusted the quest by removing the "Elixir Basket" requirement
7. Made the correlation between Qi Shield consumption and the quality of acquired talents more visually clear during breakthroughs
Update Goldmine and Silvermine next week.
Today's update is here, aiming to fix many persistent bugs. In addition to the recent Mine Cave update, we will soon roll out features for replacing floor tiles, walls, and more.
1. Fixed the issue where other buildings could be placed under staircases
2. Fixed the incorrect time display in the work schedule
3. Fixed the issue where the "Depressed“ and ”Wandering" state sometimes wouldn't terminate
4. Fixed the issue where hunting actions wouldn't stop when the target was killed by others
5. Fixed some achievements that failed to trigger
6. Fixed the issue where equipped weapons wouldn't switch to "Unarmed" after being destroyed due to no durability or expiration
7. Fixed the issue where damage numbers wouldn't disappear when the character was destroyed
1. Adjusted skill casting rules; skills will now be prioritized strictly according to their slot order
2. Added multilingual text for the "Beggar's Chicken" recipe
3. Increased the yield of Stellar Crystal in some maps
4. Increased breakthrough speed, and added the impact of character happiness on breakthrough results
Stellar Mine
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Eastern Era, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Eastern Era statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.