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Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 

Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 

Read on for the full scoop! 



Taxes will be effective again starting Wednesday, January 26th.

The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.


  • Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
  • Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
  • Calibration grace period: 48h --> 72h

    The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.

    We are changing the calibration grace period from 48-hours to 72-hours. 

    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.




  • Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
  • Faster extraction animations

    We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.

    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.

    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.


  • New talents for surface harvesting

    In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.

    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.




  • New surface harvesting controls

    To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 

    Watch for additional details as we refine our plans!

  •  New mining unit surface harvesting, rocks spawning behavior

    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 

    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 




Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 

Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
We’d love to hear from you! 



The Novaquark team

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