r/Endfield • u/BushyWacker • 2h ago
r/Endfield • u/Shad0wedge • 3d ago
Megathread Help Megathread & Megathread List (19/10 - 25/10)
Welcome to the Help Megathread!
You're welcome to ask any question related to Arknights:Endfield.
Keep your pulls out of the questions or you'll get removed without warning. Please use the Gacha thread linked below.
Random thoughts and off-topic media are welcome in the Lounge linked below.
Links to the other Megathreads:
Helpful Resources:
r/Endfield • u/Shad0wedge • 7d ago
Megathread Patch 1.6 [Sanctuary of Ink] Gacha Megathread
| Character | Date | Off-banner |
|---|---|---|
| Si | After update - 26/11/05 11:59 Server Time | Liino, Typhoeus |
| Tangtang Re-run | 26/10/29 12:00 Server Time - 26/11/19 11:59 Server Time | All Standard 6* |
| Argent Flow | 26/11/05 12:00 Server Time - 26/11/26 11:59 Server Time | Typhoeus, Si |
| Weapons | Date |
|---|---|
| Jade Vessal | After update - 3 Chartered Headhunting Banners |
| Brigand's Calling | 26/10/29 12:00 Server Time - 26/11/19 11:59 Server Time |
| Lunar Calling | 26/11/05 12:00 Server Time - 3 Chartered Headhunting Banners |
r/Endfield • u/PowerfulBobman • 1h ago
Fluff/Meme Typhoeus Twitter AMA Recap was posted today, this was the first Q&A
The full AMA recap: https://x.com/AKEndfield/status/2113148344562602248
r/Endfield • u/Blacksuit_Swordman • 3h ago
Fluff/Meme If you were Endmin, which seat would you take?
r/Endfield • u/pioloto1997 • 7h ago
Fluff/Meme Bruh whats with this kid 😂 Spoiler
galleryshe is going places lol... kid is fearless just for her story book last time she hit a ride then she is supposed to go home now she got lost then she was probably guided by si when she said a talking butterfly now she back at wuing again 😂 i won't be surprise if we can see her again in our next destination
r/Endfield • u/SCICRYP1 • 3h ago
Discussion Finding Endfield engraved nameplate coordinate in actual space Spoiler
galleryJanuary this year AKEF make event called Etchings of Our Cosmic Dreams to send our UID to space. Five hour ago AKEF official did post a link to check your UID that being send to space but no mentioning which satellite carrying the name plate or tracking of the actual name plate yet. So I did it
The name plate is attached to payload adaptor of Lijian-1 Y18 second stage. Launch 20 September 2026. The name plate is a part of payload adaptor and is not deployed with the 9 satellite on this flight. You can track the second stage with NORAD ID 100789 or ZK-1A R/B, this should work on any satellite tracking website
I suggest using NORAD ID because there is multiple ZK-1A R/B in the tracker from other Lijian-1 launch but with different NORAD ID and all of them deorbit before this launch, the ID 100789 is only one in space right now
I did some math and estimate approximate deorbit time to be in Jan 2027-May 2027, assume CAS Space didn't control the stage to deorbit immediately after payload seperation. But 256km perigee pass suggest deorbit time leaning to Jan 2027 because higher atmospheric drag every time the second stage passing the perigee. The number I use have a lot of guessimate (like dry weight of the S2) so my mathing may differ from actual deorbit time
Anw all the rocket science aside. WOOOAH they actually send us to space. They did it before I successfully launch anything to space myself too. (Rip august demo launch you will be missed)
Kirsten did you see that?????
SIC ITUR AD ASTRA
p.s. if my math is very off pls do tell so I can go back to check the python where I mess up the number
r/Endfield • u/iAyushRaj • 8h ago
Fluff/Meme We got the Valley-IV Micro-Celebrity in Wuling Spoiler
r/Endfield • u/Kazenaraka • 4h ago
Official Media [Voyage To The Star] Hypergryph Has Launched A Rocket To Immortalized Player UID
The UID listed is the one that has registered in here during the registration period
r/Endfield • u/SalamanderWest8319 • 43m ago
Official Media Music in the space event
It is called Gravity's Measure but I couldn't find it on youtube. It sounds like a remix of Protocol Flow (login music).
Not sure if it can be considered official media but I don't know which tag to use.
Also MP3 for those who want it: https://drive.google.com/file/d/1VHw0aknywANZA3p8vEwBKS-qn_iSCT3r/view?usp=sharing
r/Endfield • u/Majestic_Potatohead • 9h ago
Discussion My Interpretations of 1.6 Story Spoiler
Very long post ahead, but this is basically the meandering thoughts that pop into my mind as I went through the new story.
Speaking of 1.6, it’s very funny because I know many who think that the story is what weighs this patch down, and there are also those who think this is one of the stronger storylines. I assume this is partly because the message the devs tried to convey is fairly hard to grasp if you don’t sit with it for a while.
Let’s get this out of the way first, I think we all know how big 3D gachas love to use the story of the patch as, effectively, a glorified trailer that promotes the latest banner. Therefore, going into the story, I wholly expected this to be Si’s patch. I was wrong. The focus of the patch is on Endmin alone and everyone else here play the supporting roles. I love that they’ve dedicated the patch for Endmin’s character development. I’ve always been of the opinion that if the main character isn’t one of the more interesting characters in the story then we’re following the wrong perspective.
Xiaohe Village
The first of the trials Endmin that has to overcome. I’ve seen many saying that this part makes little sense. And while they’d be justified in thinking so, it’s perhaps because this part is metaphors layered upon metaphors.
The game spelled out at the end that the wishing tree is the PAC to the villagers. However, what it never said is that the whole thing is an allegory of the Endmin themselves.
Si said that the damage in the painting is a reflection of the Endmin’s psychological state. In that sense, the devastated village represents the Endmin’s feeling of powerlessness. The Endmin understands that the nothing can solve everyone problems, no matter how much people rely on it or revere it. Yet, the Endmin woke up into this world with the role of a savior hoisted upon them, and so providing solutions to people’s problems is what they’re expected to do since birth, much like the wishing tree, or the PAC. The withered state of the tree is another clear reflection of the Endmin’s psyche.
Remember how the village chief couldn’t see the Endmin at the start? This part is fun. Despite how Endmin fixed their problems, twice, the villagers would all turned to the wishing tree and thought that the soolutions were miracles granted by an imaginary savior. It is only at the very end when the villagers understood that their strengths come from themselves rather than any external force did they see the Endmin, not as a wish granting device, but as just another living being who happens to pass by and lend a helping hand.
Furthermore, we also need to remember that this is a trial left by the past Endmin. This whole section is basically the past telling the current person “Everyone relies on you to be there for them, but you can’t bear everyone’s burdens. Trying to do so will only destroys yourself and disappoints the others.”
The Chess Game
For the chess game, if you think that the whole game is a setup to hype up Endmin, or that the solution is cheating, then I'm afraid you’ve missed the point. Following the logic of this being a message from the past Endmin, we can clearly see that the chess game has a very nice progression.
The first game is a basic test of the Endmin’s tactical acumen. We have the advantage, but we can still lose if the Endmin makes any mistake. There’s not much else to say here.
The second game is a test on how far the Endmin is willing to go for victory. The fact that the faceless pieces were given backstory was basically a reminder that, on a real battlefield, each person you decide to sacrifice has their own story. And these pieces can be the people you personally know, which was also spelled out very clearly towards the end, in my opinions.
The third game, however, is interesting because it was never a puzzle to be solved. Rather, it acts as the question: “you’re willing to sacrifice others. But are you willing to sacrifice yourself?” I love this part personally because it’s such a nice red herring. I automatically assumed that the Endmin was the Marshal of these games, and that the other pieces are the operators protecting them. Only to have the game tells you that the Endmin thinks of himself as just another piece. A Pawn, no less. This further reinforces the previous message that the Endmin was never meant to be a savior. They’re just a part of the mass in an effort to protect something greater.
Dijiang
In this section, we got completely isolated from the other companions, which is basically the most direct way the game can tell you that the Endmin is going to wrestle with their own demon. The fact that their inner thoughts take the shape of the enemies presents a very nice contrast between how the Endmin acts and feels.
During the fight with Alleikhreos, the Endmind decisively turned down his offer to return to the Foundation. Similarly, we never saw Endmin display any doubts or hesitations when fighting against Nefarith or Ardashir. However, in this section, we can see that the Endmin has been contemplating their words, over and over again. Every single word said here is an inner thought that had tormented the Endmin. They themselves know that they’re only seeing the picture from one side, and they don’t know if that side is even correct.
Then we move on to the nameless Endfielders. Now, I’m usually peeved by the use of generic npcs in important cutscenes like this, but from Endmin’s perspective, that is who these people were. Endmin doesn’t know them, they don’t know their names, they don’t know their faces, they don’t even know if these people actually existed or are mere fabrications. They only have an inkling that many people had died for them, people that can't be recalled. This whole section represents the Endmin’s crushing guilt.
The apple is another very interesting imagery. It’s very clear that this represents the first act of kindness that Endmin received as a person without a past. But more than that, it also symbolizes the acceptance that they received from the other operators. These people that Endmin met along their journey, no matter if they had known them in the past or not, accepted the new Endmin for who they are, in this moment. They, in return, becomes the light that pushes the Endmin forward. In a sense, just as everyone is following Endmin’s lead, the Endmin is following their lead. For someone without a past, the Endmin is only doing what they do because they have faith in the people who trust them. It’s such a nice, wholesome loop. A bit cheesy, perhaps, but I think it does its job well.
Meeting with the old Endmin
There’s actually not much to say about this part. I’ve noticed that some are unsatisfied with how the game still refuses to tell us who the Endmin is in the past. While I completely understand the frustration, I think this is a simple conflict between what the players want and what the actual characters want.
Past Endmin has, in no uncertain terms, said that what or who they were doesn’t matter as much as who they want to be. The Endmin has been burdened by trying to live up to their past up until this point, but the past is effectively saying “we’re different people, write your own history”. If the game had gone on to talk about the Endmin’s past at this point, then the entire message would have been greatly undermined.
Conculsion
I had a lot more to say than I thought. If anyone has actually made it here, I appreciate that you had endured my ramblings. Admittedly, a large portion of this post is my own interpretations, and there are parts where I may be reaching a bit, but I greatly enjoyed the story this time.
I simply love how vulnerable the devs allow their main character to be, and I hope we will continue to receive more Endmin-focused chapters (not dating quests, mind you) in the future.
r/Endfield • u/najfu • 13h ago
Discussion What are the chances of Hypergryph adding new 4 star operators on version 2.0? Spoiler
galleryI personally think that a new 4 star team much like the Endfield's Z7 team will be implemented in the next region. Will the squad be formed by Rhodes Island? Will there be reconveners from AK roasters?
r/Endfield • u/Djinnfor • 18h ago
Discussion Optimal Dijang Shift Rotation Guide (aka how to be an exploitative corpo)
The image itself contains almost the information you need if you just want the "tl;dr" version, this post will explain the math behind the shift length and the assumptions behind the best workers list.
Note: for growth chamber, you should grow 1 type of item (plant, fungus, or mineral) in all 9 slots and specialize Shift A + Shift B to grow that specific item, and do that for maybe a week or two before switching the item type and operators around to another type. Just make like, 30-60 seeds or whatever and switch everything around to something else whenever you run out of seeds.
Similarly with manufacturing cabin just have one making only operator XP and the other making only weapon XP.
The Math
Mood Gain and Loss
At default mood drop speeds, operators work for 50000s (13h:53m:20s) before running out of mood. And at default mood regain speeds, operators regain all mood in 30000s (8h:20m:0s).
Mood drop reduction stacks additively and functions as a divisor. For instance, with one operator that reduces mood drop by 18%, you will work for 50000 /(1 - 0.18) = 50000 / 0.82 = 60976s (roughly 16h:56m:16s). Whereas with two operators that reduce mood drop by 18%, you will work for 50000 / (1 - 0.18 - 0.18) = 50000 / 0.64 = 78125 (21h:42m:5s). Note that this is not the same thing as boosting work time by 18% (50000 / 0.82 does not equal 50000 x 1.18).
Mood gain speed in the control room stacks additively and functions as a divisor. For instance, with one operator that boosts mood regain by 16%, you will regain your full mood bar in 30000 / (1 + 0.16) = 30000 / 1.16 = 25862s (roughly 7h:11m:2s). With two such operators, it is 30000 / (1 + 0.16 + 0.16) = 30000/1.32 = 22727s (6h:18m:47s). With three, it is 30000/(1 + 0.16 + 0.16 + 0.16) = 30000 / 1.48 = 20270s (~5h:37m:50s).
I haven't bothered to check how much stamina assists restore but its probably some round number or simple percent like 12500 or 25%, whatever. If you want to integrate stamina assists into the above chart you'll have to adjust the Shift A length daily, which is beyond the scope of this guide.
Production Speed
Production time is dependent on what you're producing of course, but you can easily see everything yourself by removing all operators from a cabin and seeing how long it will take to do a specific recipe (it's not so easy to see how fast clues are made so I'll just tell you: its 88000s). For everything else I'd also tell you but I forgot where I wrote it down and I'm too lazy to go and get it.
As for production speed:
- You get +40% production speed per operator working (140% for 1, 180% for 2, or 220% for 3) even if they have no bonuses. So technically the base production rate is 140%, since not having any workers means 0% production rather than 100% production.
- Operator production efficiency stacks additively with itself and multiplicatively with the aforementioned production rate, so 3 workers with 30% efficiency all working at the same time give (1 + 0.4 + 0.4 + 0.4) x (1 + 0.3 + 0.3 + 0.3) = x4.18 production rate.
To get the actual production time, simply divide the recipe base time by that production speed. This isn't relevant at all for shift scheduling mind you, just if you want to calculate how much your cabins are producing.
Calculations
We can use the above to figure out the length of a shift:
- maxShiftLength = 50000/ (1 - sumOfCabinMoodLossReduction)
- maxBreakTime = 30000/(1 + sumOfControlRoomMoodGainSpeed)
If the sum of these two values is less than 24 hours (aka 86400s) then the length of a shift can be equal to its max length. If we tried to set it longer we'd just run ourselves out of mood and delay the time at which the next shift can start.
However if the sum of these two values is greater than 24 hours then a shift can't work for its full length or it won't have enough time to recover all of its mood before starting its shift back up again. However, we can simply maintain the ratio of the max length to the max break time but scale it for 24 hours:
- If maxShiftLength + maxBreakTime > 86400...
- actualShiftLength = 86400 x maxShiftLength / (maxShiftLength + MaxBreakTime)
The shift will stop working before its mood hits 0, but it will rest just barely long enough for it to hit full before starting again.
The Theory
The default 50000s work time (~13h 53m) and 30000s break time (~8h 20m) means that even with no mood drop reduction, you can run two balanced shifts at 12 hours each and suffer zero downtime. If you want to be lazy and divide your shifts in half like that, you can. Shift A will work for 12 hours and will only need at most 8 hours of rest to get back to full mood (with a completely empty control room). We'll call this lazy rotating shifts.
Maximizing Production Speed
The lazy rotating shifts method, however, is suboptimal:
If you imagine a scenario where you have a 30% production speed and two 20% production speed workers in Shift A and the same team in Shift B, it's obvious that putting both 30% operators into shift A and running it for longer (say, 13 or 14 hours) is more total production. Both your +30% workers will work 1-2 extra hours each alongside one of your +20% workers, and three +20% workers will work 1-2 hours less. We'll call the Shift A and Shift B model.
So this model says we want to pile all our most productive workers into 1 shift and work it longer. But what about mood drop reduction?
Integrating Mood Drop Reduction
Note that mood drop reduction doesn't matter at all in the lazy 12 hour rotating shifts. If you're working less than or equal to 14 hours and resting more than or equal to about 8 hours then you will always be at full mood to start your shift and pretty much always stop before you run out of mood. Accordingly, mood drop reduction also doesn't matter at all for Shift B because they are only there for just long enough for Shift A to recover.
Mood drop also is not necessarily that useful in shift A either if it comes at the cost of production speed. The point of shift A is to work +30% speed workers longer than +20% speed workers. It doesn't make sense to put fewer +30% speed workers into shift A just to run it longer.
The Weeds
As of right now we have several different types of workers (not including Growth Chamber):
- Double Bonus (+30% production speed and +18% mood drop reduction)
- +30% production speed
- +20% production speed
- +18% mood drop reduction
- No bonuses
Now, it is obvious that a double bonus holder is always better than a single bonus holder. If we can staff shift A exclusively with double bonus holders, we should. But if we can't, we have to fill the leftover slots with single bonus holders.
And that raises the question: Is +18% mood drop reduction ever better than +30% or +20% production speed, and if so, when? Well, if we make some basic assumptions and say that the control room is always 48%, we can see in the chart that the first 18% mood drop reduction has a pretty big impact (boosting our Shift A length from 13 hours to 16 hours). Turns out that is identical in value to going from +30% to +60% production rate (1.6/1.3 = 16/13). In fact:
- 1st 18% mood drop reduction bonus = 16/13 = 2nd 30% production speed bonus > Any 20% production speed
- 2nd 18% mood drop reduction bonus = 19/16 = 3rd +30% production speed bonus > 2nd or 3rd +20% production speed bonus
- 3rd 18% mood drop reduction = 20/19 = worse than any production speed bonus
However this only applies if we aren't running a shift B at all. If Shift A can work shorter hours and produce the exact same amount of stuff by going for higher production speed, then it turns out its better to run Shift A that shorter amount of time so we can run shift B longer. Furthermore, since the vast majority of the time we are going to want to put double bonuses into shift A, and probably two double bonus holders ideally, then it turns out we don't really care about single bonus workers with 18% mood drop reduction at all.
Hence, I made the guide recommend prioritizing 30% speed > 20% speed > 18% mood drop reduction. This is a simplification of course but should work for the vast majority of players. If you want you can go ahead and do all the calculations yourself and figure out the "real" optimal shifts for your specific roster of operators.
Growth Chamber and Manufacturing Cabin
One caveat to the "production speed is always better than mood drop reduction" is the growth chamber and manufacturing cabin. The growth chamber has 3 different recipe types and production speed only applies to one of those three types at a time; same with the manufacturing cabin which has 2 different recipe types and 2 different production speed bonuses. The growth chamber even has double bonus units that have split production speeds (gaining production speed in 2 out of the 3 recipe types).
So e.g. for the growth chamber is it better to run multiple recipe types longer or one recipe type faster? In theory that's a question, in reality its generally better to stick to one recipe at a time per building.
For our 2 manufacturing cabins that means one cabin dedicated to making operator XP and one cabin for weapon XP. This is probably what everyone is doing already anyways.
Conversely, for the growth chamber you'd do something like rotate your recipes once a week. In theory, running for instance one recipe type at x1.9 production rate for one week is better than trying to run 3 recipe types at x1.3 production rate for 3 weeks (3 slots x 21 days x 1.3 rate < 9 slots x 7 days x 1.9 rate). However you can run into issues as we don't have 6+ operators for every recipe type to fully staff a long Shift A / short Shift B type rotation. But even just 2x 30%s speed + 18% mood drop Shift A is enough to justify a shift A/B system, since (1.6 rate x 16 hours + 1.0 rate x 8 hours) > 1.3 rate x 24 hours
Rounding
For the chart I always rounded down the length of Shift A as I don't know who you have for shift B. If you want to really calculate everything yourself you're gonna have to decide whether to round up or down.
In the case where maxShiftLength + maxBreakTime < 86400 (i.e. our total work and rest times are less than 24 hours), it's a simple matter. We basically want to figure out whether working for an extra n seconds in shift A but then running ourselves entirely out of mood and having no production at all for a period of time is better than immediately switching to Shift B. To do that we need to know the remainder that we rounded down:
- remainder = maxShiftLength - chartRecommendedLength x 3600
We also need the true production rate of each shift:
- shiftProductionRate = (1+0.4 x numberOfShiftWorkers) x (1 + sumOfShiftProductionBonuses)
Then, if ShiftAProductionRate * Remainder/3600 > ShiftBProductionRate then you round up, otherwise round down.
In the case where MaxShiftLength + MaxBreakTime > 86400, rounding up always means not enough time for your shift A to fully recover all the mood it lost working, meaning it runs out of mood slightly earlier the next shift. This eventually converges to a stable value, but what is that value? Well, that's beyond the scope of this guide and left to the viewer as a exercise (read: I'm too lazy right now to math this out).
r/Endfield • u/Silly_Formal_8346 • 22h ago
Fluff/Meme Well hidden easter egg Spoiler
Those playing in English will probably be confused as to why Fangyi has an expression like she wants to summon lightning to strike this idiot dead.
That's because the name "sweet Pillar" in Chinese is 啊桩 (Ah Zhuāng). Fangyi's surname is Zhuāng (Zhuang Fangyi).
So it's no different than that idiot calling Fangyi affectionately
If it were Endmin, it would be different.
source: from facebook group disscusion about Fangyi
r/Endfield • u/tintinzzzz • 4h ago
Discussion That was tough
For anyone who still struggle with this stage i suggest you use operator that have good AoE, when in battle try to find place that those mob cross each other and attack that place.
r/Endfield • u/thedog_pt • 1h ago
Fluff/Meme I think she needed some privacy 🤭 Spoiler
#lastpoop
r/Endfield • u/Poyonponyo • 1d ago
Fluff/Meme Some looped GIFs from Si's Official Short
Thanks to u/SalamanderWest8319 for the idea!
「 ✦ Source ✦ 」
None of the staff at Yuanyuan Manor can dance this well!
x/twitter link
· · ─ ·✶· ─ · ·
✩ Check out my previous Endfield posts for more GIFs and memes!
✩ Gdrive link for every Endfield GIFs/memes I made
r/Endfield • u/Ferretto1 • 13h ago
Fluff/Meme Love the 1.6 update
I had so much fun with the main story, but surprise me, love this side quest even more 😆 seem like there is an actual choice to pick, I'm not sure if Si rated any different for the story you pick? but this was a fun one. share me some screenshot of what you guys have 😉
r/Endfield • u/Alrisha87 • 1h ago
Discussion Woodcraft That Links with Typhoeus+Gilberta
Gilberta makes this stage easy.


