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Systems reworkPalworld 1.06 min read

Base and Raid Rework in Palworld 1.0

Updated

The base and raid rework in Palworld 1.0: wave-based raids, the Negotiator, no-ammo defenses, raid scaling, new facilities, and aquatic construction.

Palworld 1.0 makes a base a set of choices instead of a list of facilities. Raids now arrive in waves and pay out when cleared, while the work loop is less brittle: transport Pals sweep nearby drops, Handiwork Pals repair structures, and Clinics and Monitoring Stands protect SAN. The best base is therefore the one that matches the job you need it to do and the raid response you can actually support.

Use this page as a returner's route map: first decide whether a base is a production campus, a resource outpost, or a raid-ready home; then staff the bottleneck, give the monitoring and storage loop room to work, and only raise worker levels when you are ready for the tougher raids they invite. The detailed worker and boss shortlists stay in the linked tools so this page can focus on decisions.

01

Raids are now wave-based

The raid system was significantly overhauled into a wave-based format. Enemies attack in successive waves, and you earn rewards for clearing all of them, which turns base defense from a passive "survive the timer" event into an engaging fight worth preparing for. Because clearing waves pays out, the placement of your defense structures and your work pals is more important than ever: a base laid out for defense actively earns you loot.

Who shows up now depends on where you built. Raid enemies vary by environment, so the Free Pal Alliance attacks at Crescent Moon Shore while the Eternal Pyre Faction raids Mount Obsidian, giving each base location its own flavor of threat. Two structural fixes back this up: defense structures now operate without consuming ammo, so your turrets no longer drain resources every wave, and the game added countermeasures for raiders that get stuck on terrain.

02

The Negotiator

If you would rather not fight, a new visitor, the Negotiator, now comes to your base and can cancel an upcoming raid for gold coins. It gives you a genuine choice: stand and defend for the wave-clear rewards, or pay the Negotiator to make the raid go away when your base is not set up to hold. Since shopping within a base now counts gold stored in your base chests, paying the Negotiator off is frictionless when you can afford it.

03

Choose the base loop before the build list

For a production campus, put the highest-value work roles close to storage and leave a clear route for transport Pals; the new same-type pickup radius rewards a tidy output area. For a resource outpost, prioritize the facility and the one or two suitability levels that keep its queue moving, then keep a small defense core rather than filling every slot with specialists.

When a base is under construction or recovering from a raid, a Clinic, a Monitoring Stand, and a reliable food path solve more problems than another marginal production station. If the workers you need would raise raid difficulty beyond what the base can hold, the Negotiator gives you a paid reset while you finish the defensive layout.

04

New ways to build

Building got a big content drop by popular demand. An Aquatic Construction Kit lets you build along shorelines and out at sea for the first time, opening up base locations that were previously off-limits (the playable boundary at the island's edge was adjusted to suit it). A full ancient-civilization structure set, foundations, walls, roofs, stairs, pillars, fences, and more, gives you a distinct new architectural style to match the endgame regions.

On the decorative side, a wide range of Faux Greenery lets you drop in lush plants, bushes, and blossoms to green up a base instantly, and new furniture includes pal statues and an arcade cabinet. For builders who fight the roof tools, 1.0 adds inverted slanted corner roofs across every material (wood, stone, metal, glass, Japanese-style, and clean), which cleans up the fiddly corners that used to leave gaps. Clipping, flickering, and shadow issues when combining walls, roofs, and foundations were also reduced.

05

Smarter work pals

Base pal behavior for returning to work, hauling, and storing was improved across the board. The most useful change ties to the Transport work suitability: based on a pal's Transport level, it can now sweep up nearby dropped items of the same type from a wider area in one trip, so loose resources actually make it into storage instead of littering the floor. Storage interactions with chests, medicine cabinets, and guild chests were smoothed out too.

Two more changes cut busywork directly. The Repair Kit is no longer required for structure repair: Pals with Handiwork suitability now repair structures without consuming any items, so keeping a base patched up is automatic. Pals placed in hot springs now stay until their SAN has fully recovered before climbing out, rather than leaving half-rested. And party Pals with the right suitability will now automatically pitch in on trees, rocks, and other resources you damage, so your active team helps gather instead of standing around.

06

New facilities

Several new buildings deepen base management. The Clinic and Ancient Clinic reduce SAN depletion and suppress illness among base pals, scaling with the Medicine Production suitability of the pals you assign, so a well-staffed clinic keeps a big base mentally healthy. The higher-tier High-Quality Monitoring Stand and Ancient Monitoring Stand keep all the functions of a standard Monitoring Stand while also cutting SAN loss, and you can now set fixed assignments from a Monitoring Stand even for sleeping pals.

On the production side, the Ancient Material Synthesizer can manufacture materials such as ore, and the High-Pressure Crude Oil Extractor pulls crude oil even where there is no oil field, freeing your base location from the map's resource nodes. Facility effects can now be previewed in the building menu and technology list, and the game warns you when no pal at the base meets a facility's required suitability.

07

Base quality-of-life, before and after

A few of the daily-loop conveniences 1.0 added.

Fast travel from inside base range
Before 1.0
Interact with the Palbox
In 1.0
Travel directly from the map
Repairing structures
Before 1.0
Requires a Repair Kit
In 1.0
Handiwork Pals repair without items
Defense structures firing
Before 1.0
Consume ammo each wave
In 1.0
Operate without ammo
Depositing into chests
Before 1.0
Open the chest manually
In 1.0
Auto-deposit matching items
08

Chests, merchants, and travel

The chest and shopping loop got a thorough polish. Chests can now be named and painted, they support an auto-deposit option that files matching items without opening the chest, and quick-storage respects your exclusion lists. When you shop inside a base, gold stored in your base chests is counted toward the purchase, so you no longer have to carry coins on your person to buy from a visiting merchant. On that note, visiting merchants were greatly expanded: depending on your base level, up to 18 types of specialized merchants (meat, vegetables, ammo, medicine, food, and pal materials) can now appear.

Getting around is easier too. While inside base range you can fast travel directly from the map, hopping between bases or to Great Eagle Statues without walking back to the Palbox. Combined with the auto-run function added elsewhere in 1.0, the constant back-and-forth of running a multi-base operation is much lighter.

09

Build a better base

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FAQ

Frequently asked questions

How do raids work in Palworld 1.0?

Raids are now wave-based: enemies attack in successive waves and you earn rewards for clearing all of them. The types of raiders vary by environment, defense structures no longer consume ammo, and raid difficulty scales to the level of the work pals assigned to that base, so defense layout matters more than ever.

Who is the Negotiator in Palworld 1.0?

The Negotiator is a new visitor who can cancel an upcoming raid in exchange for gold coins. It lets you choose between defending your base for the wave-clear rewards or paying to skip the raid entirely when your base is not ready to hold.

Do you still need Repair Kits in Palworld 1.0?

You no longer need a Repair Kit for structure repair. Pals with Handiwork Work Suitability can repair base structures without consuming items, so the old repair-item loop is gone.

Can you build on water in Palworld 1.0?

Yes. A new Aquatic Construction Kit lets you build along shorelines and out at sea, opening up base locations that were previously unavailable. The playable boundary at the edge of the island was adjusted to accommodate it.

What do the new Clinic facilities do?

The Clinic and Ancient Clinic reduce SAN depletion and suppress illness among your base pals, scaling with the Medicine Production suitability of the pals you assign to them. The new higher-tier Monitoring Stands also cut SAN loss on top of their normal functions.

How many visiting merchants are in Palworld 1.0?

Depending on your base level, up to 18 types of specialized visiting merchants can now appear, covering meat, vegetables, ammo, medicine, food, and pal materials. When you shop inside a base, gold stored in your base chests is counted toward the purchase.