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.
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.
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.
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.
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.
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.
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.
Base quality-of-life, before and after
A few of the daily-loop conveniences 1.0 added.
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.
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