Lost Hope Survival
by Boomstick Barry
1.0.55
## [1.0.16] ### Fixed - Ending or reloading a session no longer logs a burst of loot system script errors: removing a loot area no longer changes its building list while walking it (AGT-195). Loot behaviour during play is unchanged.
- Game Version
- 1.8.0.13
- Created
- Sat, 17 Oct 2026 09:44:49 GMT
- Last Modified
- Sat, 17 Oct 2026 09:44:55 GMT
1.0.54
## [1.0.54] ### Changed - One bandit camp at the eastern military site now holds 3 medium groups instead of 2 large groups. - One bandit zone at the southern military site now holds medium groups instead of large groups. - The encounters of the southern military site are now centred about 90 m further north. - The second general shop moved, together with its safe zone and no-build zone, about 1.7 km to the south-east (from around 1279 / 2501 to around 2460 / 1231). - Updated mods: LHDF AI 1.0.11: groups judge their distance to roads correctly, so they no longer sprint across a road too early, refuse a flank route that does not cross an open road, or misjudge cover right next to a road, and in the first minutes after an update, while the terrain map is still being built, squads judge cover in woods and villages closer to how they judge it afterwards; LHDF Core 1.0.39: a damaged map cache is rejected and the map is scanned again, so AI no longer ignores buildings until the cache is deleted. ### Removed - One bandit zone of three large groups at the western military site is removed. - The medic shopkeeper at the start FOB is removed. The medical sign and the tent stay.
- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 20:34:13 GMT
- Last Modified
- Fri, 16 Oct 2026 20:34:20 GMT
1.0.53
## [1.0.53] ### Added - Encounter zones at 50 named places on Nizla (42 zombie zones at civilian sites, ruins, farms and woods; 8 bandit zones at military and industrial sites and checkpoints). Each holds one small group and has no events. - Smaller named places on the map (not towns or villages) count as points of interest for encounters: no automatic enemies are rolled within 100 m of one, because their enemies are placed in the world. ### Changed - Owned vehicles are released when their owner has not unlocked and locked them again for 7 real days, also while the server is down. Owners who are online are warned 12, 6, 3 and 1 hours before and told when a vehicle is released. Server owners can change the days, or switch it off with 0, with `decayDays` in VehicleLock.json. - Vehicles that are already owned when the server first starts with this version start their 7 days at that first start; none is released at once. - Updated mods: LHDF Vehicle Lock 1.0.14: an owned vehicle is released when its owner has not unlocked and locked it again within a set number of real days (`decayDays` in VehicleLock.json, off by default); online owners are warned 12, 6, 3 and 1 hours before and told when it is released. ### Removed - REAPER_RHIB (`6934F9C61CE24DE5`) is no longer a dependency (42 dependencies); nothing in Lost Hope used it. A server takes it off its mod list. Its boats, including any saved on a server, are gone after that, and the first start rebuilds the map caches once.
- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 14:37:36 GMT
- Last Modified
- Fri, 16 Oct 2026 14:37:43 GMT
1.0.52
## [1.0.52] ### Changed - Arsenals are off by default: arsenal trucks, arsenal boxes and gadget arsenals hand out no gear and refill no ammunition, grenades or medical items. Arsenal trucks still drive like any other truck. A Game Master can switch arsenal types back on.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 10:29:52 GMT
- Last Modified
- Tue, 13 Oct 2026 10:29:58 GMT
1.0.51
## [1.0.51] ### Added - Modern Bandit Faction (`69F675593BBC8BC3`) is a dependency (43 dependencies). The mods it needs come with it and are not listed again: RHS Extra Camo Pack and DarkGru G3s, and the RHS packs LHDF RHS already brings. The scenario does not use its faction yet. ### Changed - Arsenal trucks no longer work as arsenals: they hand out no gear and refill no ammunition, grenades or medical items. They still drive like any other truck. - Updated mods: LHDF Misc 1.0.3: the black market sells the Military Crossbow and its quiver, and both can be found as military loot.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 09:45:26 GMT
- Last Modified
- Tue, 13 Oct 2026 09:45:34 GMT
1.0.50
## [1.0.50] ### Changed - Updated mods: LHDF Core 1.0.36: damaged map measurements are rebuilt instead of used, and server owners can force a rebuild after map or mod updates; LHDF Encounters 1.0.13: reinforcement waves, patrols, mission targets and exfil destinations no longer end up in lakes or the sea, guards and counterattacks no longer spawn on top of players, a mission that fails to start no longer reports success or keeps its zone locked, cancelling or ending a mission cleans up its enemies, and planning camps and fortifications no longer stalls the server. ### Fixed - Mission "Destroy the nest": when the mission is cancelled, reset or stopped, its mass grave stops bringing up the dead, and the grave and the dead it released are removed once no player is near. When the world ends, all mass graves and their dead are removed at once instead of staying behind.
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 01:34:22 GMT
- Last Modified
- Tue, 13 Oct 2026 01:34:28 GMT
1.0.49
## [1.0.49] ### Added - Seven medical loot zones at medical buildings: three white medical barracks, a hospital and three medical barracks in one barracks complex. Each zone spawns medical loot on the ground and in containers. - Three concrete vehicle repair ramps at fixed places on the map. The walls, plants and bushes around each ramp are cleared. ### Changed - Supplies are no longer switched off in the game mode settings of the Nizla Island mission. ### Removed - Four spots on the map lose pre-placed military structures, props and bushes. - The six floodlight generators around the FOB start area are gone.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 14:09:53 GMT
- Last Modified
- Mon, 12 Oct 2026 14:10:00 GMT
1.0.48
## [1.0.48] ### Changed - Updated mods: LHDF Server Tools 1.0.22: the server refuses Game Master vote requests when the game mode does not let players vote, so a modified client can no longer force one.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 12:56:06 GMT
- Last Modified
- Mon, 12 Oct 2026 12:56:11 GMT
1.0.47
## [1.0.47]
### Changed
- Updated mods: LHDF Core 1.0.35: a player who joins before the framework has finished starting no longer causes a script error; LHDF Persistence 1.0.6: such a join now waits until the framework has started and the player's saved data is loaded; LHDF AI 1.0.9: the server ignores a broken or far-off camera position sent by a Game Master's debug overlay; LHDF Game Master Additions 1.0.10: the server refuses a composition paste with an impossible size or oversized pieces and answers "Too many objects for one composition."; LHDF Loot Spawner 1.0.15: rebuilding a large loot area is faster; LHDF Shop 1.0.21: when the balance runs out during refuelling or repairing, the receipt and trade history count only what was paid for; LHDF Weather 1.0.3: lightning no longer strikes near a dead player, and the weather ramp interval is held between 2 and 30 seconds.
- The remaining mission is renamed: "Lost Hope Survival PvPvE (Nizla 02)" is now "Lost Hope Survival PvPvE", and its files lose the `_02`: mission `{F260C1B6EB149DBD}Missions/LHDF_SurvivalCoop_NizlaIsland.conf`, world `LHDF_SurvivalCoop_NizlaIsland.ent`, settings folder `$profile:LHDF/LHDF_SurvivalCoop_NizlaIsland/`. The GUIDs are unchanged.
- Server owners, before the first start with this version (server stopped with its shutdown save, profile folder backed up):
1. Set `game.scenarioId` to `{F260C1B6EB149DBD}Missions/LHDF_SurvivalCoop_NizlaIsland.conf`.
2. In the profile's `LHDF` folder: if a folder `LHDF_SurvivalCoop_NizlaIsland` exists (settings of the original mission), rename it, for example to `LHDF_SurvivalCoop_NizlaIsland_original`. Then rename `LHDF_SurvivalCoop_NizlaIsland_02` to `LHDF_SurvivalCoop_NizlaIsland`.
3. In the profile's `.save/game` folder: move any folder whose name starts with `1C3B847FA8EFFDAB-` (saves of the original mission) out of `.save`. Rename `F260C1B6EB149DBD-LHDF-SurvivalCoop-NizlaIsland-02` to `F260C1B6EB149DBD-LHDF-SurvivalCoop-NizlaIsland`, and in every `meta-info.json` inside it change `LHDF_SurvivalCoop_NizlaIsland_02.conf` to `LHDF_SurvivalCoop_NizlaIsland.conf`.
Skipping these steps can start a fresh world with default settings, or, where the original mission's folder still has the name `LHDF_SurvivalCoop_NizlaIsland`, run this mission with the original mission's settings and its map caches, which belong to the removed world (then rename that folder as in step 2, or delete its `_cache` folder, and restart). The old save and settings stay on disk. The first start rebuilds the map caches once. Players may see the welcome banner once more.
### Removed
- The original mission (start area at the hill base, mission GUID `1C3B847FA8EFFDAB`) is gone. The Nizla Island mission with the start area on the north coast is now the only mission of the scenario. Characters, money, vehicles, bases and server settings of the original mission do not carry over. Saved Game Master compositions stay.- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 11:56:08 GMT
- Last Modified
- Mon, 12 Oct 2026 11:56:15 GMT
1.0.46
## [1.0.46] ### Changed - Updated mods: LHDF AI 1.0.8: AI soldiers no longer keep their relaxed walking speed and stance after their group stops being calm, and a recurring AI error that filled the server log hundreds of times per session is fixed.
- Game Version
- 1.8.0.13
- Created
- Sun, 11 Oct 2026 00:28:22 GMT
- Last Modified
- Sun, 11 Oct 2026 00:28:29 GMT
1.0.45
## [1.0.45] ### Changed - Updated mods: LHDF WCS 1.0.6: the FIM-92 Stinger, the 9K38 Igla and the four JLTV CROWS II AIM-92 vehicles are disabled by default (not in the shop or the loot pool until a server turns them on); LHDF Loot Spawner 1.0.14: a container search that finds nothing leaves no stash, stashes show their container type's name, and putting an item into a stash no longer logs a NULL pointer exception; LHDF Persistence 1.0.5: a returning player comes back where they logged out and not at an old place, a join while the server is still loading its save waits for the player's data, and a stored character that cannot be given back is kept as one backup in the save.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 23:54:47 GMT
- Last Modified
- Sat, 10 Oct 2026 23:54:55 GMT
1.0.44
## [1.0.44] ### Changed - Updated mods: LHDF Encounters 1.0.11: mission money rewards are 45% lower, the share of fortified houses per zone is set by `fortifyPercent` (Game Master slider "Fortified houses", server default 30 %) instead of one house per defending group, and missions and event zones place their props over several frames.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 18:12:03 GMT
- Last Modified
- Sat, 10 Oct 2026 18:12:12 GMT
1.0.43
## [1.0.43] ### Changed - Updated mods: LHDF Game Master Additions 1.0.9: compositions are never written over an existing file, an unreadable composition file is kept and not listed, an open library refreshes after a save, and author names with tabs or line breaks no longer hide a row.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 16:56:24 GMT
- Last Modified
- Sat, 10 Oct 2026 16:56:30 GMT
1.0.42
## [1.0.42] ### Changed - Updated mods: LHDF Game Master Additions 1.0.8: the compositions library sorts by newest, name, author or object count (GMA-16); composition texts come from the string table; in the save and rename dialogs Enter ends the typing and Enter again or Confirm saves, Escape never saves. ## [1.0.41] ### Changed - Updated mods: LHDF Core 1.0.32 (menu base for LHDF windows, CORE-18), LHDF Server Tools 1.0.21, LHDF Game Master Additions 1.0.7, LHDF Vehicle Lock 1.0.13: the banner, compositions library and vehicle manage windows share Core's menu base; with a controller, focus stays in the compositions library and vehicle manage windows after a rebuild or when a menu on top closes.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 16:03:10 GMT
- Last Modified
- Sat, 10 Oct 2026 16:03:23 GMT
1.0.41
## [1.0.41] ### Changed - Updated mods: LHDF Core 1.0.32 (menu base for LHDF windows, CORE-18), LHDF Server Tools 1.0.21, LHDF Game Master Additions 1.0.7, LHDF Vehicle Lock 1.0.13: the banner, compositions library and vehicle manage windows share Core's menu base; with a controller, focus stays in the compositions library and vehicle manage windows after a rebuild or when a menu on top closes.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 13:51:59 GMT
- Last Modified
- Sat, 10 Oct 2026 13:52:11 GMT
1.0.40
## [1.0.40] ### Added - Nizla 02: a general store in the start area (5858, 8093), next to the motorbike dealer. ### Changed - General stores no longer offer night vision or any vehicle category by default: `LHDF_ScenarioShopSettings.conf` overrides the shipped `general` shop type (by its GUID) with the 28 weapon and gear categories, without `nightvision`. Night vision stays at the outfitter, vehicles at the vehicle, motorbike and helicopter dealers; no item or category is removed, and a Game Master can still tick them for a single trader. A server `Shop.json` that sets `shops.general.categories` still wins. - Placed general stores follow the shop type only: unused own-assortment values are gone from `LHDF_ShopGeneral_4` (Nizla 02) and `LHDF_FOB_ShopGeneral2` (Nizla). - Updated mods: LHDF Loot Spawner 1.0.13. Its `bothFloorShare` default is 0.5 again, so the floor and ground spots of the loot areas on Both (every area, see 1.0.35) roll at half their chance instead of a quarter.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 12:15:38 GMT
- Last Modified
- Sat, 10 Oct 2026 12:15:51 GMT
1.0.39
## [1.0.39] ### Changed - WCS Motorbikes (`6503091A7B264FC3`) and Motorbike (`61B84088181A8FA4`) are dependencies of the scenario (40 dependencies), for the motorbike dealer of 1.0.38. LHDF WCS 1.0.5 already brings them; they are listed directly as well. - Vehicle Plus (`6A6B02DA1E3F39CF`: working wipers and turn signals, with indicator hotkeys) and Yoyota DJ78 (`69853A83EF75418F`) are dependencies (42 dependencies). Yoyota DJ78 comes with LHDF Misc 1.0.2, which sells 20 of its vehicles at the vehicle dealer; it is listed directly as well. Improved Blood Effect (`62FCEB51DF8527B6`) was a dependency already.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 23:26:19 GMT
- Last Modified
- Fri, 09 Oct 2026 23:26:32 GMT
1.0.38
## [1.0.38] ### Added - Nizla 02: a motorbike dealer in the start area (5892, 8098) with a toolbox, a tyre stack and a tool rack. Bought motorbikes are delivered to the start area's vehicle spot 14 m away. Needs LHDF Shop 1.0.20 and LHDF WCS 1.0.5. ### Fixed - Nizla 02: supplies are off again, as in the original world (the game mode's disabled resource types had lost their entry in 1.0.37). - Nizla 02: the vehicle dealer delivers next to its counter again; its vehicle spot was still at the old main base. The unused helicopter spot there is gone. ### Changed - Main base (Nizla): the map object hider by the shop net's south corner clears map objects within 7 m (was 10 m). - Nizla 02: the start area has no general store any more (its trader is gone; the no-build zone around its place stays). One of the start area's map object hiders moved by 2 m and clears 4.5 m (was 3 m).
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 22:44:05 GMT
- Last Modified
- Fri, 09 Oct 2026 22:44:15 GMT
1.0.37
## [1.0.37] ### Added - Second Nizla world and mission, "Lost Hope Survival PvPvE (Nizla 02)" (`Missions/LHDF_SurvivalCoop_NizlaIsland_02.conf`, world `LHDF_SurvivalCoop_NizlaIsland_02.ent`), beside the original one (still the default). It has its own vanilla playthrough and its own LHDF profile folder (`$profile:LHDF/LHDF_SurvivalCoop_NizlaIsland_02/`). - In the Nizla 02 world the start area moved from the hill base to the north coast (around 5865, 8080): spawn point, safe zone, banker and general trader under the shop net with the campfire, medic with a barracks tent, fuel station, flag, lights and sandbag walls. Map objects there are hidden by three map object hiders. - Nizla 02 traders: the first general store (8215, 4487), the gun store (6656, 3052, with its racks, cabinet and crates), the black market (5808, 1079) and the base building trader (3427, 6060) are at new places; the other general stores, the outfitter and the vehicle and helicopter dealers stay where they are. Each trader has its own layer under `LHDF_Shops/`, the start area its layers under `LHDF_Start/`. Nizla 02 has no helipad or repair station yet.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 22:02:18 GMT
- Last Modified
- Fri, 09 Oct 2026 22:02:27 GMT
1.0.36
## [1.0.36] ### Changed - Main base (Nizla): the shop net with the banker and the general trader moved, both now behind decorated tables (the banker's desk with lamp, fan, notebooks and papers in an L; the trader's counter with goods), and a campfire beside it. The flag, the vehicle spot and the helicopter spot moved with the layout; Barracks 2 and 4 are gone; another map object hider clears map objects within 10 m of the net's south corner. The vehicle and helicopter spots are now in `LHDF_Shop.layer`. - The helipad is vanilla's large helipad (`Helipad_L_US_01`): fuel and vehicle service, a repair station and a helicopter arsenal box. Refuelling and repairing there cost money (LHDF Shop's prices); supplies stay off. - A vehicle service at the military shelter by the vehicle spot: a repair ramp, a fuel pump that reaches the spot, workbenches, tools and tyres, all outside the spot's clearance. - A zombie patrol encounter (radius 397 m around 3170 6329) that sat in the loot areas layer moved to the encounters layer; nothing changes in game.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 12:54:07 GMT
- Last Modified
- Fri, 09 Oct 2026 12:54:13 GMT
1.0.35
## [1.0.35] ### Changed - Updated mods: LHDF Core 1.0.31, LHDF Encounters 1.0.10, LHDF Loot Spawner 1.0.12. - Every loot area has placement Both (was: Containers in 134 areas, Both in the 17 military ones): towns, villages, industrial and medical areas now also have loot on the floor and on furniture tops, besides their searchable containers. No area sets its own floor share, so the server's `bothFloorShare` (LHDF Loot Spawner's default, 0.25 since 1.0.12) sets the chance of their floor and ground spots to a quarter. An area a Game Master changed keeps the values in the save.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 11:15:37 GMT
- Last Modified
- Fri, 09 Oct 2026 11:15:42 GMT
1.0.34
## [1.0.34] ### Changed - Updated mods: LHDF AI 1.0.6, LHDF Core 1.0.28. - Bandits (`PLASTICBANDIT`) fight as LHDF AI Raiders: they flee when broken, lie in ambush, loot bodies and walk upright in a column when calm (`LHDF_ScenarioAISettings.conf`, `raiderFactions`). A server owner's `AI.json` or a Game Master's choice in the LHDF AI tab still wins.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 00:56:54 GMT
- Last Modified
- Fri, 09 Oct 2026 00:57:00 GMT
1.0.33
## [1.0.33] ### Changed - Updated mods: LHDF AI 1.0.4, LHDF Core 1.0.27. ### Added - LHDF AI is a dependency of the scenario (it replaced REAPER Improved AI on the server on 2026-10-06 and was loaded alongside so far): its soldier behaviour, flanking, falling back and the Game Master's AI debug overlay come with the scenario.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 22:34:16 GMT
- Last Modified
- Thu, 08 Oct 2026 22:34:25 GMT
1.0.32
## [1.0.32] ### Changed - `offlineHealthMultiplier` (Shop Smurfs) 5 (was 2). - Updated mods: LHDF AI 1.0.2, LHDF Core 1.0.25, LHDF Server Tools 1.0.19, LHDF Shop 1.0.18, LHDF Shop - Smurfs 1.0.6, LHDF Weather 1.0.1.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 16:52:15 GMT
- Last Modified
- Thu, 08 Oct 2026 16:52:20 GMT
1.0.31
## [1.0.31] ### Changed - Loot areas are 60 % less dense (density x 0.4: 2.5 to 1, 3 to 1.2, 3.5 to 1.4, 4 to 1.6, 5 to 2). At the old densities every spot and container had loot (density multiplies the chance, which stops at 100 %); now the mode's chances apply as designed, for example about half the floor spots of a military building in a military area and a third of a house's. With LHDF Loot Spawner 1.0.9 a spot no longer holds several items of one category.
- Game Version
- 1.8.0.13
- Created
- Wed, 07 Oct 2026 23:39:16 GMT
- Last Modified
- Wed, 07 Oct 2026 23:39:22 GMT
1.0.30
## [1.0.30] ### Changed - Project Outbreak infection is on (`infectionEnabled` 1, was 0 since 2026-10-02), with the tuned values the world layer had until 1.0.22 (LHDF Project Outbreak 1.0.7 settings): 35 % bite chance, 8 % runners, exposure 3, incubation 5, symptoms 7.5 and terminal 10 minutes, rising after 30 to 90 s, coughs every 18 to 48 s drawing zombies within 35 m, no world cough emitters, players can examine others, only the infected rise, D-4 cures 95 %, medic kits with 2 diagnostics, 4 D-4 and 4 suppressants. From 1.0.23 the system ran on Project Outbreak's defaults (100 % bite chance, about 1.5 minutes to death).
- Game Version
- 1.8.0.13
- Created
- Wed, 07 Oct 2026 22:09:53 GMT
- Last Modified
- Wed, 07 Oct 2026 22:09:59 GMT
1.0.29
## [1.0.29] ### Changed - Loot is in searchable containers (LHDF Loot Spawner 1.0.8): towns, villages, industrial and medical areas have their loot in cupboards, wardrobes, shelves, crates, wrecks and bodies instead of on the floor; military areas have both, with less on the floor. Before, every area used the server's default placement (floor).
- Game Version
- 1.8.0.13
- Created
- Wed, 07 Oct 2026 05:24:26 GMT
- Last Modified
- Wed, 07 Oct 2026 05:24:32 GMT
1.0.28
## [1.0.28] ### Changed - Fewer and smaller hordes. An event zone (a Zombie Horde, or a cleared zone that comes back as one) brings half again its groups instead of twice as many and one reinforcement wave of one group instead of two of two; a cleared zone becomes one at most every two hours instead of every hour. A Zombie Horde is now 3 groups and one wave, 16 to 32 zombies, instead of up to 8 groups. - Zombie zones lean to small groups: about seven in ten zone groups are groups of four, three in ten groups of eight (was half and half). - Zombies see 30 m instead of 50 m, hear shots from 450 m instead of 750 m, impacts from 80 m instead of 150 m and explosions from 900 m instead of 1100 m. A firefight no longer pulls in the zombies of several zones.
- Game Version
- 1.8.0.13
- Created
- Wed, 07 Oct 2026 00:46:52 GMT
- Last Modified
- Wed, 07 Oct 2026 00:46:58 GMT
1.0.27
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 15:56:37 GMT
- Last Modified
- Mon, 05 Oct 2026 15:56:52 GMT
1.0.26
## [1.0.26] ### Changed - Repairs cost by part (LHDF Shop's `repairPrice<Part>`, per 100 health): wheels $12, engine $30, drive train $40, fuel tank $18, hull $30, glass $15, rotors $40, lights $5. Other parts keep $25; fuel stays $2 per litre.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 14:12:48 GMT
- Last Modified
- Mon, 05 Oct 2026 14:12:57 GMT