Lost Hope Survival
by Boomstick Barry
1.0.25
## [1.0.25] ### Changed - Depends on LHDF Persistence (new): player characters are kept as before; the code moved out of LHDF Core. Saved characters carry over. - The friendly faction pairs (`Z:CIV`, `CMAI_CREATURES:CIV`) are LHDF Server Tools settings now (`LHDF_ScenarioServerSettings.conf`); `LHDF_ScenarioCoreSettings.conf` is gone.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 12:21:19 GMT
- Last Modified
- Mon, 05 Oct 2026 12:21:30 GMT
1.0.24
## [1.0.24] ### Fixed - Zombies break doors, windows and fences again (`breachEnabled` 1). In 1.0.23 the breach settings card LHDF Project Outbreak places started switched off, so breaching was off.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 01:34:28 GMT
- Last Modified
- Mon, 05 Oct 2026 01:34:34 GMT
1.0.23
## [1.0.23] ### Changed - Depends on LHDF RHS, LHDF WCS, LHDF Nasty and LHDF Misc instead of LHDF Shop, Loot and Arsenal - RHS and - WCS and LHDF Shop and Loot - Nasty and - Misc (ten mods become four; their content is unchanged). A server replaces the ten in its mod list with the four. - 40 dependencies instead of 70: a mod an LHDF dependency already brings is not listed again (Project Outbreak, the weapon mods, the immersion mods). Players still get every mod. - The world places no Project Outbreak entity any more; LHDF Project Outbreak places the breach settings card and the infection system next to the US spawn point, both switched off, where a Game Master finds them. Infection stays off (`infectionEnabled` 0). - The Project Outbreak loot and shop items now come from LHDF Project Outbreak; nothing changes in game. The scenario's own Project Outbreak loot pool is gone. - The zombie rules, breach and barricade values and the infection switch are LHDF Project Outbreak settings now, with the same values as before; a server owner changes them in `ProjectOutbreak.json`. Barricades take at most 3 boards, as they always did (Project Outbreak's limit).
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 00:52:27 GMT
- Last Modified
- Mon, 05 Oct 2026 00:52:35 GMT
1.0.22
## [1.0.24] ### Changed - Depends on LHDF RHS, LHDF WCS, LHDF Nasty and LHDF Misc instead of LHDF Shop, Loot and Arsenal - RHS and - WCS and LHDF Shop and Loot - Nasty and - Misc (ten mods become four; their content is unchanged). A server replaces the ten in its mod list with the four. - 40 dependencies instead of 70: a mod an LHDF dependency already brings is not listed again (Project Outbreak, the weapon mods, the immersion mods). Players still get every mod. - The world places no Project Outbreak entity any more; LHDF Project Outbreak places the breach settings card. Infection stays off: without an infection system there is none.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 23:12:24 GMT
- Last Modified
- Sun, 04 Oct 2026 23:12:29 GMT
1.0.21
## [1.0.22] ### Changed - A crawler's leg bite no longer breaks the leg: the bitten leg is left at 85 % health, a light limp (LHDF Project Outbreak `legBiteHealth`; a Game Master can change it in the LHDF tab). The bite still bleeds and can infect. - New dependency LHDF Project Outbreak. Zombie bodies still stay 5 minutes; the setting moved there (`zombieCorpseSeconds`).
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 20:42:03 GMT
- Last Modified
- Sun, 04 Oct 2026 20:42:08 GMT
1.0.20
## [1.0.20] ### Changed - Plank bundles and barricade toolkits are no longer found as loot, and boxes of nails only in industrial buildings. Traders still sell all three.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 19:45:47 GMT
- Last Modified
- Sun, 04 Oct 2026 19:45:54 GMT
1.0.19
## [1.0.19] ### Removed - The Barrett M107A1 and M82 mods. Their rifles, magazines, optic and suppressors are no longer sold or found as loot.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 13:08:07 GMT
- Last Modified
- Sun, 04 Oct 2026 13:08:18 GMT
1.0.18
## [1.0.18] ### Added - Project Outbreak Variety and Eyekin as dependencies. Zombies wear many new appearances, and Variety's mixed horde of 16 joins the hordes. - Eyekin, pale one-eyed creatures, turn up rarely among the zombies: groups of four small ones, four 2 m ones that fire a beam from their eye, or a pack of sixteen in hordes.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 12:25:46 GMT
- Last Modified
- Sun, 04 Oct 2026 12:25:54 GMT
1.0.17
## [1.0.17] ### Changed - Refuelling costs $2 per litre at gas stations, fuel tanks and fuel trucks; repairing at repair trucks and repair zones costs $25 per 100 health points (a car engine about $110 from wrecked). Jerry cans and wrenches stay free.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 00:04:24 GMT
- Last Modified
- Sun, 04 Oct 2026 00:04:31 GMT
1.0.16
## [1.0.15] ### Changed - Offline raid protection starts 15 minutes after a base's last member logged off (was 60) and makes the base immune to breaching charges; a Game Master can switch immunity off in the LHDF tab, then charges do half damage. - Dropped weapons and other items stay 30 minutes (were 5), zombie bodies 5 minutes (Project Outbreak deleted them after 30 s unless a player was near). Other AI bodies stay 10 minutes, player bodies 30.
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 23:10:20 GMT
- Last Modified
- Sat, 03 Oct 2026 23:10:28 GMT
1.0.15
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 22:02:24 GMT
- Last Modified
- Sat, 03 Oct 2026 22:02:30 GMT
1.0.14
## [1.0.14]
### Changed
- Bandit camps and props no longer stand on roads, runways or in buildings; camps move to a clearing, and the bandits take their sandbag posts.
- Bandits fortify houses: their zones hold buildings with sandbags and log barricades outside.
- Zombies are no longer the enemy of missions about people: the courier team of "Seize intel", the HVT squad of "Eliminate HVT" and the soldiers of "Checkpoint" only come up against the bandits.
- No enemies at the traders and safe zones: placed zombie and bandit areas that reached over a trader or into a safe zone were shrunk or moved, so their edges stay at least 300 m away; no-spawn zones keep location enemies, dynamic encounters and dynamic missions away from every trader (400 m at the main base and the vehicle, helicopter and general traders, 300 m at the others, 150 m at the black markets).
- Zombie patrols stay patrols: a cleared zombie zone or patrol in a sector comes back as a zone or a patrol (before, every patrol came back as a zone).
- Zombie camps and missions are built from vehicle wrecks instead of Soviet military positions.
- Enemies at map locations follow Nizla's place types (towns, villages, settlements, local places, hills; the rules for cities, bases and airports never applied here), and a place that already has a zombie or bandit area gets no second one.
- AI skill is Regular for every AI on the server (Game Master Enhanced's global AI skill; a few bandit types were Expert).
- Time runs 2.5 times as fast by day and 3.5 times by night, and a fresh start begins with random weather that changes over time.
- Up to 30 players in the scenario's listing (was 16).
- No faction change, no vehicle salvage and no refunds at depots; vanilla supplies stay disabled.
- The scenario is listed as "Lost Hope Survival PvPvE" by "Lost Hope Survival".
- Weather is automated from the start: the Game Master's starting weather ("Cloudy", constant) no longer replaces the random weather of the mission header.
- No deployable radios, and the perceived faction of outfits is off.
- Zombies: sight 50 m, hearing of shots 750 m and of explosions 1100 m; health of shamblers x1.75, sprinters x1.5, crawlers x2.25, ferals x2.75; damage x0.75. The Project Outbreak rules entity did not apply before (its settings object had no valid id), so its other values (impacts 150 m, tackles and grabs, permanent kills, 15% runners, 600 active AI) apply now too.
- At most 400 encounter AI (was 512), so about 200 of the 600 active AI stay free for Project Outbreak's spawners and the Game Master.
- Starting balance 20,000; food lasts 180 minutes, water 120 and energy 240; carry weight up to 125 kg.
- A wrench repairs helicopter rotors fully; a repair vehicle is no longer needed for them (Server Tools `wrenchRotorRepairMax`).
- One more zombie patrol; safe zones for general traders 2 and 3, and general trader 1's safe zone moved, with the default radius.
### Added
- LHDF Immersion and its dependencies (Better Inventory, WCS Weather, Voice Range and Earplugs with its Warborn keys).- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 21:07:37 GMT
- Last Modified
- Sat, 03 Oct 2026 21:07:43 GMT
1.0.13
## [1.0.13]
### Changed
- Bandit camps and props no longer stand on roads, runways or in buildings; camps move to a clearing, and the bandits take their sandbag posts.
- Bandits fortify houses: their zones hold buildings with sandbags and log barricades outside.
- Zombies are no longer the enemy of missions about people: the courier team of "Seize intel", the HVT squad of "Eliminate HVT" and the soldiers of "Checkpoint" only come up against the bandits.
- No enemies at the traders and safe zones: placed zombie and bandit areas that reached over a trader or into a safe zone were shrunk or moved, so their edges stay at least 300 m away; no-spawn zones keep location enemies, dynamic encounters and dynamic missions away from every trader (400 m at the main base and the vehicle, helicopter and general traders, 300 m at the others, 150 m at the black markets).
- Zombie patrols stay patrols: a cleared zombie zone or patrol in a sector comes back as a zone or a patrol (before, every patrol came back as a zone).
- Zombie camps and missions are built from vehicle wrecks instead of Soviet military positions.
- Enemies at map locations follow Nizla's place types (towns, villages, settlements, local places, hills; the rules for cities, bases and airports never applied here), and a place that already has a zombie or bandit area gets no second one.
- AI skill is Regular for every AI on the server (Game Master Enhanced's global AI skill; a few bandit types were Expert).
- Time runs 2.5 times as fast by day and 3.5 times by night, and a fresh start begins with random weather that changes over time.
- Up to 30 players in the scenario's listing (was 16).
- No faction change, no vehicle salvage and no refunds at depots; vanilla supplies stay disabled.
- The scenario is listed as "Lost Hope Survival PvPvE" by "Lost Hope Survival".
- Weather is automated from the start: the Game Master's starting weather ("Cloudy", constant) no longer replaces the random weather of the mission header.
- No deployable radios, and the perceived faction of outfits is off.
- Zombies: sight 50 m, hearing of shots 750 m and of explosions 1100 m; health of shamblers x1.75, sprinters x1.5, crawlers x2.25, ferals x2.75; damage x0.75. The Project Outbreak rules entity did not apply before (its settings object had no valid id), so its other values (impacts 150 m, tackles and grabs, permanent kills, 15% runners, 600 active AI) apply now too.
- At most 400 encounter AI (was 512), so about 200 of the 600 active AI stay free for Project Outbreak's spawners and the Game Master.
- Starting balance 20,000; food lasts 180 minutes, water 120 and energy 240; carry weight up to 125 kg.
- A wrench repairs helicopter rotors fully; a repair vehicle is no longer needed for them (Server Tools `wrenchRotorRepairMax`).
- One more zombie patrol; safe zones for general traders 2 and 3, and general trader 1's safe zone moved, with the default radius.
### Added
- LHDF Immersion and its dependencies (Better Inventory, WCS Weather, Voice Range and Earplugs with its Warborn keys).- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 17:04:55 GMT
- Last Modified
- Sat, 03 Oct 2026 17:05:02 GMT
1.0.12
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 15:44:28 GMT
- Last Modified
- Sat, 03 Oct 2026 15:44:36 GMT
1.0.11
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 15:28:28 GMT
- Last Modified
- Sat, 03 Oct 2026 15:28:34 GMT
1.0.10
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 14:54:19 GMT
- Last Modified
- Sat, 03 Oct 2026 14:54:26 GMT
1.0.9
## [1.0.9] ### Changed - No enemies at the traders and safe zones: placed zombie and bandit areas that reached over a trader or into a safe zone were shrunk or moved, so their edges stay at least 300 m away; no-spawn zones keep location enemies, dynamic encounters and dynamic missions away from every trader (400 m at the main base and the vehicle, helicopter and general traders, 300 m at the others, 150 m at the black markets). - Zombie patrols stay patrols: a cleared zombie zone or patrol in a sector comes back as a zone or a patrol (before, every patrol came back as a zone). - Zombie camps and missions are built from vehicle wrecks instead of Soviet military positions. - Enemies at map locations follow Nizla's place types (towns, villages, settlements, local places, hills; the rules for cities, bases and airports never applied here), and a place that already has a zombie or bandit area gets no second one. - AI skill is Regular for every AI on the server (Game Master Enhanced's global AI skill; a few bandit types were Expert). - Time runs 2.5 times as fast by day and 3.5 times by night, and a fresh start begins with random weather that changes over time. - Up to 30 players in the scenario's listing (was 16). - No faction change, no vehicle salvage and no refunds at depots; vanilla supplies stay disabled.
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 01:37:23 GMT
- Last Modified
- Sat, 03 Oct 2026 01:37:28 GMT
1.0.8
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 17:25:48 GMT
- Last Modified
- Fri, 02 Oct 2026 17:25:53 GMT
1.0.7
## [1.0.7] ### Added - The scenario's banner is its picture in the menus and, once the scenario is published with it, in the server browser (mission header `m_sIcon` and `m_sPreviewImage`; before, the vanilla placeholder was shown). - Mission "Destroy the nest": a mass grave that brings up the dead until it is collapsed with explosives or fire. Only against the zombies. ### Changed - The Project Outbreak infection system is switched off: zombie bites no longer infect. - The scenario depends on every LHDF mod: LHDF Shop - WCS, LHDF Arsenal - RHS and LHDF Arsenal - WCS are direct dependencies now, so a server only has to list the scenario. - Zombies are never the enemy of a rescue mission (informant, pilot, HVT) and no longer guard vehicles (destroy, sabotage and outpost missions are for the bandits). Hunting, recon and the hold missions stay. - Restart warnings in the chat are in German and come 15 and 5 minutes before the restarts (21:45 / 21:55, 03:45 / 03:55, 09:45 / 09:55, 15:45 / 15:55 UTC); the warning one minute before is gone. - Hordes are smaller and rarer: a horde starts with 16 to 48 zombies in the zone's normal group sizes instead of 80 to 128 in groups of 16, gets two reinforcement waves instead of four, and a cleared zone comes back as a horde at most once an hour instead of every 25 minutes.
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 16:41:31 GMT
- Last Modified
- Fri, 02 Oct 2026 16:41:41 GMT
1.0.6
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 01:11:56 GMT
- Last Modified
- Fri, 02 Oct 2026 01:12:09 GMT