CPO Frontline PvE
by JDripstein
2.5.0
Fixed - Intel inside a building that is destroyed: the pickup task fails the moment the building comes down and the objective completes on its other tasks, instead of an unreachable folder in the rubble holding the front. Chat and the feed say so. The clear-area task is never affected. - The civilian evacuation's flee: the destination is now chosen on dry, passable ground (twelve bearings, roads preferred) and clamped to the AI's navmesh, so civilians given the siren walk instead of standing on an order they could not path to. The log reports who was ordered out, progress every 30 s, and how many made it. A civilian that has not moved a metre in 15 s after the siren (or after it was last seen moving) is removed outright, so the town never waits on one that will not walk; one that was shot down, loaded into a vehicle or tied is left to the players and the game instead. - The vehicle sweep that clears a captured town when the front advances no longer takes your own side's vehicles: anything of the player faction, a faction friendly to it, or of no resolvable faction stays where it was parked. Captured enemy vehicles are cleared when the objective ends unless someone is aboard, as the OBJECTIVE SECURED hint now says: drive one out of the area or sit in it to keep it. - Parachutes left hanging in the sky after a paratrooper died or vanished mid-drop are removed: every chute is watched from the moment it opens, and one with a dead or missing jumper that has stopped moving is taken down with the body. A living jumper's canopy is never touched, nor a chute with anyone living or a player's body still aboard. - An objective created by hand from the board (Select AO, Generate AO) is now adopted as the campaign objective on any enemy-held town, deep ones included, with everything that comes with one: side missions, local support, the airdrop, QRF and counterattacks, the supply run, capture credit and the vote. Only frontier towns were accepted before, and the refusal was silent. An AO on friendly ground or on a town the campaign does not track is refused with a log line. Added - Side missions on the create screen: the wheel over a town has an Add side mission entry beside Add task. The picks show under the town like tasks, can be removed the same way, and spawn around the objective when it generates, in place of the roll: one guarded kind, plus the evacuation, plus the power site. - Base attack: an admin types #frontline baseattack and the enemy assaults a command post you built, the one nearest the enemy. It comes at the end of the current objective, once the town is torn down, and nothing else generates until it resolves; from the nearest enemy town, bigger the deeper in enemy ground the post stands (one group per enemy town within 2500 m), and from two sides when towns surround it, with the counterattack's helicopter lift on top. A DEFEND task marks the post; living defenders inside cannot lose it. Lose it and the post is gone with its stores, and what you built around it stays for the rebuild. #frontline baseattack here picks the post nearest the admin, cancel drops or ends it, status reports; the queue survives a restart; the trigger lane accepts baseattack. Keys baseattack_duration_minutes, baseattack_reach_meters, baseattack_max_groups, baseattack_raze_meters. - Supply run: at the objective board at main base choose "Request supply run to <town>", or type #supplyrun. Load the supplies the task asks for at main base, drive them inside the marked town (the town most recently liberated) in one load, and local support goes up. One run per objective, expiring when the front moves on. Keys supply_run_enabled, supply_run_amount, supply_run_support, supply_run_radius_meters, supply_run_per_objective; a Game Master tab switch. - Evacuation every objective, on by default (side_mission_evac_always turns it off): the civilian evacuation site spawns on every objective beside the rolled side mission and the night power site (three sites at most), on its own lane; the rolled rotation drops it while the lane is on. A Game Master tab switch places one over the live objective at once. The evacuation's local support reward is now the side_mission_evac_support key (default 4, unchanged). - Field manual: the supply run, the base attack under Defending, the standing evacuation under Side missions, and the new admin command. - Supply run: the delivery line said twice what left the truck (a truck's cargo container was counted through both its root and its cargo body); each container is counted once now. The destination is a friendly town on the frontline, a different one each objective where the front allows, instead of the town just taken every time. A truck already parked at the town when the run is accepted does not count until it has been driven out and back in. A run to a town the enemy retakes is cancelled. The delivery circle sits at ground level, so hill towns can be delivered to. - Base attack: the DEFEND task no longer ends the attack when the first paratroopers die while the ground groups are still marching in; it re-arms and the attack is broken only when every attacker is dead. A held or cancelled base attack no longer delays the next counterattack. - Cut the power: the number of street lamps a town needs for the night site is a server key (side_mission_power_min_lamps, default 12), and a town below it is named in the log instead of skipped silently. - The server config file upgrades in place: keys a new version adds are appended to your existing config.json with their defaults at the next boot, every line you wrote left as it was and the previous file kept beside it as config.json.bak. A server tuned on an earlier version no longer runs new settings blind.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 16:59:35 GMT
- Last Modified
- Sun, 27 Sep 2026 16:59:41 GMT
2.4.1
Fixed - The airdrop no longer drops anyone without a seat. On a real server the 2.4.0 fallback chute attached after the lift, to a character already falling, and the seat never took: the jumper fell to their death, and a jumper who pulled their own Static Line bag was pulled back out of it and lost. That fallback is gone. Changed - The airdrop needs Static Line Parachutes 1.2.0 or newer on the server. It is still reached by name and is not a dependency, but without it, or with an older build, the airdrop is closed: no AIRDROP point, and #airdrop and #frontline status say why. - A canopy seat that does not take within six seconds ends the attempt where the jumper stands and hands the use back.
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 16:01:27 GMT
- Last Modified
- Mon, 07 Sep 2026 16:01:31 GMT
2.4.0
Added - Airdrop reinsert: type #airdrop at main base, or pick the AIRDROP: <town> point in the deploy menu after a death, and you go up under a steerable canopy over a point just outside the current objective, on a random side of it: steer with the movement keys and pick your landing, no drive required. Uses are per player per objective and scale with population (3 per player under 10 players, 2 under 20, 1 under 30, none above, all configurable), each drop costs main base supplies, the AIRDROP point stays on the map with the enemy nearby and reads unavailable to you alone once your drops are spent or cooling, and it closes when the town falls and reopens over the next one. Keys airdrop_enabled, airdrop_uses_low/mid/high, airdrop_players_mid/high/off, airdrop_altitude_m, airdrop_scatter_m, airdrop_offset_m, airdrop_cost_supplies, airdrop_cooldown_s. - Weather and time votes: anyone types #vote weather <state> or #vote time <preset> in chat and everyone gets the game's own vote popup; a passed weather vote rolls the weather in over a few minutes, a passed time vote sets the clock to dawn, noon, dusk or midnight. One vote at a time and a 30-minute cooldown between calls keep it from being spammed; pass share, minimum votes, duration and cooldown are configurable, results are announced, and the last winners are re-applied after a restart. Keys weather_vote_enabled, time_vote_enabled, vote_pass_pct, vote_min_votes, vote_duration_s, vote_cooldown_s, weather_transition_min, vote_persist. - Field manual: the Frontline chapter now covers the airdrop and the weather and time votes. - Game Master Frontline tab: an Airdrop reinsert checkbox switches the drop on or off live, closing or reopening the deploy point at once. Changed - With Static Line Parachutes loaded (1.2.0 or newer) the airdrop canopy is that mod's T-10: a round canopy you slip with A and D to pick your landing; without it the drop uses the KSC chute. Static Line Parachutes is not a dependency, Frontline reaches it by name and loads fine without it.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 21:36:12 GMT
- Last Modified
- Sun, 06 Sep 2026 21:36:16 GMT
2.3.4
Fixes - A vehicle that a mod update moves to a new prefab path keeps its configured price and visibility. The file is keyed by path, so when a catalog re-pointed its JLTV entries the old rows were pruned and the new ones came back at stock prices. The file now also records every vehicle's values by GUID and a new key inherits from there
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 08:37:45 GMT
- Last Modified
- Fri, 04 Sep 2026 08:37:53 GMT
2.3.3
Fixes - Vehicle prices now follow the vehicle, not the path a catalog happened to list it under. Two mods can register the same vehicle prefab under two folder layouts (the JLTVs: the CPO Factions catalog uses the older layout, the JLTV mod's own US-faction entries the newer one), and a price set for one path showed the default under the other, which is why the tan JLTVs kept their stock prices while the olive ones took the edited ones. Identity is now the prefab's GUID everywhere. - The vehicle costs file now lists every vehicle the depot build menu can offer, not just the player faction's catalog: the menu unions every faction's vehicle catalog, so vehicles that exist only in another faction's catalog (the black, M240, M230LF and MK19 JLTV variants, for example) never had a row to price or hide. Each entry now carries a faction field naming the catalog that supplied it; existing edits are kept.
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 08:00:24 GMT
- Last Modified
- Fri, 04 Sep 2026 08:00:29 GMT
2.3.2
Fixes - Configured vehicle prices now actually show on the depot build cards and gate placement. The price table reached every client since 2.3.1, but the game creates a fresh copy of a vehicle's card data for every card and every placement check, and the lookup was keyed to one particular copy, so cards kept showing the prefab's built-in price (the Chinooks showed free, the JLTVs their old price) and the server's own placement check let a vehicle be placed with too few supplies, charging the real price only afterwards. Prices are now matched by prefab: the build browser reports which prefab each card belongs to, and placement checks resolve the prefab from the entity being placed. Card, placement refusal and charge agree again.
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 21:53:57 GMT
- Last Modified
- Wed, 02 Sep 2026 21:54:04 GMT
2.3.1
Fixes - Vehicle cost edits now reach every player's build cards no matter how much of the catalog the server owner has priced. The price table used to travel to clients as one message and silently stopped arriving once enough vehicles were edited (the server still charged the right amounts, so cards showed stale or free prices while the purchase cost the real price). The table is now sent in numbered segments that clients reassemble, with the once-a-minute resend healing any missed piece, and a live file edit now reaches clients within 30 seconds instead of up to 60.
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 18:33:11 GMT
- Last Modified
- Wed, 02 Sep 2026 18:33:18 GMT
2.3.0
Added - Server-configurable vehicle costs and visibility: the mod now writes $profile:CPO_Frontline/vehicle_costs.json listing the player faction's whole vehicle catalog, grouped by category, and server owners edit two values per vehicle: cost (supplies) and shown (0 hides it from the depot build menus while a Game Master can still place it). Edits apply on the live server within 30 seconds, prices show on the build cards, and the charge always matches the card. Every catalog vehicle charges everywhere, including main base, whether or not its price was edited: a vehicle is a purchase, not a fortification, and only the build table's structures stay free at the main operating base. New key vehicle_costs_enabled (on; needs the economy).
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 18:50:46 GMT
- Last Modified
- Mon, 31 Aug 2026 18:50:49 GMT
2.2.9
Fixes: - The supply convoy now handles a stuck truck better: when any convoy truck stalls inside the objective, its crew and passengers deboard and fight on foot instead of sitting in a wedged vehicle, while a truck that stalls on the approach road keeps trying rather than shedding its men mid-route.
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 07:50:34 GMT
- Last Modified
- Mon, 31 Aug 2026 07:50:40 GMT
2.2.8
Fixes - The #frontline help text now lists every admin command with each one spaced out so it reads on its own, and the local support (civilian reputation) commands are called out by name. The in-game field manual now documents the same full set, including #frontline set and find. - First iteration of destroyed map buildings persisting across a server restart. The ruins always persisted, but the building itself reloaded intact on top of them every boot, stacking a fresh building over its own wreck; each destroyed building is now recorded in the campaign save and re-sunk on start, and a campaign wipe clears the record so a fresh season reloads the map intact.
- Game Version
- 1.8.0.10
- Created
- Fri, 28 Aug 2026 17:04:21 GMT
- Last Modified
- Fri, 28 Aug 2026 17:04:26 GMT
2.2.7
Fixes - Physical supply rewards no longer shed their garbage protection on a stray slot move: the collection trigger now fires only when the item genuinely enters character or vehicle storage, so an aborted pickup or a transient world re-slot can no longer leave a reward unprotected for the vanilla garbage system to harvest
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 23:27:45 GMT
- Last Modified
- Thu, 27 Aug 2026 23:27:50 GMT
2.2.6
Fixes: - Living quarters now house the player faction's defender group instead of vanilla US troops. COE2 runs without Conflict base machinery, so a placed living quarters kept the vanilla faction baked into its prefab and the spawner drew its group from that vanilla catalog; the service now adopts the mission's player faction at placement, and the character slots, hostile distance band and enable action follow the same faction.
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 15:55:33 GMT
- Last Modified
- Thu, 27 Aug 2026 15:55:39 GMT
2.2.5
Fixes - Physical supply rewards (completed-mission boxes and the raid cache) no longer vanish mid mission. Loose supply items are ordinary InventoryItemComponent entities, so the vanilla garbage system harvested them after its item lifetime once no player stood nearby; the marked raid box lost its last protection the moment the raid completed. Every spawned reward item is now blacklisted from the garbage system until a player collects it or teardown settles it, and the raid re-asserts the blacklist on completion.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 22:40:25 GMT
- Last Modified
- Wed, 26 Aug 2026 22:40:29 GMT
2.2.4
Fixes - The Supply Cache Raid could complete itself about a minute after spawning when its guard groups had not finished spawning (most likely the first mission after a server restart). The kill threshold now arms only after guards actually exist, and it counts the force that really spawned, so an empty or half-spawned site can never read as cleared.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 21:41:34 GMT
- Last Modified
- Wed, 26 Aug 2026 21:41:39 GMT
2.2.3
Fixes - Command truck spawns no longer refuse with "not enough supplies" while the truck is full. The truck point was billed against the fixed stores beside it, but a mobile assembly is its own entity with none nearby, so every deploy was refused. Truck spawns now read and pay from the truck's own cargo, at the same cost.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 18:47:30 GMT
- Last Modified
- Wed, 26 Aug 2026 18:47:34 GMT
2.2.2
Changed - The Supply Cache Raid now completes when 75 percent of its guards are killed, mirroring the objective clear, and its mission marker stays on the marked box until the site closes with the next objective. Loading the box or draining it still completes the mission too.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 12:01:45 GMT
- Last Modified
- Wed, 26 Aug 2026 12:01:49 GMT
2.2.1
Fixes - The Supply Cache Raid now completes when the marked box's supplies are loaded into a vehicle or carried, not only when the box itself moved into inventory. A crate too big to carry never fired the pickup event, so the mission could not be completed. Changed - The supply convoy completion hint now tells players to collect the supplies, then destroy the truck. - The convoy troop truck's two squads now dismount at random points inside the zone, and the passenger squad leaves the truck the moment the crew does, so an AO checkpoint or roadblock that stops the truck no longer leaves troops stuck aboard.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 11:04:47 GMT
- Last Modified
- Wed, 26 Aug 2026 11:04:50 GMT
2.2.0
Versioning number fix, 2.1.2 put out a new feature.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 10:21:38 GMT
- Last Modified
- Wed, 26 Aug 2026 10:21:41 GMT
2.1.2
Added - New Supply Cache Raid side mission, forced with `#frontline sidemission raid spawn`: seize the marked box to secure ten physical 100-supply items, guarded by two full squads and a fire team. Collected boxes remain player property; earned supplies left at the site transfer to main base when the AO mission closes if not collected. Changed - Ordinary side missions now leave 500 physical supplies at the completed site instead of crediting the base immediately. Uncollected earned boxes transfer their exact remaining value to main base at teardown, with a player notification; an unfinished raid pays nothing. - The supply convoy now carries exactly 1000 physical supplies in the marked lead truck and none in the rear Ural. The rear carries two full squads. The task completes when the lead is destroyed, emptied or recovered at main base, and captured trucks are released from mission cleanup.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 10:20:29 GMT
- Last Modified
- Wed, 26 Aug 2026 10:20:32 GMT
2.1.1
Added - Spawning at a command truck's deployed assembly (CPO Factions 1.2.13 or later) can now be priced separately: new key command_truck_spawn_cost_multiplier scales the forward spawn cost at the truck only, and it ships at 2, so a truck deploy costs double a fixed forward point. A live slider in the Game Master Frontline tab moves it mid session; 1 matches the plain forward cost, 0 makes truck spawns free. Ordinary forward spawn points and the main base are unchanged.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 12:04:49 GMT
- Last Modified
- Tue, 25 Aug 2026 12:04:51 GMT
2.1.0
Added - One fight, both towns: an enemy capture point sitting inside the captured objective area now flips with it, announced in chat, so the tightly packed pairs on Everon no longer demand a second assault on ground already taken. New key co_capture_meters (0 follows the AO radius; negative disables). - The main operating base now carries its own always-visible MAIN OPERATING BASE label on the map, Conflict-style, at the first spawn the campaign puts down. Vanilla deploy icons are untouched; this is one unique marker added beside them. Fixes - Enemy infantry no longer spawns in the wave splash band at docks and low shorelines. A spot just above still sea level reads dry to every depth test but is swamped by waves; ground spawn positions for garrisons, counterattacks and the QRF now require 1.5 m of clearance above sea level, and anything lower falls back to the dry anchor. Side mission sites keep the old margin: a supply truck on a quay is fine.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 01:07:38 GMT
- Last Modified
- Tue, 25 Aug 2026 01:07:42 GMT
2.0.1
Fixes - Counterattacks, the enemy QRF and garrisons no longer spawn in the sea at coastal towns. The spawn ring anchor now walks back toward the town until it sits over land, and any ring position that still reads wet falls back to the dry anchor. The engine position search is blind to water deeper than about two metres, so the dry check has to come first.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 23:14:41 GMT
- Last Modified
- Sun, 23 Aug 2026 23:14:45 GMT
2.0.0
Added - The server now sets the AI ceiling. A new adaptive budget watches the server's frame rate, steps the usable AI budget down while the box is struggling and back up as it recovers, and holds a floor so the fight never goes hollow; at the floor it warns the admin that the box is too small for the player count instead of cutting further. The objective's own garrison is sized to fit what the server has room for, and with no ceiling set the governor finds the box's own limit. On by default, one switch (ai_budget_adaptive) turns it off, and a Game Master toggle flips it mid session. New server keys, grouped with ai_budget in the config: ai_budget_adaptive, ai_budget_fps_floor, ai_budget_fps_recover, ai_budget_step_pct, ai_budget_min, ai_budget_reserve_pct. The status line reports the live count, the objective's share and the server's frame rate, and the campaign feed carries an ai_budget block. - Workshop description updates. Changed - The AI budget now counts the objective's own AI alongside the campaign's garrisons, counterattacks, QRF and side mission guards, so one number describes the whole fight. Servers that rely on the old ceiling being "frontline only" should raise ai_budget accordingly or leave it at 0 with the governor on.
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 15:14:45 GMT
- Last Modified
- Sat, 22 Aug 2026 15:14:51 GMT
1.9.7
Fixes - Side missions and the QRF no longer leave their vehicles, intel folders and emplacements behind across a restart. Everything a side mission or a QRF spawns is now kept out of the session save and removed cleanly when the mission ends, so a restart mid-mission, or an objective completed with the side mission still standing, restores nothing that nobody owns. Litter already sitting in older saves is not reached: trucks go with the CPO idle clean, props need a one-off Game Master delete.
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 14:37:08 GMT
- Last Modified
- Sat, 22 Aug 2026 14:37:17 GMT
1.9.6
Fixes - The evacuation now really leaves the hostage alone. The check that skips anyone already held in a compartment was looking in the wrong place, so a tied hostage was still being ordered out with the rest; it now reads the character's own compartment access, which sees the tie, and the hostage stays put.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 20:56:29 GMT
- Last Modified
- Fri, 21 Aug 2026 20:56:36 GMT
1.9.5
Fixes - An objective generated by hand after a cancel now registers as the active objective again. Cancelling told the commander to generate one by hand to resume, but the by-hand objective never picked up the campaign's target, so side missions, the status line and the front advance all treated the map as still quiet; the generated objective is now adopted as the active target whenever it sits on enemy ground.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 18:59:47 GMT
- Last Modified
- Fri, 21 Aug 2026 18:59:50 GMT
1.9.4
Fixes - The evacuation now leaves a hostage alone. A tied hostage reads as a civilian, so the siren was ordering it out with the rest and the cleanup then swept it away; the flee order now skips anyone already in a compartment, so captives and anyone in a vehicle stay put.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 17:24:11 GMT
- Last Modified
- Fri, 21 Aug 2026 17:24:19 GMT
1.9.3
Fixes - The evacuation's flee order now actually lands. It was placing an editor waypoint the engine rejected, so civilians stayed put until the cleanup timer removed them; they now walk out when the siren sounds.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 17:03:06 GMT
- Last Modified
- Fri, 21 Aug 2026 17:03:14 GMT
1.9.2
Fixes - The Civilian Evacuation mission now clears map-placed civilians too. It used to only move the civilians the objective itself spawned, leaving ambient patrols behind in the town; now every civilian, whatever spawned them, walks out before the fires come down.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 16:37:27 GMT
- Last Modified
- Fri, 21 Aug 2026 16:37:30 GMT
1.9.1
Fixes - The Civilian Evacuation side mission now actually empties the town. Its flee order was landing behind each civilian's own patrol loop, so most of them stayed put and only one would walk out; the siren now overrides the patrol and the whole population leaves before the fires can come down.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 15:15:26 GMT
- Last Modified
- Fri, 21 Aug 2026 15:15:30 GMT