Wasteland-Z

by Motavar

Contributors

Motavar

1.0.19

10.0.18 micro patch to 10.0.19
- Allow PLAYERS (non admin) base building - forgot to turn on :)

======================
1.0.18
WASTELAND-Z — FREEFALL
Mod 1.0.18+ / Gateway 0.9.6
======================
ADMINS 
!! IMPORTANT !! : Mod 1.0.18 requires gateway 0.9.6. Update both together.  
YOU MUST UPDATE GATEWAY: wasteland-z.com for instructions

NOTES:  
This is a complete rewrite of the hive/realm database system.  
This also includes Base Building with Supplies . custom parachute system. security features and misc fixes below.  


  PARACHUTE SYSTEM
  - Ram-air canopy, deployable whenever 3 m of measured clearance exists below you.
  - Clearance is traced against the real surface, so roofs, bridges and decks count.
  - Above 50 m AGL the trace is skipped, so the aircraft you just left cannot block a deploy.
  - HUD shows airspeed, altitude and a banded speed bar.
  - Seven camera views on the B key.

  FLIGHT MODES
  - REAL, SPORT and ARCADE are presets over one flight model, cycled with N.
  - SPORT is the default: 25% faster, half the sink rate.
  - ARCADE banks to 55 degrees, turns a full circle in about 3 s, and will not tear.
  - PARACHUTE_DEFAULT_MODE sets the server default.
  - PARACHUTE_MODE_SELECTION locks the N key when cleared.

  CANOPY DESIGNS
  - 23 canopies across 12 designs, one mesh with a swapped material each.
  - Canopy is stored hive-wide and applies on every server in the hive.
  - An admin can assign a canopy to an offline player.
  - Model is HF original: 9 m span, 9 cells, 5.94 m lines, 8,172 triangles at LOD0, four LODs.
  - Textures are 2048x2048, generated without Blender or third-party libraries.

  VEHICLE FAST EXIT
  - A second press of the exit key during the climb-out leaves the vehicle immediately.
  - Air outranks speed: over 3 m of clearance you exit airborne and in control.
  - Grounded above BAILOUT_SAFE_SPEED_KMH you are ejected ragdolled.
  - Grounded below it you are placed on your feet, 2 m out, on your own side.
  - BAILOUT_ENABLED and BAILOUT_SAFE_SPEED_KMH (default 40, range 0-120) are in F8.

  HIVE DATABASE
  - Player storage moved from one value per player to one row per player, hive, realm and namespace.
  - Servers in one realm share gear; realms are independent of each other.
  - Money, bank and stats remain hive-wide across every realm.
  - 26 realms plus PRIVATE, assigned per map rather than per server.
  - Per-map hive override lets a map carry its own gateway and key.
  - One gateway process serves multiple game servers.
  - Namespaced records mean a new stored feature needs no gateway release.
  - Canopy persistence was the first feature to use it, with no gateway change.
  - Migrations apply on start and are recorded so they cannot run twice.
  - Destructive migrations require an explicit flag and a successful dump first.
  - A gateway older than the database refuses to start.
  - Optional waitress HTTP server, auto-detected.
  - Connection pool renamed to DB_POOL_SIZE_v2, default 32, rewritten in config.py on first start.

  SERVER REGISTRY
  - Each server publishes its map, realms, mod version and real addon list.
  - Mod mismatches between servers are visible in the F8 hive view, in red.
  - Registration self-heals if the gateway was down at boot.

  PERSISTENCE
  - Held weapon is stored per realm and per map.
  - An absent weapon field no longer overwrites a stored one.
  - Position, stance and yaw are keyed per realm and per map.
  - A logout in the air returns you to the ground at the same coordinates with your gear.
  - Last location survives a server restart or crash.
  - Arrival grace waives faction and spawn rules for the first join after a server hop.
  - Death is recorded against the realm rather than one server.
  - Autosave skips players who have not spawned.
  - Money-only operations no longer re-upload the whole inventory.
  - The revive kit is part of the starter loadout instead of every respawn.

  JOIN SCREEN
  - The card names which of six gear states applies and what to click.
  - GEAR SAVED HERE names the faction and requires LAST LOCATION.
  - GEAR TRAVELLED WITH YOU allows any faction and any spawn for that join.
  - NO GEAR SAVE HERE names the realm holding your gear.
  - GEAR RESET, NO RECORD ON THIS HIVE and CANNOT REACH STORAGE cover the rest.
  - CANNOT REACH STORAGE renders red end to end.
  - A faction click that would cost your loadout raises a warning before deploy.
  - START FRESH and RANDOM SPAWN both confirm before committing.
  - A welcome popup fires on data arrival rather than menu open.

  BASE BUILDING
  - Construction consumes supplies; HF owns the charge decision outright.
  - A vehicle with no reachable supply source is refused rather than allowed.
  - Build list editor at F8 SETUP > BUILD LIST, with search, trait and faction filters and previews.
  - Edits replicate to every connected player immediately.
  - Dismantling refunds 100% into the construction vehicle.
  - Refunds drop as a physical crate when the vehicle is full.
  - Caps per faction and per map for both structure count and supply value.
  - Caps count what is standing; a destroyed or dismantled structure returns its allowance.
  - Allowance returns to whoever built it.
  - BASE_BUILD_COST_MULT scales every price from 0 to 5x.
  - BASE_BUILD_ARSENAL_BOXES ships off, so structures spawn without free-gear boxes.
  - Live readout of standing structures per faction, also available as /supplies.

  SUPPLIES
  - Supplies are physical crates and pallets in the world.
  - Every box BI drops from a vehicle can be picked up and carried.
  - Hold-to-load moves 100 supplies per cycle.
  - Missions can pay out supplies through SPAWN_SUPPLIES_LARGE and SPAWN_SUPPLIES_SMALL.
  - Mission supply amounts offer presets and accept any typed value.
  - /supply [amount] drops a pallet at an admin's feet.
  - Loose supply boxes age out on the loot crate timer.
  - Supply crates gain a lock action after being carried 3 m.
  - Locking extends a 30-minute life to 24 hours and survives a relog.
  - An emptied supply box deletes itself.
  - Every supply container carries a server-issued origin tag.

  ADMIN MENU
  - Player info shows name, money, parachute type and style.
  - Canopy picker lists all 23 in plain and marked pairs
  - Canopy preview pane shows the fabric.
  - Offline staff names are resolved from the hive when the tab opens.
  - SECURITY tab added.
  - SERVER tab gained a hive panel, per-map hive override, A-Z gear groups and a server actions panel.
  - SERVER_ACTIONS.conf self-creates with six worked examples.

  AUDIO AND VEHICLES
  - EARPLUGS_ENABLED is a server feature switch, not a preference.
  - Each player still chooses auto or manual in the J menu or with /ear.
  - Auto is now the player-side default.
  - /ear, /plug and /plugs are available to every player.
  - Tow cable now terminates inside both vehicles rather than at the bumper.
  - Vehicle towing has a server-wide switch in F8 VEHICLES > BEHAVIORS.

  MISSIONS
  - Logic nodes without arguments no longer display as unrecognized rows.
  - EVENT rows with no reference parse correctly.
  - The same fault was fixed in a second tree parser.

  IN DEVELOPMENT
  - Structure locking; supply crate locking ships now.
  - Door codes and base access; schema written, not applied.
  - Garage for vehicles across servers; schema and config only.
  - Supply ledger persistence across a restart.
  - Ear plug preference persistence.
  - Parachute mode settings, the ear plugs switch and the towing switch ship ahead of their first live test.


  wasteland-z.com / Motavar / Heavy Forge, Inc.
Game Version
1.8.0.13
Created
Sun, 20 Sep 2026 21:10:47 GMT
Last Modified
Sun, 20 Sep 2026 21:12:16 GMT

1.0.18

WASTELAND-Z — FREEFALL
Mod 1.0.18 / Gateway 0.9.6

ADMINS 
!! IMPORTANT !! : Mod 1.0.18 requires gateway 0.9.6. Update both together.  
YOU MUST UPDATE GATEWAY: wasteland-z.com for instructions

NOTES:  
This is a complete rewrite of the hive/realm database system.  
This also includes Base Building with Supplies . custom parachute system. security features and misc fixes below.  


  PARACHUTE SYSTEM
  - Ram-air canopy, deployable whenever 3 m of measured clearance exists below you.
  - Clearance is traced against the real surface, so roofs, bridges and decks count.
  - Above 50 m AGL the trace is skipped, so the aircraft you just left cannot block a deploy.
  - HUD shows airspeed, altitude and a banded speed bar.
  - Seven camera views on the B key.

  FLIGHT MODES
  - REAL, SPORT and ARCADE are presets over one flight model, cycled with N.
  - SPORT is the default: 25% faster, half the sink rate.
  - ARCADE banks to 55 degrees, turns a full circle in about 3 s, and will not tear.
  - PARACHUTE_DEFAULT_MODE sets the server default.
  - PARACHUTE_MODE_SELECTION locks the N key when cleared.

  CANOPY DESIGNS
  - 23 canopies across 12 designs, one mesh with a swapped material each.
  - Canopy is stored hive-wide and applies on every server in the hive.
  - An admin can assign a canopy to an offline player.
  - Model is HF original: 9 m span, 9 cells, 5.94 m lines, 8,172 triangles at LOD0, four LODs.
  - Textures are 2048x2048, generated without Blender or third-party libraries.

  VEHICLE FAST EXIT
  - A second press of the exit key during the climb-out leaves the vehicle immediately.
  - Air outranks speed: over 3 m of clearance you exit airborne and in control.
  - Grounded above BAILOUT_SAFE_SPEED_KMH you are ejected ragdolled.
  - Grounded below it you are placed on your feet, 2 m out, on your own side.
  - BAILOUT_ENABLED and BAILOUT_SAFE_SPEED_KMH (default 40, range 0-120) are in F8.

  HIVE DATABASE
  - Player storage moved from one value per player to one row per player, hive, realm and namespace.
  - Servers in one realm share gear; realms are independent of each other.
  - Money, bank and stats remain hive-wide across every realm.
  - 26 realms plus PRIVATE, assigned per map rather than per server.
  - Per-map hive override lets a map carry its own gateway and key.
  - One gateway process serves multiple game servers.
  - Namespaced records mean a new stored feature needs no gateway release.
  - Canopy persistence was the first feature to use it, with no gateway change.
  - Migrations apply on start and are recorded so they cannot run twice.
  - Destructive migrations require an explicit flag and a successful dump first.
  - A gateway older than the database refuses to start.
  - Optional waitress HTTP server, auto-detected.
  - Connection pool renamed to DB_POOL_SIZE_v2, default 32, rewritten in config.py on first start.

  SERVER REGISTRY
  - Each server publishes its map, realms, mod version and real addon list.
  - Mod mismatches between servers are visible in the F8 hive view, in red.
  - Registration self-heals if the gateway was down at boot.

  PERSISTENCE
  - Held weapon is stored per realm and per map.
  - An absent weapon field no longer overwrites a stored one.
  - Position, stance and yaw are keyed per realm and per map.
  - A logout in the air returns you to the ground at the same coordinates with your gear.
  - Last location survives a server restart or crash.
  - Arrival grace waives faction and spawn rules for the first join after a server hop.
  - Death is recorded against the realm rather than one server.
  - Autosave skips players who have not spawned.
  - Money-only operations no longer re-upload the whole inventory.
  - The revive kit is part of the starter loadout instead of every respawn.

  JOIN SCREEN
  - The card names which of six gear states applies and what to click.
  - GEAR SAVED HERE names the faction and requires LAST LOCATION.
  - GEAR TRAVELLED WITH YOU allows any faction and any spawn for that join.
  - NO GEAR SAVE HERE names the realm holding your gear.
  - GEAR RESET, NO RECORD ON THIS HIVE and CANNOT REACH STORAGE cover the rest.
  - CANNOT REACH STORAGE renders red end to end.
  - A faction click that would cost your loadout raises a warning before deploy.
  - START FRESH and RANDOM SPAWN both confirm before committing.
  - A welcome popup fires on data arrival rather than menu open.

  BASE BUILDING
  - Construction consumes supplies; HF owns the charge decision outright.
  - A vehicle with no reachable supply source is refused rather than allowed.
  - Build list editor at F8 SETUP > BUILD LIST, with search, trait and faction filters and previews.
  - Edits replicate to every connected player immediately.
  - Dismantling refunds 100% into the construction vehicle.
  - Refunds drop as a physical crate when the vehicle is full.
  - Caps per faction and per map for both structure count and supply value.
  - Caps count what is standing; a destroyed or dismantled structure returns its allowance.
  - Allowance returns to whoever built it.
  - BASE_BUILD_COST_MULT scales every price from 0 to 5x.
  - BASE_BUILD_ARSENAL_BOXES ships off, so structures spawn without free-gear boxes.
  - Live readout of standing structures per faction, also available as /supplies.

  SUPPLIES
  - Supplies are physical crates and pallets in the world.
  - Every box BI drops from a vehicle can be picked up and carried.
  - Hold-to-load moves 100 supplies per cycle.
  - Missions can pay out supplies through SPAWN_SUPPLIES_LARGE and SPAWN_SUPPLIES_SMALL.
  - Mission supply amounts offer presets and accept any typed value.
  - /supply [amount] drops a pallet at an admin's feet.
  - Loose supply boxes age out on the loot crate timer.
  - Supply crates gain a lock action after being carried 3 m.
  - Locking extends a 30-minute life to 24 hours and survives a relog.
  - An emptied supply box deletes itself.
  - Every supply container carries a server-issued origin tag.

  ADMIN MENU
  - Player info shows name, money, parachute type and style.
  - Canopy picker lists all 23 in plain and marked pairs
  - Canopy preview pane shows the fabric.
  - Offline staff names are resolved from the hive when the tab opens.
  - SECURITY tab added.
  - SERVER tab gained a hive panel, per-map hive override, A-Z gear groups and a server actions panel.
  - SERVER_ACTIONS.conf self-creates with six worked examples.

  AUDIO AND VEHICLES
  - EARPLUGS_ENABLED is a server feature switch, not a preference.
  - Each player still chooses auto or manual in the J menu or with /ear.
  - Auto is now the player-side default.
  - /ear, /plug and /plugs are available to every player.
  - Tow cable now terminates inside both vehicles rather than at the bumper.
  - Vehicle towing has a server-wide switch in F8 VEHICLES > BEHAVIORS.

  MISSIONS
  - Logic nodes without arguments no longer display as unrecognized rows.
  - EVENT rows with no reference parse correctly.
  - The same fault was fixed in a second tree parser.

  IN DEVELOPMENT
  - Structure locking; supply crate locking ships now.
  - Door codes and base access; schema written, not applied.
  - Garage for vehicles across servers; schema and config only.
  - Supply ledger persistence across a restart.
  - Ear plug preference persistence.
  - Parachute mode settings, the ear plugs switch and the towing switch ship ahead of their first live test.


  wasteland-z.com / Motavar / Heavy Forge, Inc.
Game Version
1.8.0.13
Created
Sun, 20 Sep 2026 16:39:22 GMT
Last Modified
Sun, 20 Sep 2026 16:40:23 GMT

1.0.16

Sorry about the last 1.8 rush patch last week. I was on vacation and had to push 1.8 from my phone and ended up pushing my helicopter towing out early.  Now that I'm back here is the updated helicopter towing. Hopefully everything works. Along with loot / money spawn changes. 

Some more details here:
 - The sling moved from R to B. B hooks and drops a slung load from the pilot seat, engine running or not;
    both keys are rebindable in Options → Controls.
  - R starts a helicopter instantly. No more holding the key down. LCTRL+R still stops the engine.
  - Tows and slings now use a real 3D rope, and the old draw-distance cap is gone — if you can see the two
    vehicles, you can see the rope between them.
  - The ground tow hangs with a slight bow so it reads as a strap rather than a rigid bar.
  - The helicopter tow menu is engine-off only. With the rotors turning the line disappears entirely and B
    is the only control, so a mis-click can't drop a load mid-flight.
  - Locked mission rewards refuse both tow and sling until the mission is complete.
  - Late joiners see cables that were already in the air when they connected.
  - Money bags and crates re-seat onto the ground when whatever held them up is destroyed. They used to hang
    in mid-air permanently; the move is server-authoritative, so everyone sees them in the same place.
  - Money drops land at the body's feet, not inside the corpse.
  - Money and medkits picked up with a reach radius instead of a pixel-exact aim.
Game Version
1.8.0.10
Created
Fri, 21 Aug 2026 21:10:56 GMT
Last Modified
Fri, 21 Aug 2026 21:11:16 GMT

1.0.15

1.8 fix remote on my phonel ;lol gg rip miami gg
Game Version
1.8.0.10
Created
Fri, 14 Aug 2026 03:19:17 GMT
Last Modified
Fri, 14 Aug 2026 03:19:31 GMT

1.0.14

New:  Towing and Loot Editor
NOTE: after 6 days of towing madness, 7 different variants and non stop troubleshooting and testing I got simulated physics maybe working, we will see.  If this bugs out switch to legacy towing.
 
- Towing - You can turn on legacy a3 towing in server config
- Towing - Advanced Towing simulated physics is default and can be turned off.  Experimental for now. 
- New Loot Editor system. 
- Mission rewards changed for spawn_rewards and spawn_vehicle. They no logner use templates.
NOTE: You will be required to go into Loot Editor REWARDS and create your mission rewards or else missions will spawn 0 gear.  i added import feature. 

If you want details here is the actual list of changes:
=====================
 Towing

  - Two towing systems, both server-configurable, with Advanced as the default.
  - Tow menu on a T keybind, with no vehicle editing required.
  - The towed vehicle's handbrake releases on attach so it rolls freely, and
  re-applies on detach.
  - The tower's engine stops on attach, and passengers can ride along.
  - Both vehicles stay grounded on attach instead of lifting or flinging.
  - The hitch sits at each vehicle's centre of mass, so towing no longer pitches  either vehicle.
  - The vertical axis is free, so a tow bar can pull but never push the tower into  the air.
  - Roll is locked on a ball-socket coupler, so the towed vehicle settles on its  wheels.
  - An alignment spring stops the strap swinging into the cab and killing the driver.
  - A destroyed vehicle drops the strap instead of being dragged along as a wreck.
  - The towed vehicle is re-seated straight behind the tower before detach, ending  the under-vehicle explosion.
  - Tow distance is consistent across vehicle sizes and headings.
  - Every tow diagnostic is compile-gated, so towing writes nothing to release logs.

  Loot Editor

  - New Loot Editor at F8 → SETUP → LOOT EDITOR, covering town, world, vehicle and  reward loot on one screen.
  - All four loot systems now spawn through one shared pipeline instead of four  separate ones.
  - Each entry takes a chance value, where 100 always spawns and anything lower is a  weighted draw.
  - Per-pool item counts with - / + controls, so a crate can hold more than one  rolled item.
  - Associated items let curated extras drop alongside whatever they are attached to.  - Magazines are honoured everywhere; reward weapons previously dropped with no  ammunition at all.
  - Vehicle trunk bonus sections now actually roll, having been read from the file  and never used.
  - Column 3 shows each entry's true chance of landing in a crate rather than its  share of the pool.
  - An entry whose mod is not installed is kept, skipped and shown red, and restores  itself if the mod returns.
  - Reward and vehicle trunk pools are now per map, so different maps can run  different loot.
  - Missions name a reward pool directly, so a shared mission no longer needs its  author's reward files.
  - A mission naming a pool that does not exist spawns an empty crate and says so on  the HEALTH tab and in the editor.
  - One-click import builds a reward pool from an existing crate's item list.
  - A scan at boot and after every mission save reports every pool a mission wants  but does not have.
  - World loot now shows on the F8 loot overlay in magenta, live as it spawns.
  - All loot logging is silenced in release builds.

  Money drops
  - Money bags settle and freeze in place, ending a client crash where a bag fell out  of the world.
  - A bag that falls through terrain is recovered to its drop point with the money  kept.
  - Money resting on mission objects is woken when those objects despawn, instead of  hanging in the air.
Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 01:56:33 GMT
Last Modified
Mon, 10 Aug 2026 01:56:53 GMT

1.0.13

- Crate/Vehicle Storage Fix.  Crates will no longer go into crates when placed into a vehicle.
- Death Markers Fixed
- Missions can have names on the map through Mission Logic 
- Missions spawning AI at different heights.
- Money in missions now tracked to avoid crashing through world.
- Spawning AI or missions on Hills / Slopes now works a lot better
- Missions with AI in vehicles or structures fixed and tracked.
- Mission editor text corrected and word wraps.
- WAIT FOR AI  and ALL DEAD no longer requires you to select AI.
- Debug Lines cleaned up
Game Version
1.7.0.54
Created
Mon, 03 Aug 2026 00:46:05 GMT
Last Modified
Mon, 03 Aug 2026 00:46:29 GMT

1.0.12

NEW UPDATES: 

# Inventory Save update:  Weapons should now serialize correctly in inventory for save/restore.  Timing issues on spawn and restore resolved. Logging back into last location and randomly losing gear resolved. 

# Ear Plugs : (Auto Ear Plugs) Now available on J player menu and /ear /plug /plugs.  It's my first attempt so we'll have to see how they work.
Game Version
1.7.0.54
Created
Mon, 27 Jul 2026 01:34:53 GMT
Last Modified
Mon, 27 Jul 2026 01:35:14 GMT

1.0.11

tldr:  New store editor. Allows you to add mods easier.  Version 1

New systems
- Store master-list / scanner (F8) — GUID-native item discovery via
  ResourceDatabase.SearchResources — a drill-down folder browser that enumerates
  every mounted resource with a live rescan (no restart) and a config-driven disable
  filter. This is what feeds the store pool.

- Store editor v2 — Three-column editor: discovery pool, category filter, and
  not-used master list. Full category CRUD (create/rename/delete), move up/down,
  per-item pricing, 3D preview, and base/mod row tinting (red base, orange mod).

 - ALL RADAR / ALL CIRCLES bulk toggle buttons — Added bulk on/off buttons to the F8 town editor so
  admins can flip every town's radar and circle overlay at once instead of one town at a time.
 - Circle state reset on world reload 

 Fixes that mattered
- Store 3D preview crash — Root-caused a client-side native crash (a BI auto-fly tester component
  ticking in the bare preview world) and shipped a no-spawn blueprint scan that renders normal items
  and vehicles while blanking only self-simulating test rigs.

- Store category layout — Moved apparel/equipment to the general store and all ammo/magazines/boxes
  to the gun store, A3-Wasteland style.
Game Version
1.7.0.54
Created
Wed, 22 Jul 2026 02:15:37 GMT
Last Modified
Wed, 22 Jul 2026 02:16:31 GMT

1.0.10

Bug Fixes:
 Vehicle slot frees on drive-away 
 Body persists on respawn 
 
New: 
Mission AI drop Money Logic
Mission AI Spawn Money LOGIC
Mission Menu slight cleanup.
Game Version
1.7.0.54
Created
Sat, 18 Jul 2026 00:57:12 GMT
Last Modified
Sat, 18 Jul 2026 00:58:06 GMT

1.0.9

=== SERVER ADMINS — READ FIRST ===
  - Gateway: update to 0.7.1 (fixes the /money admin command). Copy the new gateway.py from wasteland-z.com Admin Setup and restart the gateway.
  - Delete store_catalog_<Map>, general_catalog_<Map>, world_loot_<Map> .conf to get new store content (they regenerate).
  - Old town/loot files are _v2 now — legacy ones flagged [DEPRECATED] at boot and on F8 HEALTH.
  - Keep server.conf. New keys append automatically. NOTE: CARRY_WEIGHT_MULT (usually 0.5) was ignored before and GOES LIVE now — set it deliberately.

  === MOVEMENT & STAMINA (new — F8, all live) ===
  - Carry Weight dial: how much gear slows you. 0.25 default, 1.0 vanilla, 0 weightless.
  - Stamina Drain / Regen dials. Bush Slowdown toggle (off).

  === STORES ===
  - Registers now truly indestructible (mission AI could destroy them and break the shop).
  - Gun store now stocks all 64 weapons (was 34): scoped AKS-74UN, iron SVD, M16 carbines, scoped PKM/RPK, suppressed M16s.
  - +24 mags, +28 attachments (AK/PKM mounts, UK59 optic). RPG-7 sells all 3 warheads.
  - All 194 wearables buyable (was 122); gloves + eyewear added.
  - M21 fixed (was selling the camo version). Duplicate pricing fixed (maps, compasses, binocs, radios).
  - Store split: gun store = weapons, general store = clothing/gear. Blank-list scroll bug fixed.

  === VEHICLES ===
  - Prices fixed (were ~8x high): helis 120k->18k, Huey 15k, sedans 700.
  - 6 missing vehicles added (incl. USSR Ural). Coverage 163/173.
  - Untouched vehicles never despawn (idle clock starts when first driven).
  - Towns restock in minutes; town edits apply live, no restart.
  - Global vehicle budget works (soft cap, players never blocked).
  - Lock/Unlock back as a despawn timer (locked = 4h vs 1h), not ownership.

  === LOOT ===
  - Town tiers now drive loot (all towns looted identically before).
  - Civilian crates rebalanced: fewer pistols, wider spread. Guns spawn with 2 fitting mags.
  - Free AK mags removed (now an admin setting, off). Loot fully config-driven.

  === CRATES ===
  - Lock a carried crate into a base stash (24h vs 30min). Option shows instantly.
  - Moving a crate now resets its idle timer.

  === MISSIONS ===
  - No longer stack on the same marker. Limits honored (max 2 = 2, fills immediately).
  - Each finished mission restarts only its own timer. F8: per-tier MAX button (1-10).
Game Version
1.7.0.54
Created
Fri, 17 Jul 2026 04:14:23 GMT
Last Modified
Fri, 17 Jul 2026 04:15:16 GMT

1.0.8

MISSIONS UPDATE - Multiple rewards, vehicle rewards, and Hacker missions.
TOWN CONFIGURATION CHANGES
==================
HF Mission System — Update (July 11–12)

  Mission System Foundation

  - Difficulty Tiers — Missions are now rated Easy / Medium / Hard instead of by size, and the
  mission pool spawns and paces them by tier.
  - Format versioning — Missions and events carry a version badge so outdated files are flagged
  automatically.

  Mission AI

  - Fixed AI-clear hang — "Wait until all enemies dead" no longer gets stuck when enemy groups are
  wiped out of order.

  Mission Markers (in events)

  - Beam markers — Event markers now show as a clear vertical beam with a name label instead of a
  hard-to-see ring.
  - Markers persist — Event markers survive a save and reappear correctly when you re-edit the
  event.
  - Live map marker — Spawned missions appear on the map with a live time-remaining countdown.
  - Correct placement — Reward crates and vehicles now spawn on the right side of a marker and face
  the correct direction.

  Live Event Editor

  - Safe editing — Loading an event to edit re-spawns it with AI passive so you can author without
  getting shot.
  - Rotation fix — Fixed saved events coming back rotated 90° from a wrong reference frame.
  - Editor Mode banner — A clear red "Event Editor Mode" banner shows while authoring (events/Zeus
  only).
  - Stability — Loading a mission no longer gets stuck behind a leftover editing session, and stray
  buttons/state were cleaned up.

  New Mission Logic
no
  - Objectives — New objective types: Kill, Attack, Reach, Defend, plus generic condition gates.
  - Spawn loot — Fill a marker with a loot crate from a loot pool on demand.
  - Rename missions — Saved missions can now be renamed.
  - Cleaner editor — Logic list is sorted alphabetically and only shows the fields each logic type
  actually needs.

  Custom HackerKit (laptop + satellite terminal)

  - New custom model — A hand-built hacker field kit (laptop, battery, uplink router, satellite
  dish) with glowing screens and LCD — replaces the old placeholder prop as the mission hack
  terminal.
  - Place-and-stick — The kit locks exactly where you place it (on a desk, table, etc.), stays put,
  doesn't fall or sink, and can't be blown up.
  - Author verbs — Move / Place / Delete the terminal while building a mission; those options
  vanish once the mission goes live.

  Custom Hacker Logic

  - Circle-hold hack — Players start a hack and hold a ground circle; the countdown advances while
  someone's inside, pauses (or decays) when empty, and completes with someone standing in it.
  - Button config — Set the hack's time, radius, startup, and decay from buttons in the mission
  editor — no typing.
  - Left-the-zone warning — Step out of the hold circle mid-hack and you get a toast that progress
  has paused.

  Dynamic Mission Timers

  - Engagement-started — A mission's timer stays dormant until players enter the area, then starts
  — so a mission can sit unfound without expiring.
  - Two-stage handoff — A global timer runs from spawn ("nobody showed → rotate to the next
  mission"); when players engage, the mission's objective timeout takes over.
  - "Mission started" toast + live map switch — Players get a toast on engagement, and the map
  countdown switches to the active timer for everyone.
  - Configurable radius — The engagement radius is a server setting (default 50 m), and long timers
  display as H:MM:SS.

  Vehicle Spawn

  - Spawn vehicles — Place a vehicle marker and pick any vehicle from the store catalog (160
  vehicles, grouped by category) to spawn there.
  - Facing fix — Spawned vehicles now face their marker correctly.

  Vehicle Settings

  - Per-vehicle options — Set a spawned vehicle's fuel %, health % (0 = wreck), ammo, lock, and
  god-mode with simple cycle-buttons.
  - Vehicle locking — Server-authoritative vehicle lock system.
  - Vehicle rewards — Reward vehicles can spawn with set repair/fuel % and respawn if destroyed
  while locked.
  - Open to all — Event/Zeus vehicles are drivable by any faction (fixed a bug that stamped them
  hostile/undrivable).

Mission Cleanup Improvements

  - Vehicles you earn now stay after you complete a mission. Vehicles that a mission spawns or
  prepares are no longer cleaned up when the mission ends in success — a completed mission leaves
  them behind for players, like a reward. They still get removed normally if the mission fails, is
  stopped by an admin, or the event is closed in the editor, so failed and abandoned missions don't
  leave junk on the map.
  - Mission map markers now disappear the moment a mission is completed. Previously a finished
  mission could leave a stuck marker on the map showing a frozen 00:00 timer until the next mission
  appeared. Now the marker and its countdown clear immediately when the mission ends, while the
  reward area still stays around long enough to loot.
Game Version
1.7.0.54
Created
Mon, 13 Jul 2026 02:41:14 GMT
Last Modified
Mon, 13 Jul 2026 02:41:50 GMT

1.0.7

IMPORTANT NOTE:  Admins - Your towns tiers and spawns will auto update to version 2.,0.  Your previous town spawns and configuration are no longer valid and will have to be updated.  There is a NEW F8 SETUP Menu option for Town Spawns and Town Tiers.  You no longer have to edit town configuration files per map. You can do it in-game for the most part. 

Town Tiers and Town Spawn locations updated to version 2.  Previous to this only towns would get town loot and players had to spawn there.  This new system decouples spawning into cities vs cities with loot.  In other words.. you can now have towns with loot and players do not have to spawn there or show town circles on the map.   

Since we have file version changes we not have a file deprecation system to let admins know what files are no longer needed and have been upgraded. 

changes:
 - 91f5c50b — New default town tiers. Towns now spawn with rebalanced tiers: radii scaled to  100–350m, loot amounts doubled, and loot bonus set to 1.0 across all tiers. Fresh installs get  these automatically; existing servers apply by deleting the old tier file or editing it in F8.
  - 9fe7dd8d — Retired the legacy v1 town bootstrap. HFTownsConfigBootstrap had been re-creating  the deprecated v1 town file on every boot, fighting the v2 system. It's now retired so the v2
  tier files are the single source of truth.
  - e0b651f7 — Made deprecation visible. Anything still using the old town path now prints a RED  console line and a CRITICAL entry in the F8 HEALTH tab. This makes leftover v1 usage impossible  to miss during the pre-go-live sweep.
  - 3290d519 + f58d15bb — Map circles reset on world reload. In Workbench, exiting play and  relaunching left town map-circle state stale. Static state is now reset via the correct  modded-class static call, so circles rebuild cleanly every launch.

Gateway log-noise fix

  - 62062bb0 — Removed a broken, unnecessary REST header call. Every gateway run logged  SetHeaders - Number of strings must be even! ×3 because three clients tried to send a  Content-Type header, but Reforger's REST API has no custom-header support — so it could never
  succeed. The header was never needed (the gateway ignores Content-Type via force=True, and auth  is in the URL as ?token=), so the database and loot were never affected — it was pure log  noise, now gone.
  - e16bc260 — Corrected the stale docs. The handoff TODO and persistence research notes had  misdiagnosed this as a formatting bug. Both are updated to record the real cause and a "do not  re-add SetHeaders" warning so no future session reintroduces it.
Game Version
1.7.0.54
Created
Fri, 10 Jul 2026 23:31:13 GMT
Last Modified
Fri, 10 Jul 2026 23:31:28 GMT

1.0.6

Store Fixes & Debug Cleanup:

e291d055 Store duplication fix — __BEGIN_BATCH__ sentinel on all 3 catalog receivers + server sends it first per store type in OnPlayerSpawned

b0f4c1c4 Option A — live F8-edit propagation — edits re-broadcast to all connected players (all 3 stores, all 4 edit types)     

ade26c54 — the logging cleanup (8 source files, 31 trace re-tiers + the repeating-timer kill).
Game Version
1.7.0.54
Created
Mon, 06 Jul 2026 16:26:58 GMT
Last Modified
Mon, 06 Jul 2026 16:27:09 GMT

1.0.5

Part 2 of Replacement F8 Admin Markers. The diag does not work in release so we switched systems. This will test if the new system works or not for display.  hopefully it works. the next push is to remove debug. After this we will switch to Test .
Game Version
1.7.0.54
Created
Mon, 06 Jul 2026 01:31:23 GMT
Last Modified
Mon, 06 Jul 2026 01:31:35 GMT

1.0.4

Dedicated Server vs WB Server.  Appears that headless client and players no longer want to draw my fancy 3D debug markers.  So this is a final attempt to troubleshoot what is happening. Are the 3D markers diag wb only or is it something else blocking.  Final test hopefully.
Game Version
1.7.0.54
Created
Sun, 05 Jul 2026 21:39:27 GMT
Last Modified
Sun, 05 Jul 2026 21:39:42 GMT

1.0.3

Resolved: Stores - Universal sell fixed. Stores were looking for Gunstore to be close . this is corrected to match the local store placement.  
Prob: Crates not dropping on dedi vs WB: researching
Resolved: Town Tier radius fix: 
Researching 3D markers for admins. 
Resolved:  Gateway to Server Config mismatch on server name prevented last login.  
Resolved: Config parsing
Game Version
1.7.0.54
Created
Sun, 05 Jul 2026 18:49:57 GMT
Last Modified
Sun, 05 Jul 2026 18:50:16 GMT

1.0.2

Config parser fix v2
Town vehicle list pre populate for admins
UID backend fix
debugs
Game Version
1.7.0.54
Created
Sun, 05 Jul 2026 14:28:52 GMT
Last Modified
Sun, 05 Jul 2026 14:29:04 GMT

1.0.1

# Fixed Linux Config parsing (^M/CRLF) — the trailing-space + CRLF in admins.conf causing problems.

Current Bugs:  UID detection on dedicated vs WB. 
3D markers not working - could be uid
Auto Game Master for admin - prob related to uid
veh spawn - untested
Game Version
1.7.0.54
Created
Sun, 05 Jul 2026 08:43:09 GMT
Last Modified
Sun, 05 Jul 2026 08:43:40 GMT

1.0.0

Game Version
1.7.0.54
Created
Sun, 05 Jul 2026 00:26:12 GMT
Last Modified
Sun, 05 Jul 2026 00:26:41 GMT

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