Conflict PvE Iron Occupation

by Ignatius_Fenix

1.3.1

๐Ÿ”ง Stability & Server Safeguards Update
Added empty-server PvE pause system
All PvE systems now pause automatically when no players are active on the server 
Prevents: 
AI recapturing objectives while server is empty 
Counterattacks and frontline assaults triggering with no players 
Patrols, garrisons, and ambient systems continuing to run 
Systems safely resume when players rejoin without sudden AI spikes 
Added clear logging for pause/resume state 

Improved vehicle patrol stability (FPS fix)
Fixed an issue where failed vehicle patrol routes could repeatedly retry and impact server performance 
Vehicle patrols now: 
Stop retrying endlessly when route generation fails 
Disable themselves after repeated failed route attempts 
Avoid stacking multiple retry/refresh timers 
Reduced log spam from failed route generation 
Added smarter handling for invalid patrol locations
Game Version
1.6.0.119
Created
Tue, 28 Apr 2026 15:17:37 GMT
Last Modified
Tue, 28 Apr 2026 15:17:46 GMT

1.2.9

Game Version
1.6.0.119
Created
Mon, 27 Apr 2026 20:33:01 GMT
Last Modified
Mon, 27 Apr 2026 20:33:19 GMT

1.2.8

๐Ÿ”ง Changelog Update 1.2.8
Final Cleanup & Rebrand Pass (CORE NEARLY COMPLETE)
Prepared the mod for republish with a final identity and config cleanup.
Updated main mod title to Conflict PvE Iron Occupation. 
Renamed server config path to: 
ConflictPVEIronOccupation_Config.json 
Added legacy config migration from the old config filename. 
Existing server config values are preserved. 
Cleaned up visible old branding references. 
No gameplay systems were redesigned. 

Counterattack Infantry Spawn Tuning
Improved counterattack responsiveness.
Reduced counterattack infantry spawn distance from the previous long-range behavior. 
Counterattack infantry now spawns closer to the contested sector. 
Keeps existing safety checks: 
player proximity protection 
protected HQ checks 
safe approach validation 
ground-path validation 
Counterattacks should now apply pressure faster and feel less delayed. 

No Balance/System Redesigns
This cleanup does not change:
Counterattack stages or escalation 
AI caps or spawn limits 
Frontline assault structure 
Vehicle patrol behavior 
Occupation systems 
Cleanup/ownership logic
Game Version
1.6.0.119
Created
Mon, 27 Apr 2026 18:03:56 GMT
Last Modified
Mon, 27 Apr 2026 18:04:05 GMT

1.2.7

๐Ÿ”ง Changelog Update 1.2.7
Ground Path Validation System (NEW โ€“ Experimental)
Added a shared ground-path validation layer for counterattacks and frontline assaults.
Counterattacks now reject invalid cross-water or disconnected origins before assignment. 
Frontline assaults now reject disconnected origin bases before building assault packages. 
Prevents AI from attempting impossible ocean crossings or stalled long-distance routes. 
โš ๏ธ This system is experimental and may require further tuning.

Path Validation Tuning & Local Fallback
Improved validation behavior to avoid blocking valid inland operations.
Tuned path validation defaults to reduce false rejections on normal land routes. 
Added a short-range dry-line fallback for nearby counterattack forces: 
Allows local patrols, garrisons, and defenders to respond when close to the target. 
Prevents nearby valid forces from being rejected due to strict road-path estimation. 
Maintains protection against cross-water and disconnected paths. 

New Debug & Audit Logging
Expanded logging for better visibility into AI decision-making.
Added detailed ground-path rejection reasons. 
Added counterattack path audit logs showing: 
candidate counts 
rejected vs accepted results 
Helps identify why forces are accepted or filtered out. 

Config & Server Support
Added new configurable options for server hosts:
RequireGroundPathForCounterattack 
RequireGroundPathForFrontlineAssault 
MaxGroundPathToDirectRatio 
GroundPathRoadSearchMargin 
GroundPathRoadAttachRadius 
GroundPathShortDirectFallbackDistance 
Server config migration now: 
Preserves existing host-edited values 
Automatically adds missing fields 

No Gameplay Balance Changes
This update does not change:
Counterattack stages, scaling, or timing 
Frontline assault structure or phases 
AI caps or spawn limits 
Vehicle mounting/remounting behavior 
Cleanup or ownership systems
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 22:51:12 GMT
Last Modified
Sun, 26 Apr 2026 22:51:21 GMT

1.2.6

Update Scripts Clean Up
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 20:21:47 GMT
Last Modified
Sun, 26 Apr 2026 20:22:04 GMT

1.2.5

Conflict PvE Iron Occupation โ€“ Update 1.2.5
This update focuses on vehicle system improvements, AI behaviour fixes, and cleanup polishing.

๐Ÿš™ USSR Vehicle Horn Mitigation (Experimental)
Added a tentative horn suppression system for USSR AI-controlled vehicles 
Attempts to force the HornState signal off where supported 
Player-controlled vehicles are unaffected and retain horn functionality 
Runs within the existing vehicle patrol heartbeat (no additional polling added) 
โš ๏ธ Note:
This is an experimental mitigation 
Effectiveness depends on whether individual vehicles expose the required signal 

๐Ÿช– Vehicle Patrol Improvements
Vehicle patrols can now use warm frontline USSR sectors, not just live player-bubble sectors 
Prevents patrol starvation where no valid spawn candidates were previously found 
Preserved behaviour:
StartingPos / player HQ sector protection 
contested-sector safety 
player proximity spawn safety (no spawning on top of players) 
No changes to:
vehicle counts 
spawn caps 
mounting 
route logic 
AI behaviour 

๐Ÿ“Š Vehicle Patrol Debug & Audit Logging
Added detailed audit logging for vehicle patrol system: 
candidate counts 
warm sector eligibility 
active patrol count 
AI cap status 
rejection reasons 
Additional logs for: 
warm frontline candidate acceptance 
spawn rejection due to player proximity 

๐Ÿงน Logging Cleanup
Fixed incorrect log formatting: 
removed string message = '...' output 
restored proper structured log output 
Reduced noisy or misleading debug output 
Improved clarity for live testing and diagnostics 

๐Ÿงญ Overall
Vehicle patrols now spawn more reliably 
Known AI horn issue now has a safe mitigation attempt 
Logging is cleaner and more useful for debugging 

โš ๏ธ Unchanged
No changes to: 
AI caps 
spawn counts 
counterattack systems 
frontline assaults 
ambient systems 
loadouts 
HQ/start spawn behaviour
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 20:19:28 GMT
Last Modified
Sun, 26 Apr 2026 20:19:38 GMT

1.2.4

Conflict PvE Iron Occupation โ€“ Update 1.2.4
This update introduces configurable battlefield cleanup, improving immersion while maintaining server performance.

๐Ÿงน Battlefield Cleanup System
Added configurable delayed cleanup for battlefield aftermath 
Dead AI bodies now remain in the world for a set duration before being removed 
Dropped AI weapons now persist longer before cleanup 

๐Ÿ›ก๏ธ Player-Aware Cleanup
Added a player safety radius to prevent cleanup near active players 
Bodies and weapons will not be removed while players are nearby 
Ensures combat areas feel persistent and natural during engagements 

โš™๏ธ New Server Config Options
"BodiesCleanupDelaySeconds": 900
"DroppedWeaponCleanupDelaySeconds": 1200
"CleanupPlayerRadius": 250
Existing server configs will auto-migrate and include these new options 
Values are fully adjustable for server hosts 

๐Ÿง  Smart Cleanup Behaviour
Cleanup only occurs after the configured delay has expired 
Applies only to: 
dead enemy AI bodies 
nearby dropped AI weapons 
Does not affect: 
living AI 
active vehicles 
player gear 
capture-preserved AI 
counterattacks 
frontline assaults 
ambient systems 
spawn logic 

๐Ÿ“Š Logging Improvements
Added detailed cleanup logs for: 
queued entities 
skipped cleanup (player nearby) 
completed removals 

๐Ÿงญ Overall
Improves battlefield immersion with longer-lasting combat aftermath 
Maintains performance through controlled and safe cleanup 
Fully configurable for different server styles
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 17:27:07 GMT
Last Modified
Sun, 26 Apr 2026 17:27:15 GMT

1.2.3

Conflict PvE Iron Occupation โ€“ Fix Update Addendum
This update addresses a critical counterattack AI persistence issue, ensuring combat remains consistent and immersive after capturing objectives.

โš”๏ธ Counterattack AI Persistence Fix
Fixed issue where counterattack AI units would disappear after a base was captured by US forces 
Counterattack groups already spawned or inbound now remain active in the world after ownership changes 
Counterattack units are no longer removed due to: 
operation ending 
target becoming US-owned 
reaching the objective area 

๐Ÿง  Improved Combat Continuity
Counterattack forces now continue engaging after capture 
Players must manually clear remaining enemy forces 
Prevents abrupt loss of incoming threats and improves battlefield realism 

๐Ÿช– Preservation Logging Added
Added dedicated logging for preserved counterattack groups: 
[CounterAttack Preserve] group=... reason=target_captured keep=true
[CounterAttack Preserve] group=... reason=near_target keep=true
[CounterAttack Preserve] group=... reason=operation_end keep=true
Helps track and validate AI persistence behaviour during gameplay
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 16:09:14 GMT
Last Modified
Sun, 26 Apr 2026 16:09:21 GMT

1.2.2

Conflict PvE Iron Occupation โ€“ Fix Update
This update focuses on core system fixes, synchronization, and stability improvements across all official Conflict maps.

โš”๏ธ Capture Threshold Fixes
Fixed incorrect capture threshold values across all maps 
Thresholds now correctly apply per map: 
Arland โ†’ 6 capture points 
Kolguyev / Cain โ†’ 12 capture points 
Everon / Eden โ†’ 24 capture points 
Ensures consistent victory conditions across local and dedicated environments 

๐ŸŒ Dedicated Server Synchronization Fix
Fixed issue where dedicated servers displayed the vanilla 5 capture point requirement 
HUD and map now correctly reflect the active capture threshold 
Ensures proper sync between server logic and client display 

๐ŸŽฏ Capture Progress Fix
Fixed US capture progress not updating correctly 
Captured bases now properly contribute to overall victory progress 
End-game conditions now trigger correctly once thresholds are met 

โš”๏ธ AI Persistence After Capture
Fixed AI units despawning when a base is captured by US forces 
Existing AI now remains active after capture and must be cleared manually 
Applies to: 
ambient patrols 
vehicle patrols 
garrisons 
roadblocks 
supply depot defenders 
active combat groups 
Future USSR occupation spawns remain blocked in US-controlled sectors 

๐Ÿง  Improved Battlefield Continuity
Preserved AI presence after capture for more immersive combat flow 
Players must fully secure areas rather than relying on automatic cleanup 
Prevents abrupt battlefield resets 

๐Ÿ”„ Progress Synchronization Improvements
Added server-side validation for capture progress 
Ensures HUD, map, and win-condition state remain consistent 
Improves reliability on dedicated servers 

๐Ÿงน Logging & Stability
Reduced repeated post-capture cleanup and spawn-block log spam 
Improved overall system stability without altering gameplay behaviour 

๐Ÿงญ Overall
Capture system now works consistently across all environments 
Dedicated server experience matches local/Workbench behaviour 
AI persistence and combat flow significantly improved
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 15:36:55 GMT
Last Modified
Sun, 26 Apr 2026 15:37:01 GMT

1.2.1

UPDATE: Reverted back to cap thresholds showing and acting correctly.
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 14:18:33 GMT
Last Modified
Sun, 26 Apr 2026 14:18:47 GMT

1.1.9

ANOTHER SMALL FIX
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 13:14:23 GMT
Last Modified
Sun, 26 Apr 2026 13:14:34 GMT

1.1.8

Clean up after thershold bootstrap edited - any issues reset server fully remove mod and config for the mod - re install mod start server up
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 12:43:11 GMT
Last Modified
Sun, 26 Apr 2026 12:43:17 GMT

1.1.7

UPDATE: Cap threshold was still saying 5 on all maps hopefully this is the final fix
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 12:26:31 GMT
Last Modified
Sun, 26 Apr 2026 12:26:39 GMT

1.1.6

General clean up pass version
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 12:17:50 GMT
Last Modified
Sun, 26 Apr 2026 12:18:05 GMT

1.1.5

Cap threshold fix due to recent updates.
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 12:00:02 GMT
Last Modified
Sun, 26 Apr 2026 12:00:07 GMT

1.1.4

Stability Update 1.1.4 Apologies
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 11:48:17 GMT
Last Modified
Sun, 26 Apr 2026 11:48:23 GMT

1.1.3

Conflict PvE Iron Occupation โ€“ Update 1.1.3
This update focuses on AI behaviour fixes, vehicle reliability, and combat consistency, improving overall gameplay flow and immersion.

๐Ÿš™ Vehicle Patrol Fixes
Fixed issue where vehicle patrols could: 
stop moving 
get stuck repeatedly reversing into each other 
Added vehicle conflict handling: 
vehicles now yield or reroute when encountering each other on roads 
Improved patrol recovery: 
stuck vehicles rebuild routes and continue patrolling 
Vehicles now behave more naturally and reliably across the map 

โš”๏ธ AI Persistence After Capture
Fixed issue where AI units would despawn immediately after a base was captured 
AI groups now remain in the area after capture and must be cleared by players 
Applies to: 
counterattacks 
frontline assaults 
ambient patrols 
garrisons and defenders 
Capturing a base now: 
stops future USSR occupation spawns 
but does not remove existing enemies 

๐Ÿง  Improved Battlefield Flow
Battles now feel more natural: 
enemies donโ€™t disappear instantly 
combat continues after capture 
Players must fully clear areas to secure them 
Improves immersion and sense of progression 

๐Ÿงน Stability & Behaviour Polish
Reduced AI pathing issues and idle behaviour 
Improved interaction between multiple AI systems 
Cleaned up logic to prevent unintended despawns or conflicts 

๐Ÿงญ Overall
Vehicle patrols are more reliable and realistic 
AI behaviour is more consistent and immersive 
Capturing objectives feels more meaningful and complete
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 11:46:11 GMT
Last Modified
Sun, 26 Apr 2026 11:46:20 GMT

1.1.2

ADDED EXTRA IMAGES FOR MANUAL SERVER CONFIG SETUPS ETC
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 09:55:12 GMT
Last Modified
Sun, 26 Apr 2026 09:55:19 GMT

1.1.1

ADDED MISSING AUTO PLAYER BALANCING CONFIG TEMPLATE TO THE .JSON FILE FOR SERVER HOSTS
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 09:51:07 GMT
Last Modified
Sun, 26 Apr 2026 09:51:12 GMT

1.1.0

Conflict PvE Iron Occupation โ€“ Update 1.1.0
This update introduces an optional auto-scaling system, allowing the mod to dynamically adjust to player count for a smoother and more balanced experience.

โš™๏ธ New: Auto-Scaling System (Optional)
Added dynamic scaling based on active player count 
Automatically adjusts gameplay intensity to match server population 
Fully disabled by default to preserve current behaviour 

๐Ÿง  How It Works
When enabled, the system gradually scales:
Global AI cap 
Ambient patrol limits 
Wide patrol limits 
Vehicle patrol limits 
Elite / Spetsnaz group chance 
Counterattack cooldowns 
Frontline assault timing 
Scaling adapts to player count:
1โ€“3 players โ†’ lighter, slower pacing 
4โ€“8 players โ†’ balanced pressure 
9โ€“16 players โ†’ increased activity 
17+ players โ†’ high-intensity combat 

๐Ÿ”„ Smooth Scaling (No Sudden Spikes)
Values adjust gradually over time 
No sudden jumps in AI or difficulty 
No system resets or reinitialization 

๐Ÿ› ๏ธ Server Host Setup
Enable via config file:
/profile/FenixPVEIronOccupation_Config.json
"EnableAutoScaling": true
If disabled โ†’ mod runs with default balanced values 
If enabled โ†’ mod adapts automatically to player count 

๐Ÿ›ก๏ธ Safe Implementation
Does not affect: 
HQ/start spawn 
loadouts 
ownership 
capture thresholds 
vehicle mounting 
core AI behaviour 
No changes to existing systems unless enabled 

๐Ÿงญ Overall
Better experience for both small and large servers 
Reduced need for manual config tuning 
Gameplay remains stable and predictable
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 09:38:59 GMT
Last Modified
Sun, 26 Apr 2026 09:39:11 GMT

1.0.9

Conflict PvE Iron Occupation โ€“ Update 1.0.9
This update introduces server-side configuration support, allowing hosts to customise gameplay without modifying the mod.

โš™๏ธ New: Server Host Configuration File
Added automatic generation of a server config file: 
/profile/FenixPVEIronOccupation_Config.json
Server hosts can now easily adjust key settings such as: 
AI caps and performance limits 
patrol counts (ambient, wide, vehicle) 
counterattack and frontline timers 
map-specific frontline cooldowns 
abandoned vehicle cleanup delay and radius 
Spetsnaz / elite group chance 
debug logging options 

๐Ÿ›ก๏ธ Safe Configuration Handling
Config file is: 
auto-created if missing 
safely loaded at server startup 
ignored if invalid, falling back to defaults 
All values are clamped to prevent unstable or extreme settings 

๐Ÿงญ Overall
No gameplay changes by default 
Fully backward compatible 
Provides server hosts with easy control over pacing, difficulty, and performance
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 09:12:32 GMT
Last Modified
Sun, 26 Apr 2026 09:12:36 GMT

1.0.8

Conflict PvE Iron Occupation โ€“ Update 1.0.8
This update focuses on frontline assault pacing improvements and new server host tuning options.
โš”๏ธ Frontline Assault Cooldown Improvements
Added map-specific cooldowns to prevent the same base being attacked repeatedly: 
Arland โ†’ 1 hour 
Kolguyev / Cain โ†’ 2 hours 
Everon โ†’ 3 hours 
Frontline assaults now avoid recently attacked bases 
Assaults select alternative valid targets when available 
If no suitable target exists, assault evaluation is delayed 
๐Ÿ› ๏ธ New Server Host Config Options
Added configurable server-side settings for hosts to tune gameplay and performance 
Server hosts can adjust values such as: 
AI caps 
ambient patrol limits 
vehicle patrol limits 
counterattack timers 
frontline assault timers 
abandoned vehicle cleanup delay/radius 
elite/Spetsnaz group chance 
debug logging options 
Invalid or extreme values are safely clamped to protect server stability 
Defaults remain balanced for standard gameplay 
๐Ÿง  Improved Combat Pacing
Reduces repeated pressure on the same objective 
Allows players to hold and secure captured ground 
Encourages assaults to spread across the map instead of focusing one location 
๐Ÿงญ Overall
Frontline assaults feel more strategic and less repetitive 
Better pacing across small, medium, and large maps 
Server hosts now have more control over difficulty and performance tuning
Game Version
1.6.0.119
Created
Sun, 26 Apr 2026 08:58:07 GMT
Last Modified
Sun, 26 Apr 2026 08:58:14 GMT

1.0.7

Conflict PvE Iron Occupation โ€“ Update v1.0.7
This update focuses on AI behaviour improvements, vehicle patrol reliability, and combat pacing, making engagements feel more natural and less overwhelming.

๐Ÿš™ Vehicle Patrol Improvements
Vehicle patrols now: 
Travel across larger areas with extended patrol routes 
Use improved waypoint spacing and longer loops 
Added patrol recovery system: 
Detects stuck or idle vehicles 
Automatically rebuilds routes and resumes movement 
Vehicles now: 
Leave spawn areas more reliably 
No longer remain idle or stalled indefinitely 
Improved handling of obstacles: 
Patrols can reroute when blocked instead of getting stuck 

๐Ÿช– AI Distribution Fix (Reduced Clustering)
Fixed issue where AI groups stacked heavily on capture points 
Added per-objective group limits to prevent overcrowding 
AI now spreads into: 
surrounding terrain 
patrol zones 
defensive perimeter areas 
Bases feel defended without turning into large AI blobs 

โš–๏ธ Combat Pacing & Pressure Improvements
Reduced excessive AI โ€œrespawn pressureโ€ on contested objectives 
Added delays before AI groups are replaced after being eliminated 
Clearing an area now creates a temporary breathing window for players 

โš”๏ธ Frontline Assault Improvements
Added long per-target cooldown for frontline assaults 
A US base will no longer be repeatedly attacked in quick succession 
Assaults now: 
target different locations across the map 
feel more strategic and less repetitive 
If no valid targets are available: 
assault evaluation is delayed instead of reusing the same base 

๐Ÿงญ Overall
Vehicle patrols are more reliable and dynamic 
AI behaviour feels more natural and less clustered 
Combat pacing is improved, making progress feel achievable 
Frontline assaults are now more strategic and varied
Game Version
1.6.0.119
Created
Sat, 25 Apr 2026 22:45:17 GMT
Last Modified
Sat, 25 Apr 2026 22:45:26 GMT

1.0.6

PvE Conflict Iron Occupation โ€“ Update v1.0.6
This update introduces improved battlefield persistence and greater USSR combat variety.

๐Ÿš— Vehicle Persistence Improvement
AI vehicles no longer despawn immediately when their crew is eliminated 
Abandoned vehicles now remain on the battlefield for a period of time 
Vehicles will only be cleaned up if: 
no players are nearby 
and after a delay has passed 
Allows players to: 
capture and use enemy vehicles 
salvage or destroy them 
Improves immersion and battlefield continuity 

๐Ÿช– Expanded USSR Forces (Spetsnaz & Elite Units)
Added new USSR group variants including: 
Spetsnaz recon and assault teams 
elite/heavy infantry groups 
These units are now integrated across: 
frontline assaults 
counterattacks 
garrisons and occupied bases 
ambient patrols 
Increased variety in enemy encounters 
Players will now encounter a mix of standard and elite USSR forces during gameplay 

๐Ÿงญ Overall
More persistent and believable battlefield 
Increased combat variety and unpredictability 
Encounters feel less repetitive and more dynamic
Game Version
1.6.0.119
Created
Sat, 25 Apr 2026 20:19:38 GMT
Last Modified
Sat, 25 Apr 2026 20:19:46 GMT

1.0.5

JLH PvE Conflict โ€“ Update v1.0.5
This update focuses on stability, map compatibility, and loadout fixes, ensuring the mod works correctly across all official terrains.

๐ŸŒ Full Official Map Support
Fixed startup and deployment issues on: 
Everon 
Kolguyev 
Arland 
Resolved missing US HQ/start spawn on smaller maps 
Improved compatibility with different map layouts and capture point counts 

๐ŸŽฏ Dynamic Capture Thresholds
Capture thresholds now scale correctly per map: 
Arland โ†’ adjusted for small map size 
Kolguyev/Cain โ†’ balanced mid-scale threshold 
Everon/Eden โ†’ extended campaign thresholds 
Prevents progression from being blocked on smaller terrains 
Ensures consistent pacing across all maps 

๐ŸŽ–๏ธ Loadout System Fix
Fixed issue where players were stuck with โ€œDefault loadoutโ€ only 
Restored full multi-loadout selection for US faction 
Loadouts now correctly use the intended US vs USSR configuration 
No runtime swapping or duplication of loadout managers 

๐Ÿง  Bootstrap & System Stability
Removed unsafe runtime manager swaps that caused: 
Deploy menu issues 
VM exceptions 
Cleaned up bootstrap logic to: 
Respect vanilla Conflict systems 
Avoid interfering with HQ/start spawn 
Improved overall startup reliability across all maps 

โš–๏ธ Ownership & Faction Stability
Fixed issue where USSR bases could revert back to FIA 
Restored correct USSR ownership seeding 
Added safeguards to prevent unintended faction changes 

๐Ÿงน Code Cleanup & Reliability Pass
Removed unsafe or redundant bootstrap logic 
Eliminated legacy HQ detection and fallback systems 
Reduced log spam while keeping useful debug output 
Ensured systems operate independently without conflicts 

๐Ÿงญ Overall
All official maps now fully supported 
Stable deployment and spawning across terrains 
Proper loadout selection restored 
Improved reliability without altering core gameplay systems
Game Version
1.6.0.119
Created
Sat, 25 Apr 2026 17:53:11 GMT
Last Modified
Sat, 25 Apr 2026 17:53:19 GMT

1.0.4

โš”๏ธ CONFLICT PVE IRON OCCUPATION โ€” v1.0.4 HOTFIX โš”๏ธ
Major Stability & Performance Update

๐Ÿš€ Performance & Stability
Fixed major runtime stutters and freezing during gameplay 
Eliminated large frame spikes caused by: 
sector defense scanning 
anchor discovery systems 
occupation planning loops 
Converted heavy systems to incremental, budgeted updates 
Improved overall server performance and frame pacing 

๐Ÿง  Player-Bubble Streaming System
Introduced dynamic simulation zones: 
๐ŸŸข LIVE (near players) โ†’ full AI activity 
๐ŸŸก WARM โ†’ reduced background updates 
๐Ÿ”ต COLD โ†’ cached state only (no heavy processing) 
Far sectors no longer run expensive AI systems unnecessarily 
Significantly reduces server load while keeping nearby areas active 

๐Ÿ›‘ Static Weapons & Roadblocks
Fixed static MG/mounted weapon issues: 
AI now attempts to mount once 
Falls back to defend-near-weapon if mounting fails 
Removed repeated mount retry loops 
Roadblocks now remain stable and properly manned 
Improved checkpoint positioning and consistency 

๐Ÿช– Garrison Improvements
Improved garrison placement: 
better distribution around objectives 
reduced clustering on one side 
improved separation from roadblocks/supply points 
Reduced unnecessary re-planning and assignment churn 
More stable defensive behavior overall 

๐Ÿšถ Patrol System Overhaul
Patrols now use looped waypoint routes: 
patrol hierarchy waypoints + cycle waypoint 
Removed constant route rebuilding and micromanagement 
Patrols now behave more naturally and persist without interference 

๐Ÿ“ Anchor & Placement Tuning
Improved placement scoring for: 
road approaches and chokepoints 
defensive rings around objectives 
support positions near roadblocks 
Reduced: 
isolated MG placements 
deep-core misplaced defenses 
overlapping AI roles 
More believable and tactical AI positioning 

๐Ÿ“‰ Server Optimization
Reduced background AI processing load 
Far sectors now rely on cached state instead of live updates 
Improved performance for hosted servers and multiplayer sessions 

๐ŸŽฏ Gameplay Impact
World remains alive and active near players 
AI behavior is more stable and consistent 
Reduced stutter when moving between towns/sectors 
Improved immersion with less AI โ€œthrashingโ€ 

โ— No Changes To
AI counts and caps 
Frontline assault system 
Counterattack system 
Core combat behavior 
Overall gameplay balance 

โœ… Summary
This update focuses on stability, performance, and smarter AI simulation, transitioning the mod toward a more scalable and server-friendly PvE experience.
Game Version
1.6.0.119
Created
Fri, 24 Apr 2026 17:38:08 GMT
Last Modified
Fri, 24 Apr 2026 17:38:18 GMT

1.0.3

JUST ANOTHER STABILITY HOTFIX I WILL REDUCE STUTTERS OVER NEXT COUPLE OF DAYS
Game Version
1.6.0.119
Created
Thu, 23 Apr 2026 23:22:30 GMT
Last Modified
Thu, 23 Apr 2026 23:22:39 GMT

1.0.2

Debug/log spam removed from live gameplay
Game Version
1.6.0.119
Created
Thu, 23 Apr 2026 22:00:14 GMT
Last Modified
Thu, 23 Apr 2026 22:00:24 GMT

1.0.1

โš”๏ธ CONFLICT PVE IRON OCCUPATION โ€” v1.0.1 HOTFIX โš”๏ธ
Performance โ€ข Stability โ€ข Reliability

๐Ÿ”ฅ Whatโ€™s New (Quick Read)
๐Ÿš€ Major server performance improvements 
๐Ÿง  AI stability fixes (no more patrol/vehicle churn) 
๐Ÿ›‘ Roadblocks & MGs now behave properly 
๐Ÿ“‰ Debug/log spam removed from live gameplay 
๐ŸŽฏ Smoother startup โ€” less freezing/stutter 
๐Ÿš™ Vehicle patrol load reduced for solo players 

๐Ÿš€ Performance Improvements
Reduced server load during gameplay 
Smoothed startup lag spikes (no more heavy bursts) 
Staggered AI initialization across time 
Added caching for: 
Roadblock placement 
Spawn candidates 
Defense planning 
Removed repeated full-map scans 

๐Ÿง  AI Stability Fixes
Fixed patrol & vehicle delete โ†’ respawn loops 
Reduced AI โ€œresetโ€ behavior in active areas 
Improved runtime persistence across all systems 
Vehicle patrols now behave more consistently 

๐Ÿ›‘ Roadblocks & Static Weapons
Fixed garrisons stealing checkpoint/roadblock positions 
Roadblocks now stay properly manned 
Fixed MG/static weapon assignment failures 
Added fallback for broken statics: 
AI now defends near weapon instead of retry looping 
Eliminated endless retry spam on bad slots 

๐Ÿช– AI Load & Balance
Optimized AI distribution without killing world activity 
Reduced vehicle patrol count for solo players 
Maintained strong presence in: 
towns 
roads 
key objectives 

๐Ÿ“‰ Logging & Server Optimization
Debug logging disabled by default 
Removed spam from: 
AI planning systems 
spawn selection 
route building 
Cleaner logs + better performance for hosts 

โš™๏ธ System Improvements
Separated light vs heavy AI processing 
Throttled expensive background systems 
Improved update pacing across all controllers 

๐ŸŽฏ Gameplay Impact
World feels more stable and consistent 
AI behaves more realistically 
Performance significantly improved for servers 

โ— No Changes To
Frontline assaults 
Counterattacks 
Core AI combat behavior 

โœ… Bottom Line
This hotfix makes the mod smoother, more stable, and more server-friendly โ€” while keeping the immersive PvE battlefield intact.
Game Version
1.6.0.119
Created
Thu, 23 Apr 2026 21:37:24 GMT
Last Modified
Thu, 23 Apr 2026 21:37:31 GMT

1.0.0

Game Version
1.6.0.119
Created
Tue, 21 Apr 2026 16:00:42 GMT
Last Modified
Tue, 21 Apr 2026 16:00:48 GMT

Showing 1 to 30 of 30 results

Rows per page