JLH Conflict PvE Framework
by Ignatius_Fenix
1.0.19
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 03:12:44 GMT
- Last Modified
- Fri, 22 May 2026 03:13:10 GMT
1.0.18
- Game Version
- 1.6.0.119
- Created
- Thu, 21 May 2026 22:44:49 GMT
- Last Modified
- Thu, 21 May 2026 22:45:35 GMT
1.0.17
- Game Version
- 1.6.0.119
- Created
- Thu, 21 May 2026 20:51:18 GMT
- Last Modified
- Thu, 21 May 2026 20:54:33 GMT
1.0.16
JLH Dynamic Skirmish System Update All Ambient Skirmish scenarios are now fully operational, tested, and integrated into the JLH Dynamic Conflict Framework. Current skirmish scenarios: • INFANTRY_CLASH Large infantry combat encounters between active forces. • SMALL_PATROL_CONTACT Smaller roaming patrol encounters across the battlefield. • RECON_TEAM_CONTACT Light recon/scout team encounters with more mobile enemy behavior. • VEHICLE_SKIRMISH Dynamic vehicle-on-vehicle combat encounters with improved routing and engagement behavior. • CONVOY_AMBUSH_USSR_ATTACKS_US USSR ambush forces attack a US convoy with staged roadside engagement scenarios. • CONVOY_AMBUSH_US_ATTACKS_USSR US forces ambush a USSR convoy in reverse-role convoy combat scenarios. • SUPPLY_TRUCK_RAID Road-based logistics and supply truck interception encounters. • CAMP_ASSAULT Combat encounters focused around hostile camp positions and fortified field setups. • ROADBLOCK_BREAKTHROUGH Dynamic roadside breakthrough combat encounters around defended road positions. • ROADBLOCK_ASSAULT Preset marker-driven assault encounters designed for more handcrafted combat layouts. • DOWNED_CREW_RESCUE Rescue/recovery encounters involving surviving crew members after battlefield losses. • DOWNED_US_HELI_RESCUE US helicopter crash rescue encounters with hostile forces converging on the site. • RANDOM Randomized skirmish selection mode which dynamically chooses from all allowed scenarios instead of spawning a single fixed encounter type. Major improvements across the entire skirmish system: • Improved road-aware spawning and alignment • Better AI combat movement and attack behavior • Improved vehicle positioning and routing • More cinematic roadside encounters • Better runtime cleanup and ownership tracking • Improved encounter pacing and immersion • Cleaner debugging and logging support • Expanded battlefield variety and dynamic engagement flow The battlefield now feels significantly more alive, reactive, and unpredictable with skirmishes naturally occurring across roads, towns, forests, and contested combat zones throughout the map.
- Game Version
- 1.6.0.119
- Created
- Thu, 21 May 2026 20:45:40 GMT
- Last Modified
- Thu, 21 May 2026 20:46:21 GMT
1.0.15
JLH UPDATE CHANGELOG • Reworked RECAP timer scheduling system • RECAP attacks are now fully randomized between 1 hour and 5 hours instead of clustering around the same timing window • Each capture point now rolls its own independent RECAP timer for far less predictable enemy counterattacks • Added new RECAP timer pause system when no players are online/deployed • RECAP timers now freeze while the server is empty and resume once players return • Prevents offline timer progression and unwanted empty-server RECAP launches • Added improved RECAP debug logging for: • Timer scheduling • Timer pause/resume • Remaining countdown tracking • RECAP launch events • No changes made to QRF systems • No changes made to Ambient Threat systems • No changes made to Vehicle Patrol systems • No changes made to Ambient Skirmish systems RECAP attacks should now feel significantly more dynamic, unpredictable, and alive across the battlefield.
- Game Version
- 1.6.0.119
- Created
- Thu, 21 May 2026 14:49:32 GMT
- Last Modified
- Thu, 21 May 2026 14:50:00 GMT
1.0.14
JLH UPDATE CHANGELOG Over the last 2 days, massive work has gone into rebuilding and stabilizing core battlefield systems across JLH. AMBIENT THREAT EXPANSION • Added new Ambient Threat Runtime Suspension system • Ambient Threat encounters now suspend/rematerialize instead of fully despawning • Returning players now continue existing encounters instead of triggering fresh spawns • Added support for persistent battlefield continuity across the map • Added new planned defensive Ambient Threat encounter types: • ROADBLOCK_DEFENSE • MG_NEST_DEFENSE • USSR defensive positions now moving toward composition-driven occupation gameplay • Added support for composition-based defensive setups using: • USSR checkpoints • USSR roadblocks • USSR MG nests • USSR static defense positions • Ambient Threats now moving heavily toward small tactical encounters instead of AI blob warfare AMBIENT SKIRMISH OVERHAUL • Major Ambient Skirmish audit and differentiation pass started • Skirmish scenarios now being redesigned to have unique battlefield identities • Reduced overlap between infantry/recon/fireteam battle types • Added clearer combat-role separation between skirmish encounters • Vehicle-heavy skirmish debugging heavily improved • Tank Battle mounting/movement systems heavily audited • Added occupancy stabilization states • Added vehicle hold-task stabilization logic • Added mount validation timing protection • Added recovery attempt protections and abort handling • Added shared Vehicle Patrol-style vehicle seat resolver system • Ambient Skirmish now uses proper full vehicle crew groups instead of fragile custom 3-man vehicle crews • Improved BTR turret seat investigation and validation systems • Improved cleanup safety and skirmish cap release handling • Added much clearer skirmish runtime logging and validation states VEHICLE SYSTEMS • Vehicle mounting consistency improved across systems • BTR turret seat investigation and compatibility work heavily expanded • Armed patrol mount policy behavior improved • Improved mounted crew validation logic • Improved vehicle occupancy stabilization handling • Reduced repeated mount/recovery loops • Reduced high-frequency validation spam • Vehicle route ownership/debugging improved NEW AMBIENT VEHICLE PATROL SYSTEM (IN DESIGN) • Began development planning for a new Ambient Vehicle Patrol Area/Marker system • New system will allow: • area-driven vehicle patrols • auto-generated patrol routes • no child waypoint setup required • Existing Vehicle Patrol Nodes will remain for advanced/manual patrol routing • Added planned support for: • area-level vehicle label filters • marker-level vehicle label overrides • modded vehicle compatibility • faction-specific patrol pools • System will remain fully trait/label driven instead of hardcoded vehicle restrictions PERFORMANCE / STABILITY • Reduced repeated Ambient Skirmish recovery spam • Improved vehicle mount failure handling • Improved abort/cleanup safety • Workbench runtime debugging heavily expanded • AmbientSpawnpointGhost retry spam identified for future cleanup/throttling • Focus shifting toward smaller intelligent battlefield encounters for better runtime stability and immersion DESIGN DIRECTION JLH is continuing to evolve away from large chaotic AI spam and toward: • tactical encounters • layered occupation atmosphere • believable battlefield activity • lightweight ambient combat • composition-driven world building • marker/area-driven workflows • modular editor-friendly systems • scalable performance-focused AI systems More major updates still in development.
- Game Version
- 1.6.0.119
- Created
- Thu, 21 May 2026 13:41:52 GMT
- Last Modified
- Thu, 21 May 2026 13:42:19 GMT
1.0.13
JLH UPDATE CHANGELOG Fixed major server startup CPU/RPL spike Fixed all capture points being incorrectly treated as supply hubs Reduced supply hubs from 60 back down to the intended 7 Stopped USSR HQ compositions spawning across the entire map Stopped HQ arsenal box spam causing repeated arsenal RPC errors Cleaned up Conflict base-building initialization behavior Preserved all capture points, ownership, persistence, and faction identity No changes made to QRF, RECAP, Ambient Threats, or vehicle systems
- Game Version
- 1.6.0.119
- Created
- Tue, 19 May 2026 19:06:59 GMT
- Last Modified
- Tue, 19 May 2026 19:07:18 GMT
1.0.12
🚨 JLH FRAMEWORK UPDATE — ENEMY AUTO-DISCOVERY SYSTEM 🚨 The new optional Enemy Auto-Discovery system is now LIVE. JLH can now automatically discover compatible enemy group prefabs by faction key without manually adding every group path into profiles. ✅ OPTIONAL AUTO-DISCOVERY BY FACTION KEY Modders can now: Add a dependency mod Set a faction key Enable auto-discovery Let JLH automatically build enemy role pools Supported examples: Bacon Robot RHS Zombies Aliens Custom factions Future modded enemy packs ✅ SAFE RESOLVER PRIORITY SYSTEM JLH now uses the following safe selection order: 1️⃣ Explicit profile prefab arrays 2️⃣ Auto-discovered candidates 3️⃣ Catalog / DCF fallback 4️⃣ Default USSR profile fallback 5️⃣ Legacy fallback systems This keeps backward compatibility while allowing much easier mod integration. ✅ ROLE CLASSIFICATION SYSTEM Discovered groups are now automatically classified into roles such as: QRF Assault RECAP Assault RECAP Defense Patrol Infantry Recon Teams Sniper Teams MG Teams AT Teams Roadblock Guards Vehicle Crews ✅ VALIDATION & FILTERING The resolver now safely rejects: Invalid resources Wrong faction groups Non-group prefabs Editor/test/debug prefabs Duplicate entries Neutral/civilian groups Invalid AI setups ✅ MANUAL PROFILES STILL SUPPORTED Explicit prefab arrays still take priority and remain the recommended method for precise control. Auto-discovery is completely optional. ✅ NO GAMEPLAY SYSTEM REWRITES This update does NOT change: QRF combat behavior RECAP logic Patrol behavior Ambient Threat behavior Capture systems HQ systems Radio/supply systems Only enemy prefab discovery and resolver selection were expanded. ✅ MODDER WORKFLOW IMPROVEMENTS Modders can now integrate custom enemy mods much faster with far less manual setup. More framework expansions and optimization updates coming soon. 🚀
- Game Version
- 1.6.0.119
- Created
- Tue, 19 May 2026 18:44:00 GMT
- Last Modified
- Tue, 19 May 2026 18:44:11 GMT
1.0.11
🚨 JLH FRAMEWORK UPDATE 🚨 Major battlefield persistence and server-side performance update has now been completed. ━━━━━━━━━━━━━━━━━━ ✅ AMBIENT THREAT RUNTIME SUSPENSION ━━━━━━━━━━━━━━━━━━ Ambient Threat encounters no longer fully disappear when players leave the area. Instead, encounters now intelligently suspend and can rematerialize later when players return. This creates a far more persistent and immersive battlefield experience across the map. New Runtime Suspension support now applies to: • World Patrols • Forest Patrols • Town Occupations • Road Ambushes • Sniper Overwatch Teams • Scout Teams • Mixed Ambient Threat encounters New behavior includes: ✔ Encounters suspend instead of fully despawning ✔ Returning players can continue existing encounters naturally ✔ Enemy losses and partial damage are now preserved ✔ Suspended nodes remain reserved to prevent duplicate encounter stacking ✔ Fully wiped enemy groups correctly trigger cooldown and future respawn logic ✔ Improved battlefield continuity and long-term world persistence Additional debug logging added for: • Suspension states • Rematerialization events • Wipe detection • Invalid release handling ━━━━━━━━━━━━━━━━━━ ✅ VANILLA AMBIENT PATROL PERFORMANCE OVERHAUL ━━━━━━━━━━━━━━━━━━ Placed vanilla AmbientPatrolSpawnpoints around: • CPs • Roadblocks • MG positions • World ambient locations now fully use JLH ghost activation runtime behavior. Previously, these vanilla ambient patrols could remain globally active across the map, heavily increasing server CPU usage even with low or zero player counts. They now behave like the rest of the JLH runtime systems: ✔ Dormant/ghosted until players enter activation radius ✔ Dynamically activate near deployed players ✔ Deactivate when players leave the area ✔ Fully disabled while no deployed human players exist ✔ Runtime cleanup and suspension support added This massively reduces unnecessary AI simulation across the world while maintaining immersion around active players. ━━━━━━━━━━━━━━━━━━ ✅ LIVE SERVER CPU IMPROVEMENTS ━━━━━━━━━━━━━━━━━━ Root issue identified and resolved: Placed vanilla ambient patrol spawnpoints were still spawning and simulating large amounts of AI globally even with 0 players online. This update significantly reduces server-side AI overhead and unnecessary world simulation. ━━━━━━━━━━━━━━━━━━ ✅ NO WORKFLOW CHANGES REQUIRED ━━━━━━━━━━━━━━━━━━ Map makers still place AmbientPatrolSpawnpoints exactly the same way as before. No Workbench workflow changes required. ━━━━━━━━━━━━━━━━━━ ✅ NO GAMEPLAY SYSTEM REWRITES ━━━━━━━━━━━━━━━━━━ This update does NOT modify: • QRF systems • RECAP systems • Vehicle patrol systems • Counterattack systems • CP ownership logic • Enemy Resolver profiles • Capture gameplay Only runtime activation, suspension, and optimization behavior for ambient systems has been improved. The battlefield should now feel significantly more alive, persistent, scalable, and performance-friendly across the entire world. More JLH framework improvements coming soon. 🚀
- Game Version
- 1.6.0.119
- Created
- Tue, 19 May 2026 18:20:32 GMT
- Last Modified
- Tue, 19 May 2026 18:20:56 GMT
1.0.10
🚨 JLH FRAMEWORK UPDATE — MASSIVE SYSTEM EXPANSION 🚨 The new JLH Enemy Asset Resolver system is now LIVE. This is one of the biggest backend upgrades the framework has had so far and completely changes how enemy factions can be integrated into JLH. ✅ NEW PROFILE-DRIVEN ENEMY SYSTEM JLH now supports modular enemy profiles instead of hardcoded USSR-only spawning. This means QRF, RECAP, Vehicle Patrols, and Ambient Threats can now pull enemy groups from configurable profiles. ✅ CUSTOM ENEMY FACTIONS Modders can now create their own enemy profiles for: Bacon Robot Zombies Aliens RHS Custom factions Any compatible modded enemy setup without rewriting JLH combat systems. ✅ WORKBENCH-EDITABLE ENEMY PROFILES Added: JLH_EnemyFactionProfile Shared Enemy Asset Resolver Config-driven profile loading Runtime fallback validation Role-based prefab selection Modders can now: Duplicate an enemy profile Swap prefab paths Set faction affiliation Activate the profile Launch the server No script edits required. ✅ SYSTEMS NOW SUPPORTED QRF RECAP Vehicle Patrols Ambient Threat Infantry Forest Ambushes Roadblocks Sniper Teams MG Placements Patrol Infantry ✅ SAFE FALLBACKS If a profile or prefab fails validation, JLH safely falls back to legacy USSR behavior automatically instead of breaking gameplay. ✅ FULL BACKWARD COMPATIBILITY Existing missions and USSR gameplay still work exactly as before. This update lays the foundation for JLH becoming a fully modular PvE enemy framework instead of a single-faction system. More updates and expansions coming soon. 🚀
- Game Version
- 1.6.0.119
- Created
- Tue, 19 May 2026 15:53:30 GMT
- Last Modified
- Tue, 19 May 2026 15:53:51 GMT
1.0.9
🔥 JLH CHANGELOG 🔥 ✅ Added placed-only ambient forest threats New immersive woodland combat encounters More believable enemy presence and ambush situations ✅ Added roadside MG placements New manned machine gun defensive positions across the map More dangerous road engagements and stronger battlefield atmosphere ✅ Friendly nametag distance increased to 500m Improved squad coordination and long-range identification ✅ Unrestricted loadout saving Save custom and modded loadouts freely without previous restrictions ✅ Additional cleanup, optimizations, fixes, and combat improvements across the framework And this is only part of what’s coming… 👀 Tomorrow’s update will include even more major additions, improvements, and gameplay upgrades. 🚀
- Game Version
- 1.6.0.119
- Created
- Tue, 19 May 2026 01:50:19 GMT
- Last Modified
- Tue, 19 May 2026 01:50:28 GMT
1.0.8
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 16:57:59 GMT
- Last Modified
- Mon, 18 May 2026 16:58:12 GMT
1.0.7
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 16:54:31 GMT
- Last Modified
- Mon, 18 May 2026 16:54:41 GMT
1.0.6
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 11:19:05 GMT
- Last Modified
- Mon, 18 May 2026 11:19:17 GMT
1.0.5
UPDATE 1. Random Ambient Threat Spawning Added 2. Screenshots more to come later.
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 11:16:05 GMT
- Last Modified
- Mon, 18 May 2026 11:16:14 GMT
1.0.4
UPDATE: Some little game tweaks.
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 07:01:43 GMT
- Last Modified
- Mon, 18 May 2026 07:01:49 GMT
1.0.3
- Game Version
- 1.6.0.119
- Created
- Sun, 17 May 2026 22:49:33 GMT
- Last Modified
- Sun, 17 May 2026 22:49:42 GMT
1.0.2
- Game Version
- 1.6.0.119
- Created
- Sun, 17 May 2026 21:51:35 GMT
- Last Modified
- Sun, 17 May 2026 21:51:45 GMT
1.0.1
Hotfix update for server persistence and startup log cleanup. Added persistence exclusion for JLH DCF runtime spawns. DCF QRF, Recap, Vehicle Patrol, spawned vehicles, spawned AI groups, soldiers, and runtime waypoints are now removed from vanilla persistence tracking. Added vanilla ambient patrol persistence guard. Vanilla SCR_AmbientPatrolSpawnPointComponent patrol groups now remain functional but are stopped from bloating WorldState/*.json. This targets the Save data file ... is too large. Maximum allowed size is 16MB / [PERSISTENCE] Save ended with state 4 issue.
- Game Version
- 1.6.0.119
- Created
- Sun, 17 May 2026 21:15:01 GMT
- Last Modified
- Sun, 17 May 2026 21:15:07 GMT
1.0.0
- Game Version
- 1.6.0.119
- Created
- Sun, 17 May 2026 20:30:51 GMT
- Last Modified
- Sun, 17 May 2026 20:31:01 GMT
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