Random Advance and Secure

by Realyst90

1.0.6

Game Version
1.7.0.41
Created
Wed, 03 Jun 2026 17:37:34 GMT
Last Modified
Wed, 03 Jun 2026 17:37:40 GMT

1.0.5

Game Version
1.7.0.41
Created
Wed, 03 Jun 2026 16:40:55 GMT
Last Modified
Wed, 03 Jun 2026 16:40:59 GMT

1.0.4

- Improved multi-lane generation to reduce lane overlap, avoid obvious crossing paths, and keep lanes more readable on the map.
- Tuned lane randomization so objectives can deviate from the main axis without creating excessive travel distance.
- Added faction-specific lane connection colors.
- Improved lane link visibility so each faction only sees the connections relevant to its currently visible lane progress.
- Added support for hiding inactive objective/base prefabs that are not part of the generated lane.
- Updated inactive prefab hiding to target Conflict Military Base infrastructure more reliably.
- Limited inactive prefab scanning to a short startup window instead of continuous server checks.
- Improved objective fog-of-war behavior after captures.
Enemy-captured objectives are now hidden from the faction that lost them.
- Updated objective visibility checks to use the current Campaign Base owner as the source of truth.
- Fixed several cases where previously known or lost objectives could remain visible on the map.
- Restored safe lane progression behavior to avoid breaking multi-lane RRAAS flow after captures.
- Improved map refresh behavior for objective markers and lane links after ownership changes.
- Added checks around server-side performance impact and confirmed the main runtime logic is event-driven rather than a constant heavy server tick.
Game Version
1.7.0.41
Created
Wed, 03 Jun 2026 13:41:51 GMT
Last Modified
Wed, 03 Jun 2026 13:41:56 GMT

1.0.3

### Fixed
- Fixed lane progression when both factions meet on the same lane.
- Capturing an enemy-held frontline objective now correctly updates both faction frontlines.
- The opposing faction will now see the correct next objective after losing a frontline point.
- Lanes no longer stop progressing just because the two active indexes meet or cross.
- Capture validation now checks only valid capturable objectives, excluding HQ endpoints.
Game Version
1.7.0.41
Created
Sun, 31 May 2026 14:28:00 GMT
Last Modified
Sun, 31 May 2026 14:28:06 GMT

1.0.2

### Added
- Added support for multiple RRAAS lanes.
- Added a configurable lane count option with support for 1 to 5 lanes.
- Added total objective budget splitting across lanes:
  - Example: 14 objectives with 2 lanes creates 7 objectives per lane.
  - Uneven totals are distributed logically, with earlier lanes receiving one extra objective.
- Added separate lane progression, capture logic, visibility, and map links for each lane.
- Added per-lane connection colors on the map.
- Added faction-safe color pools:
  - US-side lanes do not use red.
  - USSR-side lanes do not use blue.

### Changed
- The objective count setting now represents the total number of generated objectives across all lanes, instead of objectives per lane.
- Improved lane generation to reduce overlap between multiple lanes.
- Improved path selection to avoid using the same objectives across lanes when possible.
- Improved lane scoring to avoid points that are too close to already generated lanes.
- Added logic to strongly avoid lane intersections between generated paths.
- Updated RRAAS documentation to explain multi-lane behavior and objective splitting.

### Notes
- If the map does not contain enough valid objectives for fully separated lanes, the generator may allow shared objectives as a fallback.
- Radio range and stage setup still affect which objectives can be selected.
Game Version
1.7.0.41
Created
Sun, 31 May 2026 12:19:24 GMT
Last Modified
Sun, 31 May 2026 12:19:29 GMT

1.0.1

- Added scripted chant entity and cameramanager to test environment
Game Version
1.7.0.41
Created
Fri, 29 May 2026 23:38:28 GMT
Last Modified
Fri, 29 May 2026 23:38:38 GMT

1.0.0

Game Version
1.6.0.119
Created
Wed, 27 May 2026 22:33:59 GMT
Last Modified
Wed, 27 May 2026 22:34:03 GMT

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