COE2 Persistent Ops PvE
by JDripstein
1.4.9
Changes - [Fix] The intel folder no longer ends up under the floor. It is placed by being dropped onto a table and left to physics, which mostly works, but the drop point is derived from a box drawn around the table rather than the table top, so on a turned table it can be released over open floor, and a small item dropped inside a building can pass through the floor and come to rest beneath the house. A folder that has demonstrably fallen out of the room is now put back on the first solid surface under its table. Placements that land correctly, which is nearly all of them, are left exactly as they are.
- Game Version
- 1.8.0.10
- Created
- Sat, 15 Aug 2026 12:24:20 GMT
- Last Modified
- Sat, 15 Aug 2026 12:24:26 GMT
1.4.8
Republish for bug fix.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 15:21:03 GMT
- Last Modified
- Fri, 14 Aug 2026 15:21:08 GMT
1.4.7
Fixes: - Leaders see their own map marker again. Game 1.8 rewired the events that trigger the marker visibility decision, and on a COE2 world one of them now never connects at all, so a leader's own marker could be left hidden with nothing ever asking the question again. The decision is now re-run while that marker is hidden, so a missing trigger cannot strand it. The rule itself is unchanged: friendly leader markers visible to the whole side, your own included, enemies never. Also logs its decision once per change, client side, so a marker that still misbehaves says why in that player's own log.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 15:17:42 GMT
- Last Modified
- Fri, 14 Aug 2026 15:17:45 GMT
1.4.6
Fixes: - 1.8 broke persistence saves. This update contains logging and fixes for it.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 09:45:18 GMT
- Last Modified
- Fri, 14 Aug 2026 09:45:20 GMT
1.4.5
Fixes: - Nothing was saving on game 1.8. Persistence refused to start at boot and the server logged "No progress will be saved", so built structures, vehicle stashes and supplies were lost on every restart. Two separate 1.8 changes to the engine's persistence configuration did it: one config entry we extend was reissued under a new identifier, and the config class used for saved system state was renamed. Both are now on the 1.8 names. Persistence was the only thing affected; the save files themselves are fine and a server that has been restarting since 1.8 landed picks up where its last good save left off. - Hostages stay tied. Freeing the hostage sets two things, captive status and the tied pose, and only the first was guaranteed: when the second missed, the hostage stood there free to walk off, and the objective could not be completed. The tie is now checked shortly after the hostage appears and restored if it did not take. A hostage a squad has already untied or loaded into a vehicle is never re-tied. Untying still completes the objective on the spot, exactly as before. - A faction key that does not resolve no longer throws script errors on every spawn. A mission header naming a faction that the running modlist does not provide left the matching catalog empty, and the spawn helper then dereferenced nothing 8 to 12 times per objective. It now declines cleanly, which is what the callers already expected. The units still do not spawn: the fix is to the noise, not to the missing faction.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 00:13:40 GMT
- Last Modified
- Fri, 14 Aug 2026 00:13:46 GMT
1.4.4
Changes: - Mission control is admin-only, and now enforced rather than assumed. Generating and cancelling objectives previously depended on the commander role being unreachable, which held only because the vote that grants it is disabled. The commander role no longer opens mission control at all: server admins are the only route, whatever else hands that role out. Game 1.8's new volunteer-for-commander action on command vehicles does not reach mission control and never did, but this removes the question for good. - Civilians can no longer capture bases (second attempt). The first version keyed off the mission's configured civilian faction, but a spawned civilian reports its own prefab's faction, which is not always the same one, so it never matched and civilians kept taking FOBs. The test now works the other way round: only the mission's two fighting sides can capture, contest or defend, so it no longer matters what faction key a non-combatant happens to carry. Enemy AI can still retake a position. - A base changing hands no longer breaks the arsenal standing in it. Arsenals stock from whatever faction they are affiliated to, and base ownership was being pushed onto them, so a captured position took its arsenal down with it. Arsenals now keep their own faction whoever holds the ground, which also covers a Game Master reassigning a base. - Game 1.8 compatibility. 1.8 renamed an engine helper the addon used in two places, which would have stopped it loading on updated servers. Both uses now run on our own copy, so the addon no longer depends on that name and works on 1.7 and 1.8 alike. No behaviour change.
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 21:22:58 GMT
- Last Modified
- Thu, 13 Aug 2026 21:23:02 GMT
1.4.3
Fixes: - Fixed: AI spawning inside walls and staircases. Building garrisons spawned a group at every authored position in a building without checking anything could stand there, so a position authored slightly off left a body embedded in the geometry, unkillable from most angles. Every position is now tested first, and a blocked one is nudged to the nearest clear spot inside the same building. If nothing within reach is clear the position is skipped instead, since one fewer defender beats a body in a stairwell. This replaces the Kunar-specific fix from v1.4.2's predecessor with one that works on any map, including maps added later.
- Game Version
- 1.7.0.54
- Created
- Thu, 13 Aug 2026 11:34:43 GMT
- Last Modified
- Thu, 13 Aug 2026 11:34:45 GMT
1.4.2
Changes: - Arsenals stock their full contents again. Player-built compositions had their faction stamped onto every part including the arsenal, and an arsenal filters its catalog by its own faction, so built medical tents and arsenal boxes silently lost everything the custom faction does not carry: the expanded medical items (AED, ACE) and the mortar ballistic table. Arsenals are now left out of that stamp and keep resolving the content they shipped with. Ambulances were never affected, which is what pinned the cause down. The rest of a composition is stamped as before, so a field-built command post still gets a working spawn point. - Correction to the previous release. The rearming kit fix in v1.4.1 matched far more than rearming kits: it keyed off a component that every arsenal box also carries, so it overrode the main base arsenals too and contributed to the missing content above. It is now limited to carried kits, and only steps in when a kit resolves no faction at all rather than whenever it resolves a different one. - Game Master placements keep the faction the GM gave them. Anything placed by a GM was being treated as player-built and restamped with the player faction. Only compositions placed through the build menu are stamped now. One gap remains: after a server restart the two are no longer distinguishable, so a restored GM placement can still be restamped. Arsenals are exempt either way, so a GM-placed arsenal keeps its contents. - Civilians can no longer capture bases. A forward post with civilians standing around it flipped to the civilian faction, taking its arsenal with it and leaving it unable to offer anything. Vanilla's own safeguard cuts by playable-versus-not, which cannot help here because the enemy faction is not playable either. Civilians are now excluded from capturing, defending and contesting. Enemy AI can still take a forward post back.
- Game Version
- 1.7.0.54
- Created
- Thu, 13 Aug 2026 10:31:38 GMT
- Last Modified
- Thu, 13 Aug 2026 10:32:12 GMT
1.4.1
Changes: - Fixed: the build menu at construction trucks offered enemy structures. When a provider's faction cannot be resolved, no faction filter is applied at all, and because that filter is a whitelist the menu then lists every faction's content. Those providers now filter to the player faction, matching what placement validation already did. Build stations were never affected. - Fixed: rearming kits offered nothing. The resupply pack is hard-wired to the vanilla US arsenal with no fallback, so on a server whose playable faction is anything else it showed an empty menu everywhere, with or without supplies nearby. These kits now draw from the player faction. Other arsenals are untouched and keep the faction they are given.
- Game Version
- 1.7.0.54
- Created
- Wed, 12 Aug 2026 21:25:14 GMT
- Last Modified
- Wed, 12 Aug 2026 21:25:17 GMT
1.4.0
Changes: - New: #cpo cancel. Cancels the active objective and stops the automatic cycle, from chat or RCON. Previously this was only possible from the commander map UI, so admins working over RCON, or external server tools, could not clear the map for a Game Master session. Generate an objective by hand to resume the cycle. Running it with no objective up is harmless and still stops a pending one. - Description updates
- Game Version
- 1.7.0.54
- Created
- Mon, 10 Aug 2026 21:27:29 GMT
- Last Modified
- Mon, 10 Aug 2026 21:27:31 GMT
1.3.6
Features: New: admin commands for save management. #cpo status reports whether persistence is active, whether saving is currently on, which save point the session is running from, and how many saves are being kept. #cpo reset confirm wipes the engine persistence for the current mission: session storage cleared and every save point deleted, so the server comes back with a clean world. Player-built structures, vehicles and their supplies are what this clears. Two things to know before using it. The running world does not change: structures stay standing until you restart the server, which then comes up with nothing to load. And saving is switched off for the remainder of the session so the wipe cannot be undone by the next autosave; a restart restores normal saving. Both commands need administrator rights and work from chat or RCON. Typing #cpo reset without the confirm word only explains what it would destroy. Routine save cleanup still happens automatically and needs no command.
- Game Version
- 1.7.0.54
- Created
- Mon, 10 Aug 2026 12:09:07 GMT
- Last Modified
- Mon, 10 Aug 2026 12:09:09 GMT
1.3.5
Fixes: - Fixed: service/HQ truck bodies and cargo crates from objective vehicles could persist as floating props after the vehicle was cleaned up. Objective vehicle cleanup now covers mounted modules and cargo; player vehicles unaffected. Existing floating props from older saves need a one-time GM delete. - Fixed: task generation could crash mid-setup and produce a partial objective when no flat slot was free for a task structure (cache, intel, hostage, officer). The structure now spawns on nearby open terrain instead. - Fixed: AO spawns inside the staircase of the two-story Kunar house (House_K_7). Spawn points raised clear of the stair geometry; balcony positions unchanged.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 23:07:07 GMT
- Last Modified
- Sun, 09 Aug 2026 23:07:11 GMT
1.3.4
Changes: - Fixed: COALITION Squad Interface was completely non-functional on COE2 scenarios (no compass, HUD, or settings). CSI's world systems now load on COE2 worlds when CSI is present. Servers without CSI are unaffected.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 20:53:33 GMT
- Last Modified
- Sun, 09 Aug 2026 20:53:35 GMT
1.3.3
Changes: - Fixed: enemy officer task could crash AO generation mid-setup, leaving a "limited" objective with a partial task list. Officer/HVT tasks now spawn where a valid position exists and skip cleanly where none does. All other objective types unaffected.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 20:35:05 GMT
- Last Modified
- Sun, 09 Aug 2026 20:35:11 GMT
1.3.2
Changes: - Standalone mounted machine guns no longer persist across restarts, restored tripods were re-entering every save and accumulating permanently. Existing stragglers are cleaned up on the first start after this update.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 12:50:18 GMT
- Last Modified
- Sun, 09 Aug 2026 12:50:24 GMT
1.3.1
Added - Old session saves are pruned automatically, the newest 10 are kept per mission. The save folder no longer grows without bound. Changed - Retired the persistence test probe and internal diagnostics that shipped during the save-system work. No gameplay change; the log gets quieter.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 12:24:17 GMT
- Last Modified
- Sun, 09 Aug 2026 12:24:20 GMT
1.3.0
Changes: - Workshop name and numbering update. Feature complete for 1.3.0 release.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 12:03:53 GMT
- Last Modified
- Sun, 09 Aug 2026 12:04:41 GMT
1.2.8
Changes: - Workshop picture update
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 12:00:02 GMT
- Last Modified
- Sun, 09 Aug 2026 12:00:07 GMT
1.2.7
Fixes: - Elevated objective defenders (rooftops, towers) spawn in their intended positions again. The rock-spawn fix was relocating them to ground level, occasionally into ground clutter. Rock protection is unaffected.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 11:08:41 GMT
- Last Modified
- Sun, 09 Aug 2026 11:08:43 GMT
1.2.6
Fixed - Objective AI no longer spawns inside rock formations. - Leftover mounted machine guns restored from older saves are now reliably detected and removed by the objective sweeps. Manned guns and player-built nests remain untouched.
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 10:53:47 GMT
- Last Modified
- Sun, 09 Aug 2026 10:53:49 GMT