COE2 Persistent Ops PvE
by JDripstein
1.5.23
Fixed - A captive hostage no longer runs off when his tie breaks. The unarmed objective hostage was held in place only by the ACE tie; when it broke, he was an ordinary AI reacting to nearby contact, so he walked away and the re-tie had to catch him again. His AI brain is now switched off while he is captive and switched back on the moment a player or a Game Master releases him, so a broken tie leaves a stationary hostage instead of a runner.
- Game Version
- 1.8.0.10
- Created
- Fri, 28 Aug 2026 12:44:14 GMT
- Last Modified
- Fri, 28 Aug 2026 12:44:19 GMT
1.5.22
Fixed - Factions that are not playable can no longer be joined at all. The game only ever used playability to decide what the faction menus display, and each player's game decides that from its own local state, which the engine does not keep in sync; the server itself never checked playability when a join request arrived, so a menu that wrongly showed a faction would also successfully join it - seen live with a mod's Renegade punishment faction appearing at the deploy screen. The server now refuses join requests for any faction that is not playable, whoever's menu offered it, and logs each refusal. A faction a Game Master deliberately opens mid-session is playable and joins normally. The start-up faction check also reports its result in the log on every boot now, even when everything is already correct.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 17:17:46 GMT
- Last Modified
- Wed, 26 Aug 2026 17:17:49 GMT
1.5.21
Fixed - Fixing a bug where all factions would show up as playable. Factions that are not playable can no longer be joined at all. The game only ever used playability to decide what the faction menus display, and each player's game decides that from its own local state, which the engine does not keep in sync; the server itself never checked playability when a join request arrived, so a menu that wrongly showed a faction would also successfully join it - seen live with a mod's Renegade punishment faction appearing at the deploy screen. The server now refuses join requests for any faction that is not playable, whoever's menu offered it, and logs each refusal. A faction a Game Master deliberately opens mid-session is playable and joins normally. The start-up faction check also reports its result in the log on every boot now, even when everything is already correct.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 13:58:51 GMT
- Last Modified
- Wed, 26 Aug 2026 13:58:53 GMT
1.5.20
Fixed - The respawn menu offers only the faction the scenario is actually about. A side effect of 1.5.19: once Game Master faction settings stopped riding the save, nothing was left to switch the other factions off, so every faction the game considers playable by default appeared in the respawn menu after each restart. The scenario's player faction is now asserted as the only playable faction at every start, taken from the same scenario and server settings that pick it. A Game Master can still open another faction mid-session.
- Game Version
- 1.8.0.10
- Created
- Wed, 26 Aug 2026 12:23:06 GMT
- Last Modified
- Wed, 26 Aug 2026 12:23:08 GMT
1.5.19
Fixed - Game Master faction settings no longer ride the session save. The save recorded runtime faction state - which factions are playable and how they stand toward each other - and replayed it at every restore, even though the scenario and server settings already decide the factions at every start. A stale recording replayed into boot could race players who join early, which is the true root of vehicles restoring invisible; the fix in 1.5.15 remains in place as a backstop and now has nothing to do. Faction setup comes only from the scenario, the mission header and the server config every boot as intended.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 17:54:20 GMT
- Last Modified
- Tue, 25 Aug 2026 17:54:22 GMT
1.5.18
Fixed - The radio tab shows a bare icon like the other build tabs, instead of carrying text beside it.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 13:57:19 GMT
- Last Modified
- Tue, 25 Aug 2026 13:57:22 GMT
1.5.17
Fixed - The construction truck's radio mast menu now actually appears. The 1.5.16 change granted the truck the antenna service, but the build browser had no tab that could display it, so the menu looked unchanged. The truck's build screen now has a Radio relays tab listing the radio relay stations; it shows up only on the construction trucks, and the base build table is unchanged.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 12:49:45 GMT
- Last Modified
- Tue, 25 Aug 2026 12:49:49 GMT
1.5.16
Added - The construction truck can now build radio masts. The antenna service joins fortifications in the truck's build menu, on both factions' trucks, at the standard 250 supply cost. The game's radio relaying is native, so a raised mast genuinely extends VON range about two kilometres around it - forward comms you can build where you fight, and lose when it is destroyed. Nothing else was added to the menu.
- Game Version
- 1.8.0.10
- Created
- Tue, 25 Aug 2026 12:03:21 GMT
- Last Modified
- Tue, 25 Aug 2026 12:03:23 GMT
1.5.15
Fixed - Vehicles no longer come back invisible after a restart. A mod that persists a Game Master hide-entity switch can misread its own saved flag during a restore, leaving every saved vehicle hidden for every player - still solid, still enterable, just not drawn - and each following save re-captured the hidden state, so restarts made it permanent. The mod now checks every vehicle shortly after each restart, turns any hidden one visible again through that switch, and logs each rescue; the next save then writes a clean record, so a poisoned save chain heals over one restart cycle. Works whether or not the hiding mod is loaded. Seen live with Game Master Enhanced's visibility persistence; deliberate in-session Game Master hides are unaffected. Added - Civilian vehicles no longer pile up across restarts. Ambient civilian traffic spawns fresh cars every session and knows nothing about the ones the save brought back, so every restart added another generation. Civilian-faction vehicles are now left out of session saves entirely: they still drive around normally while the server is up, they just do not come back after a restart, and cars already sitting in older saves drain out over the first restart cycle. Your own faction's vehicles and captured enemy vehicles persist exactly as before. On by default; civilian_vehicle_clean in the server config file turns it off.
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 22:58:04 GMT
- Last Modified
- Mon, 24 Aug 2026 22:58:08 GMT
1.5.14
Fixed - AI no longer spawn on the waterline or underneath dock piers. The water check measured still-water depth at the feet, so a character standing at the wave-washed edge of the sea, or on the seabed under a pier deck with the tide around his knees, counted as dry; the relocation search could even put him there itself, because the ground under a pier is technically empty. Spawns now need real freeboard above the sea, a spot under a solid deck with the shore right beside it is refused outright, and both rules steer the rescue as well, so a rescued spawn ends up properly ashore. Ground-floor positions in low waterfront buildings and positions up on the pier decks themselves are recognised and left alone. Works the same on every map.
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 21:45:14 GMT
- Last Modified
- Mon, 24 Aug 2026 21:45:16 GMT
1.5.13
Fixed - AI no longer spawn standing in the sea at coastal objectives. Spawn positions are snapped to terrain height and the terrain keeps going under the water, so positions past the shoreline were placed on the seabed; the existing safety checks could not see deep water at all. A spawn under more than wading depth is now walked to the nearest spot that is both dry and clear of obstacles, which from open water is the shore by the shortest line, and group members placed around a clean anchor get the same check moments later. Ankle-deep surf on a beach still counts as a legitimate spawn, spawns on piers and bridges over water are never touched, and every rescue is logged with position and depth.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 22:53:35 GMT
- Last Modified
- Sun, 23 Aug 2026 22:53:39 GMT
1.5.12
Fixed - The build table is back on every boot after the first. The server config file stored the table's prefab as a bare identifier, which the mod could not load back, so the table spawned on the boot that wrote the file and on no boot after it; the objective-board anchor itself was never at fault and places the table one metre in front of the board on any map, Worthy Islands included. The file is now written with the full prefab name, every form an existing file can contain is read correctly, and a missing table is explained in the #cpo buildtable reply and the server log. No config edit is needed.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 10:20:47 GMT
- Last Modified
- Sun, 23 Aug 2026 10:20:50 GMT
1.5.11
Fixed - AI no longer spawn inside hand-placed or editable rocks. The rock rescue recognised only the rock class a terrain's generators use, not the plain-entity variants a Game Master or a community map author places by hand, so a pair could be put inside a boulder on Worthy Islands with nothing in the log. A rock is now recognised by what it is made of as well as its class, every member of a spawned group is checked a moment after it is placed (the group's position was checked, its members were not), and every rescue or failed rescue is logged with the positions involved.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 00:54:48 GMT
- Last Modified
- Sun, 23 Aug 2026 00:54:53 GMT
1.5.10
Fixed - Marksmen no longer spawn inside the small tall fuel tanks. That tank's single marksman position is authored a hair under its lid, and a character spawned with its feet inside the surface ends up in the hollow below; every earlier check passed it because the lid counts as a floor and the view from above it is clear. Marksman positions now get the same clearance check the building garrisons have had all along, which rejects a position embedded in geometry. - Lookout garrisons high inside tall structures now have to see out as well as stand on something. The coal silo's four lookout positions sit inside its cylinders, and a position that happens to have an interior surface under it passed the standing check while still being sealed in. The enclosure test the marksman positions already use now applies to any lookout position more than twelve metres up a structure taller than twenty-five, and a sealed one is dropped and logged; ordinary rooms are never judged by it. Tall structures also log every placement decision so a report can be matched to the log.
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 20:20:46 GMT
- Last Modified
- Sat, 22 Aug 2026 20:20:52 GMT
1.5.9
Fixed - The find-intel objective no longer completes on a pickup that did not happen. Taking the folder without a backpack, or into a vest with no room for it, made the engine move the item for an instant and put it back, and the task counted that as done; the folder then lost its protection from the garbage collector and vanished, leaving an objective that was finished on the board but not in anyone's hands. Completion now waits a moment and checks that the folder is really in someone's inventory before the task finishes. An aborted pickup leaves the folder on the ground and the task open, so you can simply pick it up again. Added - A server config file. Every setting a server admin is likely to want now lives in profile/CPO_PersistentOps/config.json on the server, written with the shipped defaults on the first boot after this update, so changing the AO cadence, the faction keys, the AI skill, the vehicle idle window or any other knob is an edit and a restart rather than a Workbench world edit. Keys missing from the file keep the scenario's values, so nothing changes for anyone who does not touch it, and the boot log reports what was applied. Full key list in docs/CONFIG.md. Changed - Player-built arsenals and medical tents now take the player faction by default, like every other built part, instead of staying vanilla. They were kept vanilla on purpose, because a player faction whose item catalog is missing vanilla content would have emptied them of that content (the medical kit and the mortar ballistic table went missing that way once). The new default checks first: if the selected player faction's catalog carries everything the vanilla faction offers, the box is stamped, otherwise it is left vanilla so nothing is lost, and the server log states which way it went and why. A game mode setting, Built arsenal faction, forces either behaviour: PLAYER always stamps, VANILLA never does. With the stamp on, a built box belongs to your faction, so the faction half of the loadout-saving rule is satisfied on its own; the unrestricted-save setting still covers the item side. Works well with CPO Factions.
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 18:24:22 GMT
- Last Modified
- Sat, 22 Aug 2026 18:24:26 GMT
1.5.8
Fixed - Enemy marksmen and garrisons no longer spawn sealed inside fuel tanks and silos. The big cylindrical fuel tank has its three marksman positions authored just under its roof, inside the tank, and the coal silo has its lookout positions inside the silos, five metres below the caps; the earlier fix could not see either, because its sight test started above the thin roof and its rays were shorter than the tank was wide. Both spawn paths now check that a position actually has something to stand on beneath it, which is what every sealed position has in common, and marksman positions additionally check that the structure does not box them in on every side. Guard towers, rooftops, control towers and guardhouses keep their marksmen; a position that fails is dropped rather than moved, and the server log says why.
- Game Version
- 1.8.0.10
- Created
- Sat, 22 Aug 2026 11:09:29 GMT
- Last Modified
- Sat, 22 Aug 2026 11:09:33 GMT
1.5.7
Fixed - The start-of-session cleanup no longer deletes parked player vehicles. Vehicles came back from a save without the faction stamp they carried in play, and the boot sweep judged them by their prefab's factory allegiance instead, so on some servers a player's own truck or humvee vanished at every restart, cargo and all. The boot sweep now leaves vehicles alone entirely: abandoned vehicles are the idle cleanup's job, which measures use rather than allegiance. A consequence players will like: a captured enemy vehicle now survives restarts too, instead of quietly dying with the reboot, and only leaves when it sits untouched past the idle window like any other vehicle. Changed - Vehicles now keep their faction stamp across restarts, the same treatment built structures already had. - Every vehicle or gun mount the battlefield sweeps remove is now logged with what it was, where it stood and which faction failed the check, so a vanished vehicle is answerable from the server log instead of being a mystery.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 22:47:56 GMT
- Last Modified
- Thu, 20 Aug 2026 22:48:01 GMT
1.5.6
Added - Abandoned vehicles are cleaned up. A vehicle nobody has entered or moved for five days is removed at a server restart, before anyone is on, and the server log records what went, where it stood and how long it sat. The window is configurable per server (Vehicle idle days; 0 keeps every vehicle forever, the old behaviour). Vehicles in use are never at risk: entering one, or moving it, resets its clock, and the countdown only ever ends at a restart, never mid-session. - Dropped weapons and ammunition stop piling up. Loose guns, launchers, rounds and magazines lying on the ground no longer survive a server restart, so the floor of a long-running server stops filling with hardware nobody will ever pick up. Everything behaves normally within a session, and anything stashed in a vehicle, container or arsenal persists exactly as before; only items loose on the open ground are affected. Can be turned off per server.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 21:48:35 GMT
- Last Modified
- Thu, 20 Aug 2026 21:48:38 GMT
1.5.5
Fixed - The main base garage doors now open. On Everon, Arland, Cain and Test the main base is COE2's hideout, and COE2 ships its four garage door leaves as scenery: no handle, no animation, no way through. That was invisible in stock COE2 because everyone left by infil, but with infil removed the base had no exit on foot. The doors are fully functional now, for every player and for AI, on all four maps. Kunar uses a different main base and never had the problem. This fix previously shipped inside CPO Frontline; it now lives here, so it works whether or not Frontline is loaded. Running both mods is fine, including older Frontline versions that still carry their own copy of the fix. Changed - The mod now includes one file derived from COE2 (the door fix above has to ship as a prefab override; a script cannot do it because the doors are not replicated and every client loads its own copy). The addon is licensed APL-SA accordingly, matching COE2.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 20:06:19 GMT
- Last Modified
- Thu, 20 Aug 2026 20:06:26 GMT
1.5.4
Changed - The commander map menu no longer offers insertion and exfil points. The mod has always promised no infil and no exfil, and the automatic cycle honours that by never creating either, but the two buttons were still on the map radial and an admin who clicked one got a working point, fast travel included. The entries are now hidden and the game mode refuses the request outright, so the promise holds no matter who is driving. Running with the automatic cycle switched off keeps stock behaviour, points included. - Every arsenal now saves any loadout, not just the two at main base. Boxes built at the build table, placed by a Game Master, or carried on a supply truck kept the vanilla rule until now: you had to belong to the box's own faction, and every item you carried had to be in that faction's catalog. On a CPO_US server that refused outright at every built box, because the box is vanilla US and the player is not, and on any server one picked-up weapon or one unregistered mod item was enough to be turned away. All boxes that offer saving now accept anything, exactly like main base. Boxes that never offered saving (HQ ammo crates, heli weapon boxes) are unchanged. A Game Master can still set any one box in play to a stricter rule, and that choice is kept across restarts, with one exception: a built box set back to exactly the vanilla faction-only rule returns to unrestricted on the next boot, because the game only stores settings that differ from the box's prefab. Mission makers who want the vanilla rule everywhere have a switch on the game mode, m_bCPO_ArsenalSaveUnrestricted.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 00:42:06 GMT
- Last Modified
- Thu, 20 Aug 2026 00:42:09 GMT
1.5.3
Fixes - The hostage now stays tied for the whole objective, not just at the start. The tie could be broken mid-mission (an AI group engaging near the hostage was the confirmed case), leaving him flagged captive but wandering around, with the objective stuck on "free the unarmed". The tie is now checked every 15 seconds for as long as the task is open, and quietly restored if something has knocked him loose. A hostage your squad has untied, is escorting, or is carrying out is never touched.
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 19:51:17 GMT
- Last Modified
- Mon, 17 Aug 2026 19:51:22 GMT
1.5.2
Changes: - New admin command, #cpo complete. Forces every unresolved task on the running objective complete, so it finishes through the normal path and the next one generates on its own. For when a task has stopped being finishable and the server would otherwise sit there. Unlike #cpo cancel it does not stop the cycle. - The free hostage objective no longer stalls when the hostage dies. It could only ever finish when the hostage left the tie, so one killed while still tied left the task sitting at "free the unarmed" with no way to complete or fail it, which held up the whole objective because the cycle waits on its tasks.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 21:32:18 GMT
- Last Modified
- Sun, 16 Aug 2026 21:32:21 GMT
1.5.1
Changes - [Fix] Snipers no longer spawn sealed inside fuel tanks. COE2 places them at hand-authored points, one per building model, with no clearance check of any kind, and one of those points sits inside a cylindrical tank rather than on top of it. The sniper spawned inside the structure, where he could not be reached, shot at, or do anything useful. A point that is enclosed on every side is now skipped. - [Fix] Roofed sniper positions are deliberately untouched. Guard towers, control towers and guardhouses are some of the best posts in the game and every one of them has a roof, so the test is whether the sniper can see out rather than whether he has sky above him. Only a position boxed in on all sides is dropped; a room with a single window keeps its sniper.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 12:55:53 GMT
- Last Modified
- Sun, 16 Aug 2026 12:55:56 GMT
1.5.0
Fixes: - Build table at base now spawns at the correct height.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 01:42:52 GMT
- Last Modified
- Sun, 16 Aug 2026 01:42:55 GMT
1.4.12
Changes: - The build table now actually finds the objective board. 2.0.0 looked for it by prefab, which needed a composition prop to report its own prefab, and it does not do that dependably. On Everon the board came back not found from three metres away, so the table quietly fell back to the fixed offset that 2.0.0 set out to replace. It is now found by the component that carries the scenario settings, select AO and generate AO actions, which is what makes the board the board on any COE2 map, and it is looked for both inside the base and in a radius around it so composition parenting does not have to hold. - #cpo buildtable now reports the board's position and its distance from the base, so a map where the anchor cannot work says so in one line.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 00:49:20 GMT
- Last Modified
- Sun, 16 Aug 2026 00:49:23 GMT
1.4.11
Major version because the build table moves for everyone, on every map, with no configuration change on your part. Nothing else changes behaviour. - The build table is now in the same place on every map. It used to sit at a fixed offset from the main base, which assumed every map's base is built from the same composition. It is not, and the props inside those compositions sit several metres apart, so an offset that was right on one map could put the table in a wall on another. It now finds the objective board inside the base and sits a metre in front of it, beside the arsenals, so it lands in the same spot relative to the things you already walk to. That holds on maps we have never seen, community ones included. - Individual maps can override it, by offset from the base or by fixed world position, for anything the default does not suit. A map whose base has no objective board falls back to the old behaviour, so the table never simply disappears. - New admin commands. #cpo buildtable reports where the table went on this map and why. #cpo buildtable here moves it to where you are standing for the rest of the session, and replies with the numbers that would make it permanent. - The server log now names the map when the table could not be placed, and says what was actually missing instead of a bare line about a base. - The table resolves the player faction in cases where it previously could not, which is the difference between a build menu that places things and one that opens and does nothing.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 00:27:33 GMT
- Last Modified
- Sun, 16 Aug 2026 00:27:36 GMT
1.4.10
Fixes - URGENT: fixed a server freeze introduced in 1.4.6. Servers would run normally for several minutes and then lock up completely, and the game's own watchdog would restart them, which showed up as the server dropping out of the browser - Insertion and exfil points are now greyed out in the commander's map menu rather than removed from it. Removing them is what caused the freeze
- Game Version
- 1.8.0.10
- Created
- Sat, 15 Aug 2026 18:12:24 GMT
- Last Modified
- Sat, 15 Aug 2026 18:12:29 GMT
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