Frontline - Gamemode
by YourGodHanover
Contributors
YourGodHanover
0.1.4
Frontline - Changelog - September 6, 2026 Sector System Overhaul Added support for neutral territory Neutral sectors now display gray on the tactical map Neutral sectors can be captured by either faction when properly connected to friendly territory Added configurable starting territory depth for both factions US territory expands from the western side USSR territory expands from the eastern side Remaining territory starts neutral Added an active/inactive sector system so grid cells can be completely excluded from gameplay Custom Starting Territory Areas Added FL_SectorAreaComponent Added FACTION_A_START territory areas Added FACTION_B_START territory areas Added INACTIVE territory areas Added BOX area support Added CIRCLE area support Multiple areas can be combined to create irregular starting territories When starting territory areas are present, Frontline automatically uses area-based territory generation Territory outside faction starting areas begins neutral Fixed Workbench Area Type and Area Shape dropdowns Water / Non-Playable Sector Exclusion Added automatic terrain-elevation sector exclusion Added Auto Inactive Below Elevation setting Added Minimum Active Terrain Elevation setting Sectors below the configured terrain elevation can automatically be removed from gameplay Default cutoff is 0 meters Allows oceans, lakes, and other below-elevation terrain to automatically be excluded Inactive sectors are excluded from map overlay, capture, connectivity, supply, spawning, and FOB sector logic Manual Sector Overrides Added Force Active Sector Names Added Force Inactive Sector Names Individual sectors can now be manually enabled or disabled Force Active has highest priority Allows coastal, island, harbor, or other special sectors to be restored when automatic exclusion removes them Makes the sector system significantly easier to adapt to different maps FOB / HQ Updates Updated and verified the current US FOB prefab Updated and verified the current USSR FOB prefab Updated and verified the current US HQ prefab Updated and verified the current USSR HQ prefab Verified faction-specific FOB construction already uses the correct US and USSR prefabs Verified HQ protection continues to use HQ base classification Verified FOB/HQ management does not depend on hardcoded HQ prefab paths No additional script changes were required for the updated FOB/HQ prefabs Development / Cleanup Collected and reviewed the current Frontline script set Established the newest scripts as the authoritative development baseline Consolidated the newer sector, FOB, logistics, spawning, supply, and configuration work into the current baseline Older intermediate development versions should no longer be used as the basis for future changes Overall Frontline sectors are no longer limited to a simple two-faction split Maps can now contain US territory, USSR territory, neutral territory, and completely inactive areas Starting territory can be defined using custom map areas Water and other unsuitable terrain can be automatically excluded Individual sectors can be manually overridden when needed The sector system is now substantially more adaptable for Sudzha and future Frontline maps
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 03:15:08 GMT
- Last Modified
- Mon, 07 Sep 2026 03:15:16 GMT
0.1.3
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 08:23:09 GMT
- Last Modified
- Sun, 06 Sep 2026 08:23:14 GMT
0.1.2
- Added player-deployable Forward Operating Bases (FOBs) - Construction/engineer trucks can now physically deploy FOBs - Added faction-specific US and USSR FOB prefabs - FOB placement now follows terrain slope properly - FOB placement validates faction territory and prevents deployment in cut-off territory - FOBs automatically identify and bind themselves to their Frontline sector - Added functional FOB spawning - Operational FOBs now provide faction-specific respawn points - FOB spawn functionality activates when the FOB becomes operational - Integrated vanilla Conflict construction/building functionality into FOBs - Expanded the strategic supply system - FOBs can detect vanilla supplies stored in their resource network - Vanilla supplies can be consumed and converted into Frontline strategic sector supply - Added configurable vanilla-to-strategic supply conversion - Added automatic strategic supply distribution to nearby friendly sectors - Added configurable strategic supply radius - Added frontline-only supply distribution option - Supply distribution respects sector capacity and stops supplying full sectors - Added permanent US and USSR Headquarters support - Introduced separate FOB and HQ base types - HQs are tracked separately from player-built FOBs - HQs do not count toward the player FOB limit - HQs cannot be dismantled - Added FOB dismantling - Player-built FOBs can now be dismantled - Dismantled FOBs properly unregister from the FOB manager - Added centralized faction FOB tracking - Added a maximum of 5 player-built FOBs per faction - FOB limit is server-authoritative - Dismantling a FOB frees the slot for another deployment - Added replicated FOB count feedback - Construction interaction now shows current FOB count, such as Build FOB (3/5) - At the limit, the interaction displays FOB LIMIT REACHED (5/5) - Players are informed they must dismantle a FOB before building another - Added FOB operational-state tracking - Added groundwork for FOB services to react to cut-off or captured territory - Fixed engineer-built FOBs incorrectly registering as HQs - Fixed player FOBs being unable to be dismantled because of incorrect base classification - Fixed FOB terrain placement so compositions properly follow uneven ground - Improved vanilla resource-network discovery and supply detection - Improved strategic supply conversion and distribution logic - Added additional server-side logging for FOB initialization, registration, supply networks, strategic conversion, distribution, and operational state - Improved multiplayer replication for FOB counts and build feedback - Continued overall cleanup and stabilization of the new FOB/logistics system
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 08:21:06 GMT
- Last Modified
- Sun, 06 Sep 2026 08:21:18 GMT
0.1.1
Latest Update — FOBs & Logistics Added player-deployable Forward Operating Bases (FOBs). Engineer/construction trucks can now deploy FOBs in friendly connected territory. Added separate US and USSR FOB variants. FOB respawns are now restricted to their respective faction. FOBs automatically determine their Frontline sector and faction. Added FOB operational-state tracking. FOBs become non-operational when their sector is captured or cut off. Integrated vanilla Conflict construction mode into FOBs. Players can enter the vanilla Start Building interface from deployed FOBs. Vanilla Conflict structures can now be placed around FOBs. Added groundwork for vanilla supply storage and construction resources. Successfully integrated vanilla vehicle supply detection with Frontline. Added dedicated construction-vehicle recognition for US and USSR engineer trucks. Territory & Frontline Systems Added configurable 41×41 sector grid. Dynamic US/USSR territorial ownership. Frontline automatically recalculates as territory changes hands. Prevents disconnected back-capturing. Added timed sector captures based on player presence and superiority. Added contested-sector handling. Added pushback/counterattack support. Added connected-territory calculations. Added encirclement and cut-off detection. Cut-off pockets are visually identified and tracked independently. Added whole-pocket attrition timers. Encircled territory eventually collapses if it remains disconnected. Map & Tactical UI Full sector grid rendered directly on the vanilla map. US/USSR territorial coloring. Frontline sectors visually emphasized. Hovered sectors highlighted. Player's current sector highlighted. Active capture sectors highlighted. Cut-off sectors highlighted. Attackable sectors identified. Added sector information panel showing: Sector name Owner Frontline/rear status Connected/cut-off status Attackability Capture state Added map legend and tactical status information. Tickets & Victory Added faction ticket system. Player deaths deduct tickets. Losing territory deducts tickets. Ticket values replicate to clients. Added ticket HUD. Reaching zero tickets causes faction defeat. Added territorial victory/defeat conditions. Added configurable territorial defeat threshold. Strategic Supply System Every owned sector now maintains a persistent strategic supply stockpile. Added SUPPLIED, LOW, and UNSUPPLIED states. Frontline sectors consume strategic supplies over time. Added faction rear supply sources. Added support for reading vanilla Reforger vehicle supply cargo. Strategic logistics and physical vanilla supplies are being connected into a unified system. Spawn System Dynamic frontline deployment system implemented and tested. Cut-off territory cannot generate valid deployment points. FOB-based faction respawning is now functional. Work has begun transitioning away from automatic frontline spawns toward a more logistics-focused system. Coming Next The next major update focuses on completing the logistics loop: HQ → Supply Truck → FOB → Frontline Planned work includes permanent US and USSR Headquarters serving as the initial spawn and primary supply source, vanilla truck-to-FOB supply unloading, converting FOB resources into strategic sector supply, FOB construction costs, disabling FOB services when encircled, and eventually removing the temporary automatically generated frontline deployment points. Known Issue Vanilla Conflict construction placement is operational, but completing certain structures manually with a shovel can currently trigger an AI unsafe-area event error around the halfway point. This does not currently block FOB deployment or the main Frontline systems and is being addressed separately. Frontline is now transitioning from its territorial-warfare foundation into the full player-driven logistics and FOB phase.
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 03:19:33 GMT
- Last Modified
- Sun, 06 Sep 2026 03:19:41 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 21:09:39 GMT
- Last Modified
- Sat, 05 Sep 2026 21:09:51 GMT
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