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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