DSK DPVE

by maslos

0.1.448

Defers US-only playable-faction enforcement until Vanilla Campaign reports base, HQ and radio initialization complete, preventing the startup SetAsHQ null exception while preserving normal CTI radio-network ownership.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 18:51:10 GMT
Last Modified
Wed, 29 Jul 2026 18:51:12 GMT

0.1.447

Everon Vanilla CTI HQ/radio ownership: relocate only the registered CTI MOB before base initialization, remove DPVE startup SetAsHQ overrides and repairs, then verify/adopt Vanilla HQ and radio state after initialization. Preserves authored HQ visuals and existing performance safeguards.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 18:36:28 GMT
Last Modified
Wed, 29 Jul 2026 18:36:30 GMT

0.1.446

Everon radio architecture: relocate the registered CTI US MOB to Chotain before Vanilla Campaign initialization; retain public SetAsHQ and vanilla radio coverage only.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 18:05:23 GMT
Last Modified
Wed, 29 Jul 2026 18:05:25 GMT

0.1.445

Vanilla Everon HQ and radio initialization; suppress pre-runtime defenders; remove destructive HQ cleanup and startup AI sweeps.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 17:40:20 GMT
Last Modified
Wed, 29 Jul 2026 17:40:22 GMT

0.1.444

Everon runtime MOB selection fix: prefer exact Campaign_MapLocation_MOB over nearest Chotain base fallback, protect dynamic MOB spawn/radio cleanup, and keep vanilla radio recompute stable.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 15:46:19 GMT
Last Modified
Wed, 29 Jul 2026 15:46:20 GMT

0.1.443

Everon radio stability: protect Campaign base/provider/supply/spawn/radio/resource hierarchies from stale MOB HQ cleanup and exempt intentional relay radio infrastructure.
Game Version
1.7.0.54
Created
Wed, 29 Jul 2026 15:26:06 GMT
Last Modified
Wed, 29 Jul 2026 15:26:08 GMT

0.1.442

HQ deterministic finder: the custom MOB HQ is now simply the campaign base geometrically CLOSEST to the authored MOB coordinate - removed the name (mob/chotain) -80 and IsHQ -15 scoring bonuses that let a differently-placed same-named base or the leftover vanilla HQ outscore the real anchor (HQ landed on the wrong base), and removed the far fallback. No selection ambiguity: the base at the authored coordinate always wins. If the HQ still lands wrong after this, the authored coordinate 9071.35/5544.129 itself is stale (points to the wrong location).
Game Version
1.7.0.54
Created
Tue, 07 Jul 2026 12:07:22 GMT
Last Modified
Tue, 07 Jul 2026 12:07:25 GMT

0.1.441

Fix radio-relay reconfigure greyed out (#AR-Campaign_Action_NoSignal) which froze the linear front. DPVE_SetAsHQSafe repointed the faction main base to the MOB but never recomputed radio coverage (vanilla only rebuilds it on base-init / antenna-service-built, not on a scripted runtime SetMainBase), so relays stayed NO-COVERAGE and could not be reconfigured. Now, when the HQ/main base actually moves, DPVE triggers the REAL vanilla coverage recompute: RecalculateRadioRange() on the MOB source + SCR_CampaignMilitaryBaseManager.RecalculateRadioCoverageForced(US). In-range relays gain genuine US RECEIVE coverage so their reconfigure action ungates and the network extends the vanilla way - fixing signal, reconfigure and map colours together with no fake read.
Game Version
1.7.0.54
Created
Tue, 07 Jul 2026 09:41:46 GMT
Last Modified
Tue, 07 Jul 2026 09:41:49 GMT

0.1.440

Fix map rendering captured points as BOTH yellow (no signal) and blue (US-owned). The 0.1.438 radio band-aid leaked fake IsHQRadioTrafficPossible=true to every captured US base (via IsBaseAllowedForCapture). Now the override (a) reports the REAL radio status first (0.1.439 makes the MOB the true US HQ source), so in-range and captured bases render their true single colour, and (b) fakes the seize-enabling read ONLY for the single active enemy objective (ShouldForceActiveBaseCapture), and only for the RECEIVE direction the vanilla seize checks - so an out-of-range first objective stays seizable without distorting the map or victory counting.
Game Version
1.7.0.54
Created
Tue, 07 Jul 2026 09:09:27 GMT
Last Modified
Tue, 07 Jul 2026 09:09:30 GMT

0.1.439

Fix custom MOB not becoming the US HQ (HQ appeared at the wrong vanilla base; map marker + spawn point + radio coverage all wrong). Root cause: DPVE_SetAsHQSafe set m_bIsHQ but never called faction.SetMainBase(MOB) - vanilla Conflict anchors the HQ label, player respawn AND radio-network source on faction.GetMainBase(), which stayed pointing at the US base CTI_Campaign_Eden registered at init. Now DPVE_SetAsHQSafe repoints the faction main base at the MOB, re-asserted on every HQ repair pass. The custom MOB is the deterministic, only US HQ - so the marker, spawn anchor and radio coverage recompute from the MOB.
Game Version
1.7.0.49
Created
Sun, 21 Jun 2026 17:01:15 GMT
Last Modified
Sun, 21 Jun 2026 17:01:18 GMT

0.1.438

REAL capture fix (v3): active enemy bases released far from the single HQ were outside the US radio network, so vanilla SCR_CampaignSeizingComponent nulled the player (no progress bar, no log). DPVE now overrides IsHQRadioTrafficPossible on the gated active objective base to report traffic possible for the US, so the standard Conflict seize starts regardless of HQ distance. Also: DPVE no longer spawns its own capture camp (vanilla already places the command tent) - fixes the duplicate tent and the bugged arsenal object.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 21:44:48 GMT
Last Modified
Fri, 19 Jun 2026 21:44:51 GMT

0.1.437

Fix base capture blocked despite an active objective marker: the position-based BuildBaseId could drift from the stored active id (overlapping/duplicate base entity, int-truncated coords), so the seize gate refused the capture. Now an enemy base within 100m of an active objective selection is recognised as capturable. Capture-camp marker swapped to a plain TentUSSR_01 (no storage/arsenal object). Added throttled seize-block diagnostic logging ('DPVE SEIZE BLOCKED ...').
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 20:02:49 GMT
Last Modified
Fri, 19 Jun 2026 20:02:51 GMT

0.1.436

Active-base enemy capture camp: the bugged arsenal object inside the command tent is now DELETED (previously only disabled, so it stayed visible). Arsenal-bearing children are removed; an arsenal on the camp root is neutralised. The tent stays as the capture marker.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 18:41:37 GMT
Last Modified
Fri, 19 Jun 2026 18:41:43 GMT

0.1.435

Enemy base garrison now scales with player count (+1 defense group per 2 players, configurable via m_iLinearPlayerScaleDivisor/m_iLinearPlayerScaleMaxBonus), fixing 'often only one squad'. Fix: custom HQ concrete foundation was deleted on every startup by the Everon stale-HQ-artifact cleanup (compositiondecals fallthrough); narrowly whitelisted so baked HQ visuals survive while the runtime decal-spawn quarantine stays intact.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 18:31:23 GMT
Last Modified
Fri, 19 Jun 2026 18:31:26 GMT

0.1.434

Fix GM/admin artillery: whitelist the ArtilleryWrapper_Huge impact-FX prefab in IsKnownRuntimeUnsafeScenePrefab so shells actually spawn (the path contained 'artillery' and was wrongly blocked -> smoke but no impacts). Includes the 0.1.433 capture-radius / HQ-on-init / enemy-camp-arsenal fixes.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 17:44:42 GMT
Last Modified
Fri, 19 Jun 2026 17:44:46 GMT

0.1.433

Fix capture radius (honor real base radius instead of pinning to 10m -> capture/progress bar works again), establish MOB as US HQ on OnAllBasesInitialized (fixes no-HQ on fresh playthrough), strip arsenal+supply from enemy capture-camp command tents (HQ untouched)
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 17:41:19 GMT
Last Modified
Fri, 19 Jun 2026 17:41:23 GMT

0.1.432

REVERT topology-aware front (was 0.1.431): its IsTechnicalBaseDisplayName change made all '#'-names technical, breaking MOB/HQ name recognition (HQ not at custom base). Restored pre-topology DPVE_LinearBaseOps.c + DPVE_Config.c from the 0.1.430 source; removed the FrontTopology ctor call. All other linear features (escalation, FOB, event-advance, robust victory, supply-mode, config-surface) + missions retained.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 16:39:52 GMT
Last Modified
Fri, 19 Jun 2026 16:39:57 GMT

0.1.431

Topology-aware linear front (off by default): authored Everon adjacency graph + BFS-gated AssignDistanceToUS; legacy Euclidean front unchanged when disabled
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 12:24:50 GMT
Last Modified
Fri, 19 Jun 2026 12:24:52 GMT

0.1.430

Config surface: linear escalation difficulty (garrison/reserve/armor max + finale bonuses + final-base-count) now admin-tunable config knobs; defaults equal prior constants
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 12:03:09 GMT
Last Modified
Fri, 19 Jun 2026 12:03:12 GMT

0.1.429

Mission curation: distinct objectives/titles across the DPVE operation set (15 bespoke objective branches + sharpened x-spec specs; dedup of near-identical ops)
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 11:53:17 GMT
Last Modified
Fri, 19 Jun 2026 11:53:19 GMT

0.1.428

Admin supply-mode toggle (GM menu, LINEAR BASEN page): ALLE/NUR HQ/KEINE gates all auto-refill + capture payout; persisted across restart; config default m_iLinearBaseSupplyModeDefault
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 10:48:11 GMT
Last Modified
Fri, 19 Jun 2026 10:48:13 GMT

0.1.427

FOB economy: maintained US tagging of captured-base spawn points (reload-safe) so players can deploy at captured FOBs (vanilla spawn-point tagging is suppressed on linear bases)
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 10:14:51 GMT
Last Modified
Fri, 19 Jun 2026 10:14:58 GMT

0.1.426

Robust victory: re-assert all-bases control-point threshold whenever ownership settles, so the win stays correct even if the init-time census ran early
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 10:11:12 GMT
Last Modified
Fri, 19 Jun 2026 10:11:14 GMT

0.1.425

Event-driven advance: arm bounded fast-poll on active-base capture start so the front advances within seconds of completion instead of a full slow tick
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 10:08:54 GMT
Last Modified
Fri, 19 Jun 2026 10:08:56 GMT

0.1.424

FOB economy: instant supply payout on linear base capture (idempotent, mirrors protected-base refill)
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 10:05:11 GMT
Last Modified
Fri, 19 Jun 2026 10:05:13 GMT

0.1.423

Linear escalation + HQ-finale: base garrison/reserve/armor now scale with front progress (captured ratio, r^2 curve, 1->5 garrison) and the last bases/HQ become heavy set-piece assaults instead of the campaign getting easier. All counts stay budget+armor-cap gated.
Game Version
1.7.0.49
Created
Fri, 19 Jun 2026 00:45:49 GMT
Last Modified
Fri, 19 Jun 2026 00:45:51 GMT

0.1.422

Fix endless re-capture loop on Everon: a base captured by players was immediately re-flipped to FIA by the linear ownership normalize pass (0.1.420 regression) before the capture could be recorded, so it re-became hostile with no enemies present. A just-captured active base is now recorded as captured and kept US.
Game Version
1.7.0.49
Created
Thu, 18 Jun 2026 19:56:56 GMT
Last Modified
Thu, 18 Jun 2026 19:56:59 GMT

0.1.421

Linear PvE (Everon): Conflict victory now requires capturing ALL reachable bases. Recompute the control-points win threshold from a live base census (US-held incl. MOB + every capturable FIA objective, excluding hidden anchors) instead of the inherited vanilla threshold of 5; achievable by construction so never unwinnable.
Game Version
1.7.0.49
Created
Thu, 18 Jun 2026 13:14:27 GMT
Last Modified
Thu, 18 Jun 2026 13:14:29 GMT

0.1.420

Linear base progression (Everon-scoped): every non-HQ base is now an FIA-owned objective. Vanilla-seeded US bases are no longer auto-treated as already-captured (ImportVanillaCapturedBaseOwnership early-returns on Everon), and ownership normalization converts US-seeded bases to FIA too (NormalizeHostileBaseOwnership). The Conflict victory now requires capturing ALL bases instead of only the few that started non-US. Protected HQ and player-captured bases stay US; Anizay unaffected.
Game Version
1.7.0.49
Created
Thu, 18 Jun 2026 11:22:25 GMT
Last Modified
Thu, 18 Jun 2026 11:22:27 GMT

0.1.419

Arsenal supply cost disabled again (free arsenal). An uncommitted change had force-enabled arsenal supplies via a SetResourceTypeEnabled override; restored the committed supplies-off behavior while keeping the all-items arsenal catalog bridge.
Game Version
1.7.0.49
Created
Thu, 18 Jun 2026 08:53:48 GMT
Last Modified
Thu, 18 Jun 2026 08:53:51 GMT

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