DSK DPVE
by maslos
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
0.1.418
Everon US spawn FIX (root cause): the MOB's spawn points were created with an empty faction key (owned by nobody -> 'Spawnpunkt nicht verfuegbar'). Now explicitly tagged US when the MOB becomes the US HQ so players can deploy. Verified on full live mod stack: all MOB spawn points {faction=US}, no crash.- Game Version
- 1.7.0.49
- Created
- Wed, 17 Jun 2026 19:10:08 GMT
- Last Modified
- Wed, 17 Jun 2026 19:10:10 GMT
0.1.417
Everon US spawn fix v2: protected MOB runs vanilla spawn-point faction handling so its spawn point is US-tagged; adds MOB-HQ diagnostic. Requires a fresh start if a stale savegame restored the pre-fix state.
- Game Version
- 1.7.0.49
- Created
- Wed, 17 Jun 2026 18:19:41 GMT
- Last Modified
- Wed, 17 Jun 2026 18:19:44 GMT
0.1.416
Everon US spawn fix (real root cause): restore DPVE_SetAsHQSafe and make the protected Chotain-Coast MOB a real US Campaign HQ at runtime so vanilla Conflict respawn has a US spawn anchor; stop ApplyStoredUSBaseRoles from stripping the MOB HQ on Everon (fixes the set/remove oscillation). Verified via local Everon boot.
- Game Version
- 1.7.0.49
- Created
- Wed, 17 Jun 2026 17:43:41 GMT
- Last Modified
- Wed, 17 Jun 2026 17:43:43 GMT
0.1.415
Everon US HQ spawn fix: enforce DSK Chotain-Coast MOB as the only US HQ/spawn anchor, demote stray vanilla Campaign HQ flags, clean stale HQ artifacts, add Everon-Contract GM status; bootstrap dead-code cleanup.
- Game Version
- 1.7.0.49
- Created
- Wed, 17 Jun 2026 16:49:48 GMT
- Last Modified
- Wed, 17 Jun 2026 16:49:50 GMT
0.1.414
Everon MOB restart hardening: cleanup stale restored command-post/support-system artifacts around the protected MOB while keeping spawnpoint anchors, campaign bases, players, AI and vehicles intact. GM status now reports DPVE anchors explicitly.
- Game Version
- 1.7.0.49
- Created
- Tue, 16 Jun 2026 18:23:58 GMT
- Last Modified
- Tue, 16 Jun 2026 18:24:00 GMT
0.1.413
Mission catalog audit hardening: preserve exact Universal and expansion operation families, validate curated constructor metadata, and rename HVT GM categories to Zielperson for clearer live-ops menus.
- Game Version
- 1.7.0.49
- Created
- Tue, 16 Jun 2026 17:41:15 GMT
- Last Modified
- Tue, 16 Jun 2026 17:41:17 GMT
0.1.412
Fix active-base task audience cleanup so stale FIA task factions are removed before US is added, preventing false FIA no-spawnpoint notifications after capture.
- Game Version
- 1.7.0.49
- Created
- Tue, 16 Jun 2026 17:17:44 GMT
- Last Modified
- Tue, 16 Jun 2026 17:17:46 GMT
0.1.411
Core 0.1.411: active-base capture camp repair now adopts existing restored world camp entities into DPVE runtime tracking after duplicate pruning, so old capture tents are cleaned up on capture/base changes instead of blocking spawns and surviving as unowned leftovers. Preflight clean.
- Game Version
- 1.7.0.49
- Created
- Tue, 16 Jun 2026 16:11:17 GMT
- Last Modified
- Tue, 16 Jun 2026 16:11:19 GMT
0.1.410
Everon: allow named CTI MOB anchors outside the old DSK radius and select protected/name MOB-HQ anchors before faction ownership is normalized, without re-enabling vanilla command-post spawning.
- Game Version
- 1.7.0.49
- Created
- Mon, 15 Jun 2026 12:08:06 GMT
- Last Modified
- Mon, 15 Jun 2026 12:08:08 GMT