Deadwood Plus DEV

by StormyStorm-00

0.1.20

0.1.20: Grave spawners now begin their first burst when activated; the normal break remains between later bursts. US player stamina is refilled in the DP scenario. Upper Mines relay waves can use reachable exterior positions and target the radio for optional Deko DEV 0.1.2. No campaign reset is intended. Native acceptance remains pending.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 06:54:51 GMT
Last Modified
Sat, 24 Oct 2026 06:54:56 GMT

0.1.19

Lower Mines defence placement recovery. When a verified interior route cannot be found, final-wave zombies spawn at the exterior tunnel mouth if it has a route to the tent; otherwise use normal safe open-ground placement near the base. Players hold the tent. The wave remains mandatory and tracked, with existing grave destruction and campaign save preserved. 302 script checks pass; native defence delivery/pathing still needs testing.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 05:32:37 GMT
Last Modified
Sat, 24 Oct 2026 05:32:43 GMT

0.1.18

Lower Mines tent defence: living US defenders at the capture base can trigger the remaining wave without entering the tunnel. Interior zombie positions require physical tunnel containment and a verified doorway-to-base navigation route; their attack waypoint remains the tent. Keeps the exterior entrance grave, existing campaign, destroyed graves and mandatory final defence. Tunnel investigation remains a future encounter. 302 script checks pass; native route testing required.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 05:18:14 GMT
Last Modified
Sat, 24 Oct 2026 05:18:18 GMT

0.1.17

0.1.17: Lower Mines grave placement uses the exterior shaft entrance instead of the capture tent. Stricter tunnel floor/ceiling checks, corridor-bend placement retries and throttled defence-wave diagnostics. Completed encounters, destroyed graves and spent reservations persist; final defence is not skipped. 302 script checks pass. Native server testing remains required.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 04:57:38 GMT
Last Modified
Sat, 24 Oct 2026 04:57:42 GMT

0.1.16

DEV 0.1.16: PR-7 grave intelligence now works independently of Deko. Active graves provide one real signal among four persistent decoys; ordinary zombie scanning continues. Adds a third final-defence announcement and brief campaign siren when the first final-wave group is confirmed spawned, saved to prevent repeat announcements after restart. 296 checks pass and clean runtime compilation succeeds. In-game multiplayer, signal placement and alarm-volume testing remain required.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 04:23:50 GMT
Last Modified
Sat, 24 Oct 2026 04:23:54 GMT

0.1.15

0.1.15: Single capture objective enforcement, independent defend/grave task visibility, and persistent completed-task cleanup after the successor appears. Mine guards/waves now use eight individually checked underground members instead of the implicated inherited tunnel prefab; existing saved groups are not migrated. Adds 30-second defence warning and stronger new default final defence. Pair with Deko DEV 0.1.1. 275 core checks pass; multiplayer/JIP/save acceptance remains pending.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 03:39:53 GMT
Last Modified
Sat, 24 Oct 2026 03:39:58 GMT

0.1.14

0.1.14 development update: configurable encounter counts, population caps, grave pacing, preparation, ranges/scaling and per-objective overrides; format-7 saved settings with migration from formats 5/6; configurable optional Deko relay stages. Corrects fresh-relay guard allocation and failed grave-cycle pending-slot recovery. Automated checks: 247 core + 14 addon, zero failures. Native multiplayer/save acceptance pending; resource errors remain.
Game Version
1.8.0.13
Created
Sat, 24 Oct 2026 01:48:34 GMT
Last Modified
Sat, 24 Oct 2026 01:48:38 GMT

0.1.13

Compatibility update for Project Outbreak Deadwood Lite 0.1.12 and current Outbreak scripts. Removes obsolete grave callbacks; retains GU1 encounter and relay integration. Server acceptance testing remains in progress.
Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 19:12:34 GMT
Last Modified
Fri, 23 Oct 2026 19:12:39 GMT

0.1.12

DEV 0.1.12: Add 32/16 guards when a base/relay is assigned, separate from the existing 16/8 approach guards. Lower Mines capture now uses one exterior grave near the tunnel entrance. Captured bases gain Destroy graves (live destroyed/required count) and Defend tasks plus a one-time three-minute hold warning. Relay behavior is unchanged. Native gameplay and save/restart verification pending.
Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 06:02:32 GMT
Last Modified
Fri, 23 Oct 2026 06:02:36 GMT

0.1.11

0.1.11: Fixed fresh-campaign relay completion and next-objective handoff; added a 40-second relay action with four timed waves and no graves. Added fixed approach guards at every objective. Mine encounter zombies and tunnel bandits now use tunnel-floor placement; misplaced bandits are moved inside when possible. Local script checks pass; live gameplay verification is pending.
Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 01:49:02 GMT
Last Modified
Fri, 23 Oct 2026 01:49:07 GMT

0.1.10

Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 07:50:03 GMT
Last Modified
Wed, 21 Oct 2026 07:50:06 GMT

0.1.9

Persist confirmed GM clearance of delivered GU1 wave groups across restarts. Retain spent budgets and require all final-defence batches before encounter completion. 135 state/journal checks pass; native GM/restart acceptance pending.
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 05:31:05 GMT
Last Modified
Wed, 21 Oct 2026 05:31:09 GMT

0.1.8

DEV 0.1.8: record tracked grave destruction from hive lifecycle and destroyed-state cleanup; preserve campaign data and completion gates. Adds destruction evidence logging. Compiles with 122 model checks passing; live explosive-destruction acceptance pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 11:40:45 GMT
Last Modified
Tue, 20 Oct 2026 11:40:48 GMT

0.1.7

Restore the secondary US MOB deployment affiliation after native campaign loading. Preserve the selected HQ, active encounter, existing owners and campaign save. Covers MOB 2 alongside MOB 1/Airport, and MOB 1 alongside MOB 2/Farm. Standalone and optional integration compile with 122 existing checks passing; live spawn acceptance pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 10:45:21 GMT
Last Modified
Tue, 20 Oct 2026 10:45:25 GMT

0.1.6

Recover missing zombie affiliations on Glenwood's 28 objectives after loading: 19 capture bases and 9 radio relays, including Airport and Farm. Preserve valid owners, saved HQ choice and encounter progress; flag ambiguous previously captured ownership instead of resetting it. Script compilation and 122 checks pass; live restoration acceptance pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 10:33:59 GMT
Last Modified
Tue, 20 Oct 2026 10:34:02 GMT

0.1.5

Restore the saved active objective after native loading, including MOB 1/Airport and MOB 2/Farm. Retry task readiness after HQ/radio initialization and restore US task visibility. Preserve campaign saves and ownership. 122 existing checks pass; native restoration testing pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 10:22:13 GMT
Last Modified
Tue, 20 Oct 2026 10:22:17 GMT

0.1.4

DEV 0.1.4: recover missing affiliation only for a saved fixed Glenwood HQ using its authored side after restoration. Preserve valid owners and saved MOB selection. Retains deferred HQ registration and prevents duplicate starting vehicles. Native acceptance pending; 122 existing checks pass, zero script errors, known dependency resource errors remain.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 09:43:10 GMT
Last Modified
Tue, 20 Oct 2026 09:43:13 GMT

0.1.3

DEV 0.1.3: defer saved HQ registration until native restoration and faction readiness. Preserve the saved HQ, campaign slot and encounter journal. Prevent duplicate starting vehicles. Adds HQ and spawn-faction diagnostics. 122 existing checks pass with zero script errors; native restore acceptance pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 09:28:50 GMT
Last Modified
Tue, 20 Oct 2026 09:28:54 GMT

0.1.2

0.1.2 DEV: standalone linear PVE objective progression, player-scaled guards/capture waves/final defence, and repeating graves until destroyed. Graves alternate 16-zombie bursts with a shared 120-second break after runs stop and tracked attackers clear. Preserves 180-second preparation, mandatory grave destruction, 28 objectives, 90/100 thresholds and Glenwood persistence header. Requires Silence PVE absent when GU1 is enabled. New format-5 journal requires a fresh isolated test campaign/unused slot; preserve old saves. 122 state/journal checks pass; resource errors and native/full-modlist acceptance remain unresolved. Not a confirmed fix for the earlier DEV startup crash.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 08:26:53 GMT
Last Modified
Tue, 20 Oct 2026 08:26:56 GMT

0.1.1

Glenwood DEV persistence test: mission header now selects ConflictSystems and save types 15. Native save/restart/load validation pending.
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 06:50:46 GMT
Last Modified
Tue, 20 Oct 2026 06:50:50 GMT

0.1.0

Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 06:29:55 GMT
Last Modified
Tue, 20 Oct 2026 06:29:58 GMT

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