BUILD STATE · v0.9 BETA

Project
Status.

Live build state, current sprint, and the road to launch. We don't believe in coming-soon vapor — every system listed below is in code or in design review.

200+
Sessions Logged
20
Production Systems
2,500+
Commits
155K+
Lines Of Code
In Production

Shipped & Stable

These systems run on live test servers today. Hardened across multiple sessions, regression-tested with peer + dedicated server pairs.

Inventory + Weight
SHIPPED
Inventory PostValidator
SHIPPED
Gun Store · 227 Items
SHIPPED
Starter Loadout
SHIPPED
ATM & Wallet
SHIPPED
Gateway · REST · MySQL
SHIPPED
HUD · Compass · Wallet
80%
MotaBot Discord (v3.2)
SHIPPED
Round Manager · Wipe · Rotation
90%
Player Menu
SHIPPED
Group Management
SHIPPED
Foundation · Shipped

Layer 1 Spawn Pipeline

Sessions A through G delivered the spawn system end-to-end: town markers, loot pools, vehicle spawning, world loot, activity respawn, spawn menu, and HVT. Hive telemetry surfaced via the live server-stats counter. Spawn beacons deferred until item placement ships.

Session A · 2026-04-12
Town Markers + Map Visibility

Town tier markers, server-side map visibility, motion sensor radar. Live and verified.

Session B · 2026-04-13
Loot Pool System + Town Loot Spawning

Polar-sweep crate placement, origin tagging, smart per-building rolls.

Session C · 2026-04-19
Vehicle Spawning + Despawn

Vehicle anchors, trunk loot rolls, 1-hour idle despawn.

Session D · 2026-04-23
World Loot Scanner

Lazy per-building scanner with interior bounding boxes. Origin tagging.

Session E · 2026-04-25
Activity-Based Respawn + Soft Mitigations

Weighted distribution, per-player cooldown, radius-scaled timing. Silent server-side tracker.

Session F · 2026-04-29
Spawn Menu + Death Flow

HF_SPAWN menu replaces BI deploy menu via OpenRespawnMenu override. Production deploy mechanism live.

Session G · 2026-05-01
HVT System

Wealth-threshold tracking with admin-configurable amount, kill tracker, global broadcast cycle.

Session H · 2026-05-06
Hive Telemetry (HFServerStats)

Server-side counter — crates / items / vehicles, connect-to-spawn timer, /stats chat command, 60-second periodic dumps.

Session I · Deferred
Spawn Beacons

Player-deployable spawn anchors. Deferred until item placement system ships.

Build Log · Recent

Recent Milestones

Layer 1 wrapped, then we kept shipping. Admin command suite, full F8 admin menu, welcome screen pipeline, perf and security waves, vehicle recovery — and the mission system going live on the active map-agnostic refactor branch.

2026-05-02
Welcome Screen v1 + Revive System + Mission Notifier

TAC-X Operations Terminal phase 3 ships first-pass welcome screen. Revive verbs (down/revive) with overlay suppression. Mission notification routing.

2026-05-03
Chat v1 Admin Command System (8 phases)

HFCommandRegistry with 5-tier model (EVERYONE / TRUSTED / MOD / ADMIN / OWNER). 22 legacy commands migrated to hierarchical syntax. Per-command tier overrides via profile config.

2026-05-04
Mission System Phase 1B (10 sub-phases)

Trigger engine, phased state machine, archetype modules (CONVOY / OUTPOST / CACHE / CRASH_SITE), damage-weighted reward distribution, /mission ops, telemetry, starter templates.

2026-05-04
F8 Admin Menu (9 tabs) + Welcome Screen Tokens

9-tab admin UI: WORLD / HEALTH / PLAYERS / COMMANDS / MARKERS / and more. Welcome screen switched to server-expanded tokens — {POPULATION}, {KILLS_BY_FACTION}, {TOP_KILLER}, {UPTIME}, {BUILD}, {ADMINS}.

2026-05-06/07
Phase A · Performance Wave (23 commits)

Spawn click → in-world: 9.7s → 30–53ms. Welcome UI freeze: 4.3s → ~50ms. Cache poisoning fix on Workbench Reload Game. HFServerStats live counters.

2026-05-07
Phase A · Security Wave (27 commits)

Server-authoritative admin overlay tier system. HFAdminAudit persistent CSV + chat broadcast. Map-agnostic POI filter.

2026-05-20
Independent Code-Theft Audit · Cleared

Two independent audits across 8 subsystems found no evidence of code copied from any public Reforger mod or repo. Full write-up on the Credits page.

2026-05-29 / 06-06
Vehicle Dynamics Menu + Vehicle Recovery

Admin vehicle-dynamics tuning menu. Driver-only /recover with per-boot server session IDs — ground, heli, and into-cockpit aircraft recovery.

2026-06-09 → 06-11
Mission Editor V2 + Full Mission Control

F8 mission command center: START / STOP / PAUSE / RESUME all, per-size spawn timers (SMALL / MEDIUM / LARGE), membership pool, in-game mission editor, and popup-message event logic.

2026-06-11 · LIVE-VALIDATED
Mission System Spawns Live

Pool missions spawn on a per-size timer, fire their toast, and enter the wait-for-clear state in live testing. Reward-on-clear detection is the open thread being chased now.

After The Refactor

The Roadmap

With Layer 1 shipped, the mission system live, and the player menu and group tools done, current focus is the map-agnostic refactor. Next: the mission reward loop, consumables, and vehicle persistence. Hive expansion is the long horizon.

Q2

Mission Reward Loop

Close reward-on-clear, difficulty tiers, and named reward pools on the now-live mission spawner.

Q3

Consumables System

Food, water, repair kit. Activates the survival loop.

Q3

Vehicle Persistence

Purchased vehicles survive logout, server restart, and rotation.

Q4

Day/Night + Weather

Diurnal cycle, weather state, NVG economy, optional radiation zones.

2027

Hive Expansion

Multi-region cluster scaling, cross-cluster reputation, shared event broadcasts across the entire server family.

2027

Dynamic Event Spawner

Weather events, cache drops, supply convoys triggered by server rules. Independent of the mission system.