Mission Reward Loop
Close reward-on-clear, difficulty tiers, and named reward pools on the now-live mission spawner.
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.
These systems run on live test servers today. Hardened across multiple sessions, regression-tested with peer + dedicated server pairs.
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.
Town tier markers, server-side map visibility, motion sensor radar. Live and verified.
Polar-sweep crate placement, origin tagging, smart per-building rolls.
Vehicle anchors, trunk loot rolls, 1-hour idle despawn.
Lazy per-building scanner with interior bounding boxes. Origin tagging.
Weighted distribution, per-player cooldown, radius-scaled timing. Silent server-side tracker.
HF_SPAWN menu replaces BI deploy menu via OpenRespawnMenu override. Production deploy mechanism live.
Wealth-threshold tracking with admin-configurable amount, kill tracker, global broadcast cycle.
Server-side counter — crates / items / vehicles, connect-to-spawn timer, /stats chat command, 60-second periodic dumps.
Player-deployable spawn anchors. Deferred until item placement system ships.
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.
TAC-X Operations Terminal phase 3 ships first-pass welcome screen. Revive verbs (down/revive) with overlay suppression. Mission notification routing.
HFCommandRegistry with 5-tier model (EVERYONE / TRUSTED / MOD / ADMIN / OWNER). 22 legacy commands migrated to hierarchical syntax. Per-command tier overrides via profile config.
Trigger engine, phased state machine, archetype modules (CONVOY / OUTPOST / CACHE / CRASH_SITE), damage-weighted reward distribution, /mission ops, telemetry, starter templates.
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}.
Spawn click → in-world: 9.7s → 30–53ms. Welcome UI freeze: 4.3s → ~50ms. Cache poisoning fix on Workbench Reload Game. HFServerStats live counters.
Server-authoritative admin overlay tier system. HFAdminAudit persistent CSV + chat broadcast. Map-agnostic POI filter.
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.
Admin vehicle-dynamics tuning menu. Driver-only /recover with per-boot server session IDs — ground, heli, and into-cockpit aircraft recovery.
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.
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.
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.
Close reward-on-clear, difficulty tiers, and named reward pools on the now-live mission spawner.
Food, water, repair kit. Activates the survival loop.
Purchased vehicles survive logout, server restart, and rotation.
Diurnal cycle, weather state, NVG economy, optional radiation zones.
Multi-region cluster scaling, cross-cluster reputation, shared event broadcasts across the entire server family.
Weather events, cache drops, supply convoys triggered by server rules. Independent of the mission system.