This is the public development record for Attack on Chevron of Everon. Every entry separates player-facing changes from implementation details and clearly states whether work is planned, built locally, running on the server, or verified by players.
Current release
Published Core and Frontline version: 1.4.1; runtime test label: 1.4.1-server-test. The active development line remains 1.4.x. Patch releases such as 1.4.2 are used for fixes, tuning, documentation, and test-driven corrections. A version such as 1.5.0 is reserved for a complete, furnished feature update.
1.4.1 — Workshop release and connection repair
Published and connection-verified September 4, 2026. Players can now download matching Core and Frontline 1.4.1 releases from Workshop. The server previously ran newer test scripts inside caches that still advertised Frontline 1.2.0 and Core 1.0.0, causing a script-mismatch rejection. The repair publishes the existing 1.4.1 packages and has the server download their matching Workshop metadata; it does not add new gameplay mechanics or roll back the work.
Developer detail: Core and Frontline were published through Workbench under their existing Workshop IDs. Performance remains 1.0.0, keeping the same three-mod dependency structure. All ten advertised package files passed their downloaded manifest size and SHA-512 checks after restart, and the two changed data packages retain their approved 1.4.1 SHA-256 identities. Existing names, COE artwork, and thumbnail were preserved.
Verification: The server restarted at 22:39:49 UTC and initialized the 12-base scenario, 12 request terminals, and 12 supply yards. A player connected at 22:40:44 UTC without the earlier checksum rejection; the following one-player sample showed 60 FPS and a successful light-vehicle request. This verifies distribution and a real connection, not a full multiplayer load or gameplay acceptance pass. Capture/recapture access, oil-sale persistence, and abuse tests remain pending. A separate duplicate ActionsManager component error when building the US repair workshop is recorded for a focused follow-up.
Map and compass checks failed — follow-up required
Player-facing result: Live screenshots still show large white base-task shields covering the map. This is a real unfinished UI issue in 1.4.1, not another failed download. The intended compact player and facility icons, clear supply readouts, and flashing attack indicators are not yet a completed, player-verified replacement. The compass also fails to appear correctly.
Developer detail: Both marker systems are active: compact strategic markers and twelve vanilla tasks configured for the task list and map. The vanilla task layer retains the large shields and long names; its people-icon zero is an assigned-player count, not supplies. The proposed correction keeps those tasks in the task list only and verifies the strategic marker layer at multiple zoom levels. The compass layout is rejected by the current client, causing required-widget lookup failures and repeated creation attempts every 100 milliseconds. It needs valid current-format layout data and bounded retry/logging. These corrections have been diagnosed but are not included in the published 1.4.1 package; no additional restart was made during this player test.
How release states work
- Planned: the design is agreed, but no working code is claimed.
- Local build: implemented and checked locally, but not deployed to the public test server.
- Server test: packaged and running on the test server, but still awaiting a full player verification pass.
- Player verified: exercised during a real multiplayer session and observed producing the expected result.
1.4.1 — Captured-base service access
State: Server test. Capturing a COE, US, or USSR base now transfers the usable static logistics and service objects at that base to its new owner. Stored supplies and structures stay in place through capture and recapture. Vehicles already requested by players deliberately keep their original faction and are not reassigned merely because a nearby base changes hands.
Developer detail
The strategic capture system previously changed the base owner while native Reforger resource permissions continued reading the original faction from the spawned supply and service composition. Native supply storage is now registered as a base-owned economy object. On capture and recapture, eligible static service hierarchies are reaffiliated to US, USSR, or the FIA compatibility key used for player-facing COE. Requested vehicles opt out of this ownership-following behavior.
- Runtime identity: 1.4.0-server-test to 1.4.1-server-test.
- Build schema: remains 2.
- Player-profile schema: remains 3.
- Migration: none required.
- Verification: static validation, Workbench packaging, VPS hash checks, service startup, both UDP listeners, 12 sectors, 12 terminals, and 12 native supply registrations passed. Multiplayer capture-and-use testing remains required.
1.4.0 — Persistent home-FOB oil sales
State: Server test. Players can sell one eligible transported oil barrel at their original faction home FOB for 10 earned credits. A successful sale removes one visible truck barrel and reports the credits awarded, wallet balance, and remaining cargo. Free opening and recurring home-delivery oil cannot be sold, including after it has been moved through another base, truck, or hand-carried barrel.
Developer detail
Server-resolved Bohemia player identities back persistent JSON profiles containing currency, lifetime oil delivered, lifetime oil sold, schema information, and a bounded transaction history. Oil provenance follows blocked home-delivery oil through bases, supported trucks, hand carrying, faction spending, and refunds. Profile credit is saved before the physical barrel is removed, while a failed profile write leaves the oil unchanged.
- Runtime schema: 1 to 2.
- Player-profile schema: 2 to 3 with additive defaults for existing records.
- Deferred systems: employee upgrades, player trading, intelligence, ammunition progression, and RP groups remain outside this release.
- Verification: local validation, packaging, deployment, and startup passed. Multiplayer oil-sale abuse-path and restart-persistence testing remain required.
1.3.0 — Tactical readability
State: Server test. Added a slim top-center compass with a three-digit bearing, a compact rotating YOU marker, shorter objective labels, and map labels showing current supplies and oil. Defend objectives show capture progress in ten-percent steps, and the compass hides while the map or another menu is open.
Developer detail
The compass is client-only, updates presentation every 100 milliseconds, creates no replicated state, and adds no Workshop dependency. Base-resource labels refresh on the existing one-minute economy cadence. Capture progress refreshes only when another ten-percent boundary is crossed, reducing network and UI churn. This release introduced no saved-data migration.
Name changes
- Runtime product: Community Hub Frontline to Attack on Chevron of Everon.
- Runtime version: 0.5.0-dev to 1.3.0-server-test.
- Stable compatibility values: the internal key ch_frontline, faction key FIA, Workshop GUID, and save namespace remained unchanged.
1.2.0 — COE identity and logistics baseline
State: Player verified. The local Everon faction became the Chevron of Everon Oil Corporation (COE), the scenario received its COE identity and badge, and supported supply trucks gained visible oil cargo. Each stored barrel is represented visually while remaining non-physical, so the cargo stays attached during movement instead of colliding with the vehicle or flying out. Native Reforger supplies remain usable in the same truck at the same time.
Developer detail
Multiplayer testing verified oil loading, truck movement, non-colliding barrel visuals, and simultaneous native supply cargo. Player-facing text changed from FIA to COE, but the underlying Enfusion faction key stays FIA so vanilla faction resources, configuration, and existing records continue working without migration.
Confirmed 1.0.x test-build archive
These rapid test builds established the vehicle-request and visible-oil systems that were consolidated into the later named releases. Only versions with preserved release notes are described here.
1.0.20 — Multiplayer oil attachment
Explicitly synchronized each visible barrel’s parent truck and local bed position to clients, with a short retry when vehicle replication arrived after the barrel. Barrels remained render-only, non-traceable, and physics-free.
1.0.19 — Multiplayer barrel replication
Added the non-physical replication marker required for server-spawned render-only oil barrels to appear on multiplayer clients without restoring collision, damage, inventory, or interaction behavior.
1.0.18 — Render-only oil cargo
Replaced vehicle oil cargo with a single visual-only barrel model. The mesh and material remained visible while physics bodies, collision, trace response, damage, inventory, interactions, and child props were removed.
1.0.17 — Moving-truck stability fix
Removed physics and collision throughout the visible barrel hierarchy and kept barrels rigidly parented to the truck bed, fixing cargo that flew out or destabilized moving trucks.
1.0.16 — Playable oil transport
Added separate server-authoritative oil cargo for US, USSR, and COE supply trucks. Trucks could carry 16 barrels, load or unload one barrel per action, show each barrel in the bed, and continue carrying ordinary Reforger supplies at the same time.
1.0.15 — Armor-limit correction
Corrected shared active-armor limits to two for US, two for USSR, and one for COE/FIA. APCs continued to cost 10 oil and require same-base oil storage.
1.0.14 — Standalone vehicle requests
Added direct light-vehicle, supply-truck, and APC requests to faction request tents and repair workshops. Supply costs, faction checks, empty-cargo spawning, blocked-pad protection, failed-spawn refunds, territorial unlocks, oil requirements, and armor limits remained server-authoritative.
1.0.6 — BLUFOR terminal hotfix
Restored the proven replicated terminal shell after the vanilla US camo-net root dropped the custom logistics component at runtime. The terminal stayed bound to BLUFOR HQ and the shared US base economy.
1.0.5 — Vehicle supplies and shared base economy
Added vehicle supply loading and unloading, native supply-container use where available, fallback cargo for other vehicles, and one shared economy ledger for tents, arsenals, workshops, helipads, oil storage, and oil markers. Transactions debit or credit once and roll back when storage writes fail.
Early development foundations
- 0.5.0-dev — Standalone field: removed Conflict coupling, moved startup to the purpose-built Frontline game mode, authored standalone sectors, and enforced connected-front capture, stabilization, resource rules, strategic authorization, and total domination.
- 0.4.0-dev — Conflict field: bound the first live six-base test corridor, added readiness diagnostics and a safe timeout, normalized selected objectives, mirrored ownership and supplies, and removed project-owned resource warnings.
- 0.3.0-dev — Systems foundation: added the reciprocal frontline graph, adjacency-gated capture, supply spending, strategic-site gates, COE/FIA reserves and defenders, performance-aware load shedding, and static balance validation.
- 0.1.0-dev — Project foundation: created the Core, Performance, and Frontline addons with shared identity contracts, health logging, the first six-base ownership model, resource production, capture transactions, total-domination timing, and versioned schemas.
Planned after 1.4.1
The employee economy, player oil marketplace, persistent intelligence menu, ammunition progression, RP organizations, and defeated-faction reallocation remain planned work rather than claims about the live build. They change gameplay or saved player data and will be introduced as separate reversible iterations with migration, rollback, duplicate-transaction protection, reconnect handling, and multiplayer verification.
Last updated September 4, 2026. The server is running 1.4.1-server-test; captured-base service access still requires player verification.
