The Retention
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Archive Record

Changelog

- Changed ocean, river and foundation water to a distinct cobalt-blue palette.

v8.9.36 — Water palette separation

  • Changed ocean, river and foundation water to a distinct cobalt-blue palette.
  • Increased water-to-land contrast and coastline readability.
  • Preserved existing water generation, depth and gameplay behavior.

v8.9.35 — Full crafting affix pool

  • Added every remaining characteristic from the crafting design sheet.
  • Expanded the conveyor catalog from 37 to 100 affixes.
  • Added persistent effect identities for future weapon and armor mechanics.
  • Prevented deferred special effects from receiving incorrect fallback stat bonuses.

v8.9.34 — Crafting affix catalog

  • Replaced placeholder conveyor affixes with 37 character characteristics from the crafting design sheet.
  • Added Russian affix names and readable values.
  • Added explicit calculated stat bonuses to every new affix.
  • Fixed the server stripping explicit stat identity while saving crafted affixes.
  • Fixed crafted affix bonuses being counted twice when equipped.

v8.9.33 — Road junction collision

  • Fixed platforms becoming unreachable when multiple roads attached to the same terrain surface.
  • Changed road collision to preserve the previously selected support instead of jumping to the highest overlapping road.
  • Changed avatar footprint probes to resolve roads and terrain together.
  • Matched client visual grounding to the nearest reachable road deck.

v8.9.32 — Unified character persistence

  • Added server-backed saving for level, XP, attributes, passive allocations and class branches.
  • Added saving for profession progression, quest flags, reputation, objectives and quest chains.
  • Fixed progression and profession loaders overwriting restored data with defaults.
  • Unified character, structures, items, vehicles and trade packs under one canonical data directory.
  • Migrated 55 existing structures and 5 city records without deleting legacy files.
  • Bound buildings, roads, city cores and city ownership to the generated world signature.
  • Kept character progression, inventory, currency, vehicles and packs across world regeneration.
  • Bound equipped item instances and affixes to the permanent character slot.
  • Added serialized atomic character saves and a persistent save audit command.

v8.9.31 — Road edge and jetpack collision

  • Fixed walking off a road edge being blocked like a terrain wall.
  • Added swept upward jetpack collision against bridge undersides.
  • Fixed road support becoming stale after flying through a road.
  • Changed road grounding to use the character's absolute feet height.

v8.9.30 — Stacked-road traversal

  • Fixed actors becoming pinned at intersections of stacked roads.
  • Changed player-built roads to height-aware top-support surfaces.
  • Preserved selection of reachable road decks and traversal beneath raised bridges.

v8.9.29 — Collision height domains

  • Fixed road collision changes leaking into global terrain navigation.
  • Restored the existing terrain and vertical-traversal height input.
  • Kept authoritative body height for road slab and underpass collision.

v8.9.28 — Road collision context

  • Fixed invisible terrain-edge boxes trapping actors on raised cells.
  • Fixed overlapping roads ignoring a lower reachable road slab.
  • Changed road collision to finite rectangular spans instead of rounded endpoint columns.
  • Matched inclined road collision thickness to the rendered installation plane.

v8.9.27 — Road vertical collision

  • Added height-aware road top and underside collision.
  • Allowed players to pass beneath roads when vertical clearance is sufficient.
  • Blocked actors whose body intersects the road slab.
  • Added separate cargo-truck clearance height.
  • Aligned road width to the horizontal installation plane to remove arbitrary roll.
  • Rebuilt custom cursor recovery for focus, visibility and pointer re-entry after alt-tab.

v8.9.26 — Construction window standard

  • Removed the legacy rule that closed Building Runtime on every right-click context event.
  • Added the construction panel to the shared draggable window stack.
  • Added stable Escape closing and a persistent construction window identity.
  • Kept the header visible with viewport-bounded scrolling.
  • Restyled the construction panel as a black and burgundy Retention terminal.

v8.9.25 — Crafting window RMB guard

  • Prevented camera-rotation right-button release from activating the crafting close button.
  • Preserved Escape closing through the shared window stack.
  • Added a clearly visible draggable crafting header.
  • Restyled crafting with the project's black, burgundy, cyan and red terminal presentation.

v8.9.24 — Road range and UI input

  • Increased the maximum road span from 30 to 70 metres.
  • Increased the allowed road slope to approximately 45 degrees.
  • Disabled left-click movement and reserved ground clicks for selection and building.
  • Added stable standard-window identity to the crafting panel.
  • Hardened window dragging against lost pointer release and off-screen positions.

v8.9.23 — Road collision bridge

  • Added a shared client road-surface probe.
  • Fixed the local player being visually forced onto terrain below a road.
  • Fixed cargo trucks being visually forced onto terrain below a road.
  • Changed jetpack and water grounding to treat road surfaces as solid ground.

v8.9.22 — Road palette fix

  • Added the missing Concrete Road Span tile to the standard building grid.
  • Placed the road tile beside the common wall tools so it remains immediately visible.
  • Fixed case-insensitive R selection while keeping mouse selection as the primary path.

v8.9.21 — Road span foundation

  • Added a two-click road tool to the existing Building Runtime.
  • Added persistent road spans split visually into sections no longer than five metres.
  • Added server validation for a 30-metre maximum span, supported endpoints and safe slope.
  • Added a temporary one-credit construction cost.
  • Added functional road and bridge surfaces for players and cargo trucks.
  • Added a 35% cargo-truck speed bonus while driving on roads.

v8.9.20 — City cargo exchange

  • Added a cargo delivery terminal to every generated city.
  • Added a delivery window showing pack origin, direct distance and expected reward.
  • Stored authoritative source coordinates on newly purchased packs and backfilled existing packs from the world manifest.
  • Added server-validated delivery distance and wallet payout.
  • Set the temporary reward formula to one credit per ten metres of straight-line distance.

v8.9.19 — Cargo truck interaction and handling

  • Blocked summon and recall whenever the truck contains at least one pack.
  • Kept loaded trucks in the world across owner disconnects and server restarts.
  • Moved pack loading and unloading to nearby F interaction.
  • Removed remote cargo controls from the inventory vehicle slot.
  • Added server distance validation to cargo transfer commands.
  • Kept destroyed cargo suspended at its former truck-bed coordinates.
  • Added client interpolation to reduce visible truck position snapping.

v8.9.18 — Cargo truck runtime

  • Added a persistent Cargo Truck to the character VEHICLE slot.
  • Added summon, recall, driver entry and camera-relative WASD driving.
  • Added 1200 vehicle HP, target frame, player damage and mob aggro.
  • Added ten persistent cargo-pack slots with load and unload actions.
  • Changed Scrap Burst to include nearby vehicles, mobs and players in its area damage.
  • Dropped stored packs into the world when the truck is destroyed.

v8.9.17 — Trade pack carry and drop

  • Added purchase of a neutral cargo pack for 100 credits at trade terminals.
  • Added a dedicated BACK CARGO inventory slot and a visible pack on the carrier.
  • Added server-authoritative ground placement and public E pickup.
  • Added seven-day persistence for dropped packs in server data.
  • Added expiry cleanup and reconnect restoration for carried packs.

v8.9.16 — Legacy forest visual removal

  • Removed the obsolete forest population-anchor circles and placeholder trees from the world view.
  • Kept trade points, shelters, treasure anchors and generated world data unchanged.

v8.9.15 — Authoritative trade point teleports

  • Changed trade-point DEV teleports to use the same client command channel as HUB and WASTELAND travel.
  • Added a temporary authoritative server command that applies position and target position directly.
  • Cleared mob aggro when using a trade-point DEV teleport.

v8.9.14 — Trade point DEV teleport fix

  • Fixed trade-point DEV teleport buttons silently doing nothing when the optional bridge was unavailable.
  • Changed teleport requests to use the active world connection first, with global-room and legacy bridge fallbacks.
  • Added visible success or connection-failure feedback to the DEV panel.

v8.9.13 — Trade pack terminal foundation

  • Added a visible cargo-fabricator console to every generated land and water trade point.
  • Registered all generated terminals with the shared E interaction and prompt system.
  • Added a draggable eight-slot cargo-pack terminal window.
  • Kept pack definitions, prices and purchasing locked for the next gameplay stage.

v8.9.12 — Reliable trade render filter

  • Moved TREASURE and TRADE POINTS beside the common map filters.
  • Matched their appearance and ON/OFF labels to the existing controls.
  • Changed both controls to remove hidden markers from React rendering instead of relying on CSS.
  • Updated ALL to restore common, treasure and trade visibility together.

v8.9.11 — Map marker filters v2

  • Restored the previous map window size while expanding only the inner canvas.
  • Added separate TREASURE and TRADE POINTS visibility controls.
  • Fixed every population marker being incorrectly classified as a trade point.
  • Made all ON/OFF filters authoritative instead of being overridden by map LOD.
  • Returned map actions to the header.

v8.9.10 — Map filter rollback and edge layout

  • Removed TRADE from the shared content-filter collection.
  • Added an independent TRADE ON/OFF control without changing SITES behavior.
  • Removed map legend and technical readout panels.
  • Expanded the map canvas to the inner edges of the window.

v8.9.9 — Trade point UI fixes

  • Added a separate TRADE visibility filter to the world map.
  • Kept trade markers visible at the default map zoom.
  • Fixed Escape selecting a map zoom button instead of the close button.
  • Added DEV teleports for every generated land and water trade point.
  • Removed premature generated pack types; points remain neutral for now.

v8.9.8 — Trade pack source generation

  • Replaced legacy caravan-origin mine anchors with 10–15 seeded trade-pack sources.
  • Added land mines and offshore extractor variants with separate world and map visuals.
  • Removed mine tiers, damage, departure points and autonomous route metadata.
  • Added purchase interaction data without enabling unfinished balance or inventory mechanics.

v8.9.7 — World map standard window

  • Changed the world map from a blocking modal into a normal draggable window.
  • Added the map to shared window focus, z-order and Escape closing.
  • Removed the darkened and blurred full-screen backdrop.

v8.9.6 — Minimum half-land rule

  • Added measured post-layout land coverage calibration.
  • Guaranteed at least 50% land in newly generated worlds.
  • Replaced estimated land/water logging with sampled generation results.

v8.9.5 — Procedural continent layout

  • Added seed-generated continent structures built from irregular connected landmass lobes.
  • Made two- and three-continent worlds the common result.
  • Kept fractured island worlds uncommon and single supercontinents rare.
  • Shared the same generated descriptors between rendering and collision baking.

v8.9.4 — Faction circle island platforms

  • Changed water-selected faction circles into raised dry terrain platforms.
  • Guaranteed faction terrain at least 12 metres above sea level.
  • Preserved a flat inner area for city and NPC presets with a blended shoreline edge.

v8.9.3 — Water-capable faction circles

  • Allowed faction circles to generate on land or water.
  • Fixed random world generation failing when outer sectors lack enough dry terrain.
  • Kept five-sector world-scale separation with seeded angular variation.

v8.9.2 — Faction circle world spacing

  • Distributed faction circles across five outer-world sectors approximately 72 degrees apart.
  • Added seed-driven angular jitter so the layout does not form an obvious perfect pentagon.
  • Enforced minimum separation based on total world size.

v8.9.1 — Full faction circle generator

  • Added deterministic placement of five dry, separated faction circles on the outer world.
  • Added lowland, plain and highland terrain stamps across complete faction areas.
  • Removed conflicting generated content from faction territories.
  • Added styled faction-territory markers to the world map.
  • Removed river, biome, forbidden-zone and landform debug visibility toggles from the player map.

v8.9.0 — Faction regions and varied world edge

  • Unified content, server and public world manifests around the seasonal content manifest.
  • Added seed-driven land reaches so the map edge is not always ocean.
  • Added visible terrain-following boundaries and camp markers for all five faction circles.
  • Synced the compact client navigation snapshot from the canonical manifest.

v8.8.1 — Hub grounding and interaction hints

  • Fixed starting-city stations and NPCs rendering below generated terrain.
  • Restored the nearby interaction prompt with the current E action.
  • Removed the corrupted always-visible legacy interaction help text.

v8.8.0 — Class Curator foundation

  • Added a Class Curator NPC to the center of the starting city.
  • Added dialogue-driven three-of-nine class branch selection.
  • Selected branches now define the three available passive-tree origins.
  • Class rebuilding refunds allocated passive nodes and clears the previous origin.

v8.7.25 — Larger compact cursor

  • Increased the compact custom cursor size without changing its shape.

v8.7.24 — Compact cursor

  • Changed the custom cursor to a compact arrowhead without the trailing stem.

v8.7.23 — Retention cursor rebuild

  • Rebuilt the custom pointer in the burgundy and cyan world style.
  • Fixed cursor loss after Electron returns from the background.
  • Removed conflicting cursor definitions and refresh loops.

v8.7.22 — Muted wall stripes

  • Strengthened horizontal terrain-wall bands with a subdued dark grey treatment.

v8.7.21 — Dark block-matched walls

  • Darkened only terrain wall faces to deep burgundy #4B0A1C to match nearby detail blocks.

v8.7.20 — Burgundy terrain walls

  • Changed only forced terrain wall faces from bright red to dark burgundy #6F1428.

v8.7.19 — Visible mist and wall color

  • Increased ground mist contrast so the effect is visibly readable.
  • Changed only forced terrain wall faces to #8B1E2D.
  • Kept terrain tops and decorative detail blocks unchanged.

v8.7.18 — Ground mist test

  • Removed large grey atmospheric mass boxes.
  • Added subtle animated ground mist independent of camera distance.

v8.7.17 — Fixed camera pitch

  • Locked camera pitch to approximately 42 degrees based on the approved reference.
  • Removed vertical RMB camera movement while preserving horizontal rotation.
  • Ignored old locally saved pitch values.

v8.7.16 — Camera pitch and relative WASD

  • Added vertical RMB camera orbit with safe pitch limits.
  • Changed WASD movement from world-relative to camera-relative.
  • Persisted camera pitch alongside yaw and zoom.

v8.7.15 — RMB camera rotation fix

  • Fixed the previous partial camera patch not applying yaw to the authoritative rig.
  • Replaced it with a complete RMB orbit implementation.

v8.7.14 — Electron mode and RMB camera

  • Changed desktop display switching from kiosk to standard Electron full-screen.
  • Added visible display-mode errors instead of silently swallowing IPC failures.
  • Added an explicit Save Settings action.
  • Added a test MMO camera rotation: hold right mouse button and move horizontally.
  • Camera yaw is saved locally.

v8.7.13 — Independent character windows

  • Split inventory, equipment, extraction, materials, attributes and passive matrix into independently open UI windows.
  • Existing tabs now open or focus another window instead of replacing the current one.
  • Added stable per-window layout keys for saved positions.

v8.7.12 — Dynamic HUD and early desktop settings

  • Added structure, mob and player target frames plus transient combat panels to HUD editing.
  • Added a desktop settings file read before BrowserWindow creation.
  • Electron now starts directly in the saved window mode after the first saved launch.

v8.7.11 — Ordered UI window stack

  • Added a shared focus stack for game windows.
  • New and clicked windows now render above older windows.
  • Escape now closes windows from the top of the stack in reverse focus order.

v8.7.10 — Passive fullscreen drag fix

  • Fixed saved character-window coordinates overriding the passive matrix full-screen shell.

v8.7.09 — UI drag and desktop bridge rewrite

  • Replaced per-panel HUD drag listeners with one global drag controller.
  • Fixed the Electron preload bridge not being attached to the actual BrowserWindow.
  • Kept local HUD and window position persistence unchanged.

v8.7.08 — UI runtime fixes

  • Fixed passive matrix centering against the live full-screen viewport.
  • Added dedicated drag surfaces to HUD editor panels.
  • Routed desktop Escape through Electron so full-screen remains active while game UI receives Escape.

v8.7.07 — UI interaction fixes

  • Fixed passive matrix Clear and Center controls being intercepted by canvas drag.
  • Replaced the browser reset prompt with a styled in-game confirmation.
  • Changed desktop full-screen mode to kiosk so Escape stays inside the game UI.
  • Fixed HUD editor dragging against legacy position rules.

v8.7.06 — UI handoff pass

  • Changed the passive matrix to a dedicated full-screen interface.
  • Added partial-word passive search with matching-node highlights.
  • Added movable game windows with locally persisted positions.
  • Added an ESC-menu HUD editor with explicit save and reset controls.
  • Added windowed and full-screen display settings.

v8.7.05 — Passive stat visual language

  • Added seven visual stat families across passive nodes.
  • Added family-specific color, shape and compact glyphs.
  • Kept passive allocation, topology and stat calculations unchanged.

v8.7.04 — Passive matrix line cleanup

  • Changed all passive-tree connections to the same base readability.
  • Removed decorative circular guide lines while keeping the grid background.

v8.6.93 — PoE-scale passive matrix

  • Added a generated passive graph with roughly 400 nodes.
  • Added selection of three class origins from nine starting positions.
  • Added connected path allocation, safe refunds and tree reset.
  • Added class ultimate and central technical ability sockets.
  • Changed progression calculation to aggregate every stat in the shared character stat catalog.

v8.6.94 — Passive matrix drag crash fix

  • Fixed the passive matrix crashing when pointer release raced a queued pan update.

v8.6.95 — Passive matrix expansion

  • Expanded the passive graph from 414 to 504 nodes.
  • Added bridge clusters between all nine class sectors.
  • Increased zoom range and improved node readability.

v8.6.96 — 800-node passive matrix

  • Expanded the passive graph to exactly 800 nodes.
  • Added dedicated small-node rings around every class ultimate.
  • Changed class origins: class composition exposes three starts, but the build chooses one.
  • Added placeholder class composition 2 / 3 / 7.
  • Increased world-space spacing and maximum zoom to prevent overlapping nodes.

v8.6.97 — Passive matrix outer-ring compaction

  • Pulled all nine origins and early passive clusters toward the middle ring.
  • Kept the dense technical center unchanged.
  • Adjusted the default camera scale to preserve readable tree size.

v8.6.98 — Uniform passive matrix density

  • Rebuilt all 800 nodes on a uniform hexagonal lattice.
  • Removed sparse outer sectors and dense central clumps.
  • Preserved nine origins, nine sector ultimates and the technical center.
  • Rebuilt graph links as one connected local-neighbour network.

v8.6.99 — Seeded chaotic passive layout

  • Replaced the visible hex lattice with a deterministic blue-noise layout.
  • Added variable local density, asymmetric ultimate and technical placement, and irregular link degree.
  • Kept the overall circular UI silhouette and nine origin directions.

v8.7.00 — Broken-network passive structures

  • Expanded passive world-space by roughly two times.
  • Replaced the full neighbour mesh with a sparse connected backbone.
  • Added random 2-7 node tendrils that terminate in dead ends.
  • Preserved allocation, class-origin, ultimate and technical-node mechanics.

v8.7.01 — Passive tendril clusters

  • Rebuilt loose passive tendrils as rosettes, spirals and bent mini-clusters.
  • Kept every cluster as a sequential path with a terminal node.
  • Added occasional terminal-to-cluster continuation links.

v8.7.02 — Local passive links

  • Removed long-distance passive-tree edges.
  • Limited all generated links to local neighbours.
  • Added nearest-component reconnection after locality pruning.

v8.7.03 — Passive matrix structure art pass

  • Added eight visual cluster archetypes.
  • Added notable hub nodes to local structures.
  • Separated backbone and tendril link presentation.
  • Reduced inactive-link noise and strengthened available-route readability.