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.