Added
- Default bundled quest loading for intro and sample quest packs.
- A new auto-start onboarding quest
- A move_distance quest objective type for travel-based steps.
- Faction leader and support jobs for factions that previously lacked organized role parity.
- Station production definitions for default processing and manufacturing stations.
- New crafting recipes for utility gear, fuel, uranium cores, weapons, armor, and carry items.
- Shared GMCore.Fallout.AddSkillXP(...) helper for non-quest progression hooks.
- Non-quest SPECIAL XP gains from scavenging, harvesting, mining, logging, crafting, building, and stations.
- Persistent ownership settings for map doors and player-built props.
Changed
- Sample quests are now available by default without requiring manual admin seeding.
- New characters now receive a guaranteed intro quest automatically on character select.
- Base raid faction detection now uses available faction jobs and nodes instead of only four hardcoded factions.
- Raid target selection and raid start rules now respect faction alliances.
- Station and build damage rules now align with raid warfare instead of allowing unrestricted grief damage.
- Default fallback customization cost was reduced from 500000 caps to 5000 caps.
- Default loot tables were expanded with more practical aid, salvage, fuel, ammo, and utility drops.
Fixed
- Door ownership, access, and faction mode now persist across restarts for map doors.
- Build props now persist across restarts, including health, owner data, faction data, and build-door access state.
- Build-door persistence no longer duplicates saved rows during initial registration or removal cleanup.
- Station damage handling now fully cancels blocked attacks instead of leaving engine damage paths open.
- Station health updates now keep entity health in sync with stored station HP values.
- Fresh servers no longer depend entirely on quest admin setup to expose a basic player progression path.
- Default bundled quest loading for intro and sample quest packs.
- A new auto-start onboarding quest
- A move_distance quest objective type for travel-based steps.
- Faction leader and support jobs for factions that previously lacked organized role parity.
- Station production definitions for default processing and manufacturing stations.
- New crafting recipes for utility gear, fuel, uranium cores, weapons, armor, and carry items.
- Shared GMCore.Fallout.AddSkillXP(...) helper for non-quest progression hooks.
- Non-quest SPECIAL XP gains from scavenging, harvesting, mining, logging, crafting, building, and stations.
- Persistent ownership settings for map doors and player-built props.
Changed
- Sample quests are now available by default without requiring manual admin seeding.
- New characters now receive a guaranteed intro quest automatically on character select.
- Base raid faction detection now uses available faction jobs and nodes instead of only four hardcoded factions.
- Raid target selection and raid start rules now respect faction alliances.
- Station and build damage rules now align with raid warfare instead of allowing unrestricted grief damage.
- Default fallback customization cost was reduced from 500000 caps to 5000 caps.
- Default loot tables were expanded with more practical aid, salvage, fuel, ammo, and utility drops.
Fixed
- Door ownership, access, and faction mode now persist across restarts for map doors.
- Build props now persist across restarts, including health, owner data, faction data, and build-door access state.
- Build-door persistence no longer duplicates saved rows during initial registration or removal cleanup.
- Station damage handling now fully cancels blocked attacks instead of leaving engine damage paths open.
- Station health updates now keep entity health in sync with stored station HP values.
- Fresh servers no longer depend entirely on quest admin setup to expose a basic player progression path.