Item / Object Placement
Unified admin tool — gun stores, ATMs, structures, mission anchors. Unblocks spawn beacons.
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 I deliver the spawn system end-to-end: town markers, loot pools, vehicle spawning, world loot, activity respawn, spawn menu, HVT, security ledger, and beacons.
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 in place.
Wealth-threshold tracking with admin-configurable amount, broadcast cycle, server-tunable enable / disable.
Server-cluster telemetry — economy health, town occupancy heatmaps, hive-wide stats aggregation.
Player-deployable spawn anchors. Blocked on Item Placement System (separate design).
Once spawn ships, the next order of business is missions, vehicles, and the Player Menu. Layer 3 — the AI Director — is the long horizon.
Unified admin tool — gun stores, ATMs, structures, mission anchors. Unblocks spawn beacons.
Easy / Medium / Hard / VIP / HVT / Cache mission library on a configurable cycle.
Drop money, consume items, report, spawn, stats, group management.
Food, water, repair kit. Activates the survival loop.
Purchased vehicles survive logout, server restart, and rotation.
Squad spawning, GREEN alliance UI, allied marker toggle.
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.
Wasteland-Z enters live test rotation as soon as Sessions G & H ship. Tactical Xcellence is hosting the first-wave server. Watch this space.
Three hundred and counting hours. Code that compiles on first attempt. A documentation discipline that touches three places at the same time. We're not racing to launch. We're racing to be right.