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Contracted
Contracts on every moon, with rewards, penalties and mid-round escalations.
CHANGELOG
Contracted changelog
1.0.0
Initial standalone release (split from the all-in-one Y4NGZCompany package).
- XP meter shows after the performance report with Y4NGZUpgrades; after a crew death the vanilla fines panel now waits until the XP box has played (#1385).
- Containment lockdown gates now also shut the main-entrance door if it was open when they close, and the door cannot be opened until the gates lift (#1367).
- Payload: the cart route check no longer refuses NavMesh seams as links; only a leg that leaves the NavMesh refuses, so deep carts spawn and are hauled through ordinary doorways and corridors; the cart now has a scan node (#1305).
- Payload cart: the helmet visor no longer trails the camera while pushing first-person (#1305).
- Contract HUD events now use local vanilla sound cues with
[Contract HUD Audio]controls; missing typewriter audio falls back to a vanilla typing clip, and Blacksite aborts read “The Blacksite team turned back.” (#1343). - The contract card wipes into view, then flies into its measured compact first-objective layout in one motion; the alert belt fades in at landing (#1343).
- Contract arrival keeps only its title, icon and frame visible until docking; fault, OPTIONAL, belt and old result content no longer leak during the wipe or flight (#1343).
- A brief first-sight glint marks a locally spotted Wesley side objective or found Locate target once per target per round, without walls or overlap with the delayed pity hint;
Objective Hints / First Sight Glintcontrols it (#1343). - Contract actions now consistently name the Blacksite team, drop ship, Field Support and payload cart; Blacksite status labels say TEAM and DROPPED (#1343).
- Congregation: the ritual horn now carries across the whole moon, the drum about 250 m and the chant about 100 m; a large crowd of chanting congregants is level-capped so the chant does not clip (#1336).
- Escalations: Congregation, Stranger and Blacksite-abort announcements use a compact two-line Contracted toast below the contract card that slides in, decodes and collapses into the alert strip, with a faint edge vignette for warnings, instead of the vanilla tip; ceremony complete, ceremony ruined and Blacksite aborted now reach every player, the Congregation copy tells the crew to kill the congregants, and the strip reads FIGURES GATHERING OUTSIDE (#1343).
- Wesley objectives show an
OPTIONALcard section with an interior or trial header, current trial-step action, typed reveal and accent sweep (#1343). - Congregation: the Seraphim costs far less per frame: the host no longer switches its navigation agent on and off every frame, its lights and aura rings update at most 20 times a second and the rings hide beyond 120 m, its body stops skinning off-screen once the rise ends, the summon builds the Seraphim during the last prayer phase and starts its rise effects over the next frames, and a
[MoonContracts.Timing] Seraphim frame costline every 10 s reports what it costs on each peer (#1336). - Congregation: congregant footsteps match vanilla players: two steps per animation cycle at the clip's own speed (no faster when the walk or flee animation is sped up), vanilla's 0.6 walking / 0.9 running loudness, and only the four stepping congregants nearest you are heard; all still make noise for other monsters (#1336).
- Congregation: the Seraphim's scan header now shows the same changing letters as the HUD's ascension text (12 characters, four updates a second) instead of random punctuation; it still reads SIGNAL CORRUPT underneath (#1336).
- Congregation: the drummer kneels upright with the drum between its knees and brings the drumstick and its open hand down onto the drumhead together on every beat, instead of folding over the drum with its hands above its head (#1336).
- Congregation: the Seraphim reads at night: its central eye glows far brighter and its 54 ring eyes glow faintly, while its body stays dark (#1336).
- Seraphim: the beam now leaves the central eye, and the eye turns (with pitch) to face its victim, where it is flying, or straight ahead; the body now faces the way its eye looks (#1336).
- Blacksite: a soldier goes through the entrance, takes the mineshaft car or opens a door as soon as his route reaches it, whatever his order; soldiers no longer stand inside the main entrance at boarding until something wakes them, and the old squad-order entrance approach (threshold pause, door retarget after three failures) is gone (#1305).
- Blacksite: soldiers' routes come from one route service (entrances, mineshaft car, doors); a single partial route no longer writes off an objective; the ship no longer waits for a soldier stuck on an elevator link; PathfindingLib internal-teleport interiors are no longer followed (#1305).
- Blacksite: the landing search refuses a ground spot where a moon object that cuts navigation (such as a Burrow cactus) stands in the ship's deck, so the squad's walk from the ladder to the door is no longer cut after touchdown (#1305).
- Blacksite soldiers unlock and open a locked vanilla door that ends their route from any approach angle, with no key; every door use prints one
[UAT][Door]line (#1305). - Blacksite: raiders walk each ground-route leg in turn instead of stopping on a slope short of the door; an objective is given up as unreachable only when the raider sent to it has no route to it from where he stands in its world, never because of a stall outside; and a given-up objective counts as lost, never as done (#1305).
- Blacksite: on a raid with no contract objective, an apparatus nobody can stand next to is given up at its second stall and the squad goes straight on to salvage, one scrap item per surviving raider, all carried at once; the raid counts as done when anything it hauled is aboard (#1305).
- Blacksite: while one soldier works the mission objective, one escort covers him and the rest salvage scrap (one item each) or sweep rooms instead of queuing behind him (#1305).
- Payload: the cart always spawns (best-ranked clear spot, else the main-entrance room); a blocked cart route no longer cancels the cart or the Blacksite raid (#1305).
- Payload: one magnet rule for both ships: with the lever on, a cart on the magnet side within 10 m rolls in along the ground and docks; the Blacksite ship has its own magnet lever and stows a cable-lifted cart out of sight; no magnet flight, no lever, ledge or runaway tips (#1305).
- Blacksite: squads now pull the landed ship's magnet lever for a staged cart; a lost or loaded cart sends its pusher and lever-puller back to boarding instead of holding the ship; a cart the magnet cannot pull is written off (#1305).
- Payload: the cart now spawns only where the soldiers' own cart-route check reaches the main entrance, else in the main-entrance room; the spawn ranking measures the walk from the main entrance, not the nearest fire exit (#1305).
- Payload: the cart's spawn ranking tries clear spots 60-120 m walk from the main entrance first, then deeper, then shallower (it no longer takes the nearest room past 25 m); the first spot whose cart route proves still wins, and the
PAYLOAD_SPAWNlog line names the band (#1305). - Payload: hands sit on the cart grips in first and third person while pushing (#1305).
- Payload: the pushing player's body no longer shivers in third person; the start/stop lean kick, which fired on every frame on the host, is removed (#1305).
- Payload: pushing the cart through an entrance now carries the cart through with you, and the cart counts as outside only while it is outside; any other teleport (such as the ship teleporter) lets go of the cart instead of dragging it along (#1305).
- Payload: a soldier whose cart cannot move is released after 8 s instead of standing at the handle until the round ends (#1305).
- Payload: a soldier who cannot reach the cart's handle is released after 8 s without progress instead of holding it until he dies; a cart with no route to the ship that the ship cannot lift is then given up, a withdrawing squad still hauls owed cargo home, and the ground crate is set down where the cart can be pushed from the main entrance (#1305).
- Payload: a soldier pushing the cart keeps pushing after a door pause instead of standing at the handle, and lets go the moment the cart reports it has no route (or he has no goal) instead of standing in the push pose until a stall timer fires (#1305).
- Payload: every way a soldier lets go of the cart goes through one release with a named cause, logged at Info even with UAT output muted (
PAYLOAD_RELEASE, andOBJECTIVE_WRITEOFFfor each write-off); a soldier who drops a job is no longer benched for 30 s, and a cart that is stuck in place is never handed to another soldier (#1305). - Diagnostics: with Shadow Raid Debug Logging on, the host prints a
[UAT][Cost]frame-cost line every 10 s,[UAT][Hitch]names a scope only when it spent at least half the frame, and two new settings, Blacksite UAT Output Muted and Blacksite Helmet Light Shadows, drive performance A/B runs (#1305). - Blacksite: the landing is decided once before the ship flies and is never aborted after touchdown; a hover landing needs only a reachable rappel foot and prefers one whose flight path is clear, and a moon with no landing at all skips the raid before flight (#1305).
- Blacksite soldiers choose what to do in one fixed order instead of by a score table; a watched Coil-Head, a slime, a hive or a sapsucker nest only shapes their routes and their fire (they walk round it, or wait facing it until it clears, instead of holding at its edge), and a soldier shot by a player fights back, even while going through an entrance (#1305).
- Blacksite: the squad elects one soldier to keep each Coil-Head in view (the one it targets if he is idle, else the nearest idle soldier with a line to it, else the nearest); carriers and soldiers fighting a player are never picked, and when the watcher drops out another takes over (#1305).
- Blacksite: a searching soldier finishes the walk he is on before taking the squad's next room, a dead end no longer turns the squad round mid-room, a follower whose formation place is not walkable waits at the nearest walkable point ahead of him instead of being sent back, a soldier within the 3 m door hand-off goes through the entrance instead of standing near the door until a stall timer fires, and a ship guard with no patrol post of his own (on the rope, or with his post taken by a squadmate) goes to his landing slot on the ground instead of being told to stand where he is (#1305).
- Blacksite: the mineshaft elevator carries the whole squad on one call, a call is made once (vanilla's call cooldown no longer pins the car), escorts follow their lead through the car, and the lone-arrival landing post is gone (#1305).
- Blacksite: the landing search refuses a blocked cabin before its support rays, and a moon with no ground site hands over to hover after 6 s of search work instead of 12 s; soldiers leave the aircraft one per frame (#1293).
- Blacksite soldiers no longer warp to recover: a stuck soldier gets a new goal instead; a player who pushes a staged cart no longer makes the ship leave without it; a held witness walks attached to his carrier at full speed and breaks free only on a real event, and one let go with no floor under him is left alone until he is back on one; a soldier whose first walk outside is refused by flood water lets his objective go at once (#1293).
- Blacksite soldiers ride the mineshaft elevator together; a soldier left behind after the ship leaves keeps trying the elevator after an interruption instead of giving it up for good (#1293).
- Blacksite soldiers decide when something changes for them (an order, an arrival, a sighting, a crossing, a casualty, custody or an objective record) instead of on fixed think clocks, and one soldier decides per frame; a soldier interrupted on his way into the mineshaft elevator walks the rest of the way to its door instead of stopping short (#1293).
- Blacksite rifle soldiers whose shot is blocked by a squadmate standing at the target walk round the target to a clear firing position, or turn to another target they can hit, instead of waiting for the squadmate to move (#1293).
- Blacksite rifle soldiers walk and run in their own rest pose with the rifle held low, instead of with their arms raised and spread; there is no low-ready arm overlay and no aimed strafe blend when they are not aiming (#1283).
- Blacksite rifle soldiers jump with the rifle's own jump clip, rifle in hand, instead of the baton pose (#1283).
- Blacksite baton soldiers climb ship and world ladders with the rifle soldiers' ladder animations (mount, climb), baton still on the hip, instead of the baton sidecar's own ladder clips (#1283).
- Blacksite soldiers of both loadouts step over the top of a ladder instead of freezing in the climb pose (#1283).
- Payload: first-person push is clamped like third person; taking damage drops the cart (#1283).
- Payload: pushing the cart in first person no longer stretches the first-person arms toward the handle; the first-person view keeps vanilla's own arms (#1293).
- Blacksite: a squad whose objective has no complete route searches instead of standing on one spot (#1283).
- Blacksite soldiers share one picture of what the squad has seen: a ship guard engages a threat his squad sees within rifle range without leaving his post, helpers keep supporting a reachable live witness instead of searching, and a lost contact is remembered for 14 s (#1293).
- Blacksite: an escorted witness keeps custody across jump links, and ship guards hold one backup post at the squad instead of being sent out and back on every report (#1271).
- Blacksite: a moving Coil-Head kills a soldier it touches, and any soldier looking at it freezes it (#1293).
- Blacksite: a Thumper bites any soldier it touches on contact, with no wind-up, and a Nutcracker keeps its target when another soldier fires at it (#1293).
- Blacksite: soldier rifle carry, ladder climb, jump timing and baton impact flash corrected (#1271).
- Soldier radio chatter: squad members call and answer each other on objectives, kills, custody and boarding (#1271).
- Blacksite: ladder climb and jump clips re-baked, baton spark strands, 25 new radio lines bundled (#1271).
- Payload Haul no longer falls back to Salvage; the cart spawns in the centre of a clear room away from the entrance (#1271).
- Blacksite soldiers walking long routes across links are no longer judged stuck, teleported and left standing: stall checks measure how far the body moved, a soldier whose path is gone asks for a new one, and the squad is no longer sent home for going nowhere (the SQUAD WITHDRAWING: NO ROUTE status is gone) (#1271).
- Blacksite soldiers pursue the witness's live position across floors; escorts no longer park beside a stuck operator (#1271).
- The contract HUD's alert belt draws on its own canvas so its scrolling no longer rebuilds the vanilla HUD every frame, and the Blacksite ship's arrival frame is split over three frames (entrances, interior route, ship spawn) (#1262).
- Blacksite: the landing search's ground share now counts the search's own work instead of the wall clock, so the site it picks for a moon no longer changes with frame rate or slice budget (#1271).
- Rifle soldiers fire at hostiles while watching a coil-head; no more holding cover without a line (#1271).
- Congregation: the Seraphim is its reworked original model again in pale flesh, its body fading into fog while its glowing eye shows through fog and at night, with three dim aura rings; the old look stays if its bundle is missing (#845).
- Congregation: the Seraphim spawns at full size, plays one smooth awakening rise on every peer without drift or overshoot, and blends into a shared-clock hover; its rise shakes nearby cameras and throws up dust and debris (#845).
- Congregation: players joining mid-round see congregants and the Seraphim in the right pose and facing, and killed congregants or a killed Seraphim lying dead (#845).
- Congregation: all three congregants stand 2.62 m tall, with matching collision, gait, scan, sound and Seraphim aim heights (#845).
- Congregation: the congregant sidecar adds a creepy run, upper-body knife slashes while walking or running and a drumming loop, none sinking into the floor, and restores the robes' cloth and gold smoothness so they no longer sparkle (#845).
- Congregation: congregants slash while walking toward a player, alternating inward and outward, with damage and one of three new blunt hit sounds on the blade's contact frame (silent on a miss); fleeing congregants stumble-run again (#845).
- Congregation: a drum stands behind the ritual fire; the first black congregant walks onto its spot, faces it and drums, opening the ceremony with three sacred blows and drum and tribal loops, and the next black congregant takes over if it dies (#845).
- Congregation: the drummer never stares or chases, the drum speeds up as the summon nears, kneeling strikes meet the squat drum in sync once per loop, and congregants and players can no longer walk through the drum (#845).
- Congregation: the ceremony fills from drum beats, prayers and a bonus for everyone at the ritual instead of three 45 s timers, reads "RITUAL n%", pauses during a detection stare and is ruined after 120 s without progress (#845).
- Congregation: congregants gather from 60-150 m away out of sight, the arrival wait scales with the longest walk, and a congregant giving up a chase resumes praying or drumming at its spot (#845).
- Congregation: ritual chanting comes from the living non-drummer congregants, stops when they leave or die and rejoins in sync; drum tempo no longer changes chant pitch (#845).
- Congregation: a stone-and-log campfire with vanilla-textured flames replaces the red discs and broken fire, with one shadowless light; the fire light and the Seraphim cost less per frame, and the Seraphim's materials are built once at load (#845).
- Congregation: congregants ignore players in the ship, inside the facility, held by another monster or host-ignored (the Seraphim skips in-ship and ignored players), and one with no reachable target walks back to the ritual (#845).
- Congregation: stuns hold congregants still with no stab or hit reaction, congregants route around unreachable spots or players and recover when stuck, and fleeing ones no longer spam off-NavMesh warnings (#845).
- Congregation: living congregants block players with a solid body, dead or executed ones stop blocking on every peer, each has one weapon-hit receiver, and clients see one hit reaction per hit (#845).
- Congregation: congregant footsteps use the ground's vanilla surface sounds and are heard by other monsters; movement uses vanilla enemy sync only, and the log no longer warns about Congregation clips missing from the Blacksite bundle (#845).
- Congregation: long knives, drumsticks and a laced ritual drum replace missing visuals with fitted grips; killed red or black congregants drop a $30-60 one-damage scrap knife, the drummer its drumstick, and Seraphim executions drop nothing (#845).
- Blacksite reachability now rides the mineshaft elevator, so Payload carts spawn and facility salvage registers on Mineshaft interiors; cart routes avoid tile links where a detour exists, and stall checks measure route length (plus the straight line a partial route lacks) instead of a straight line plus 30 m (#1262).
- Blacksite rifles use authored low-ready rest and moving aim transitions, baton hits show one brief HDRP victim flash, and first-person hands grip the payload cart and restore on release (#1233).
- A Blacksite soldier pushing the payload cart crosses a facility door together with it or not at all, and a door the cart cannot fit through counts as stuck at once instead of six retries (#1233).
- Blacksite soldiers cross facility doors only toward the objective's world, no longer turning back each time the leader crosses or being barred from a door for 60 s after repeated crossings (#1233).
- Blacksite escorts keep formation on their operator across doors and elevators, head for the ship itself when the squad rallies, and no longer wander off on a local search while an objective is known (#1233).
- A hovering Blacksite ship leaves station once nobody is measured on its hull; boarding ends when all are aboard or after 30 s without progress toward the ship, and called-in rifle guards can use entrances and elevators to return (#1233).
- Blacksite soldiers no longer queue behind facility doors on a timer; whoever reaches a closed door opens it, including custom-interior doors, and the squad walks straight through (#1233).
- Blacksite soldiers fight a monster only when their weapon can hit its body and it threatens them; an unhittable or unfamiliar creature is tracked, not charged, so escorts keep the witness (#1233).
- The Blacksite dropship lands only where its whole hull is swept clear along its approach, and every departure, including a hover ship leaving station, climbs that same corridor (#1233).
- Round start costs less: Blacksite soldiers ignore their own squad's noise, and soldier weapons, the hover landing search, cart audio and the contract card are built earlier or within frame budgets (#1233).
- When the Blacksite ship leaves with the Shadow Raid drive, the contract card strikes through its title and shows one dim DRIVE LOST line (#1233).
- Blacksite soldiers jump interior gaps on a ballistic arc instead of sliding across flat, and the baton draw and stow play their own equip and stow sounds (#1262).
- Blacksite soldiers back off from and keep facing any monster their weapon cannot stop (a baton member evades a Forest Keeper while rifles shoot it, and nobody tries to rescue from one); a coil-head touch now kills a soldier unless its elected watcher or a player is looking; the Old Bird evade band is 30 m; a soldier eaten by a keeper stays hidden instead of reappearing on the floor (#1262).
- Blacksite: the ship leaves only when every living soldier is aboard or when no soldier still off it has a route or an open elevator, entrance or ladder session toward it; the 12 s boarding floor and the 30 s no-progress departure are gone (#1262).
- Blacksite: elevator riders are admitted while a route to the car exists and the rendezvous clock starts on an arrival, not a sighting; a withdrawing squad measures against the exit; next-trip waiters hold a guard posture with no clock; the flood rule lives in the reachability oracle so a flooded route reads as no route. (#1262)
- Payload grabs start in first person; Q (or the rebound secondary-use key) toggles third person without using the held item, with a control tip and first-person reset on release (#1219).
- Blacksite ship guards keep a bounded patrol, pause their dwell for brief noise scans and use a stable strolling walk blend; noise alone no longer makes any squad member sprint (#1219).
- Blacksite batons hit real enemy bodies at the weapon's scaled length, keep reach through brief sight loss and flash the victim; monster contact damage uses a logged table, and rifle watchers still freeze a Coil-Head (#1219).
- Blacksite riflemen can move and fire together; baton strikes play 25% faster with the same hit and recovery frames and frame-rate-independent reach (#1219).
- Blacksite extraction can no longer hold a round: a hover ship leaves station 5 s after the rope clears, boarding has a deadline that leaves stragglers behind, and an objective failing six attempts is written off (#1219).
- Blacksite soldiers no longer loop through the facility door; a carried objective stays with its carrier, and on a hovering ship it is set down at the rope foot for the cable (#1219).
- Blacksite soldiers board only by the ladder (or rope on a hovering ship) with any carried objective or witness, and a path ending short of its goal no longer counts as arrived (#1219).
- Payload carts spawn and plan NPC hauls only on routes their full chassis can traverse; repeated blocked releases end in ship pickup or withdrawal instead of endless handle retries (#1219).
- Payload spawn retries resolve the main entrance once per placement attempt instead of for every candidate (#1219).
- Objective hints now share Core camera leases with CCTV pings and target only the gameplay camera (#1219).
- Moons Plus shows the highlighted moon's full contract in its footer at full row width;
contractlistlists every eligible contract without ITAPI, andcontractsopens it while LGU's shop is suppressed (#1219). - Blacksite soldiers follow the baked navmesh like vanilla enemies: the physical-step veto and its recovery machinery are removed, and a soldier off the navmesh is warped back onto it (#874).
- A Blacksite ship guard ordered to board walks to the ladder, and a soldier stopping short of its goal no longer counts as arrived or repeats the failed order; it gets a different goal (#874).
- Blacksite soldiers cross off-mesh links like vanilla enemies (#874).
- Blacksite escorts walk with the soldier they escort instead of stopping every two seconds, and follow a carrier through the door he takes (#874).
- Blacksite escort follow slots sit beside the holder's path, never on it; a follow ends when the anchor leaves, escorts keep off the holder's approach, and the pickup ring faces the holder's route in (#874).
- A Blacksite hover ship whose rope foot is on the facility door or entrance route keeps the cargo crate aboard instead of lowering it and winching it back up (#874).
- Blacksite ship guards patrol a loop of waypoints at least 9.3 m apart around the ship at a stroll, stopping 10-15 s at each to look outward, instead of circling a small ring facing the ship (#874).
- The Blacksite ship's deck navigation bakes over several frames before anything lands on it, deployment is spread over budgeted frames, and debug logging names the code behind any frame over 100 ms (#874).
- Blacksite soldiers no longer path under flood water on Flooded moons, and a withdrawing squad avoids hazards outdoors as well as indoors (#874).
- Blacksite riflemen raise the rifle only for a target or weapon action, sling it while stunned or on a ladder, play the rest turn when turning in place and never fire half-raised (#874).
- Blacksite ship guards no longer snap into an aimed turn on noise or radio cues; they turn at rest-turn pace, look around slowly at each waypoint and now and then play a rest idle variant (#874).
- Blacksite soldiers play no falling clip off the ship's lip, rope clips play at the crossing's rate, seated, captured or dead soldiers hold the lowered-rifle idle, and guards stroll between posts (#874).
- Blacksite soldier bullets now respect the victim's LGU Bullet Resistance through Better Armory's optional API; baton damage and older or absent Better Armory keep their previous behavior (#1209).
- Performance report notes now say what you did: "Restored 2 breaker boxes", "Planted a survey beacon", "Piloted the cart 2m 37s", and the leftover XP line reads "Other work" (#1202).
- In crew rounds, awards every player received no longer take Notes lines or count in "Other work" but still count in the shift total; unattributed Whistleblower and breach-drill credits pay every client (#1201).
- Blacksite soldiers no longer leave the facility for a goal their own path already reaches, and a called-in guard keeps its support goal until it has a reason to change it (#874).
- A Blacksite objective put down at the rendezvous no longer counts as delivered. With the cargo crate aboard, the squad carries it into the crate, and a delivery that cannot finish closes as failed (#874).
- Blacksite soldiers pushing a payload cart plan the cart's whole path through doorways and corners, including backing up, instead of steering step by step (#874).
- A Blacksite raid can now land on moons whose main entrance sits just past the walkable area, such as Vertigo. A door with no safe approach cancels the raid at once with the reason, instead of after a 30 s search (#874).
- Restore contract titles in Moons Plus, refresh them while browsing, and fit annotations around its optional video reels (#1177).
- Align moon contract/weather columns around fuel and foreign catalogue layouts; refine report value alignment, notes spacing and backing, with a clearer QUOTA PENALTY caption (#1144).
- Blacksite facility salvage: an operator still crossing into the facility takes no objective, only scrap with a complete route from the inside entrance is registered, and an unreachable target stays closed for the round (#1153).
- The witness no longer notices, reports or reacts to a player the host has set to be ignored; the Blacksite soldiers already did (#1159).
- Performance report XP amounts now read
(45 XP); the+rendered as a black glyph from a fallback font (#1199). - The performance report's bottom row now spans the report the same way every round, whether it draws five cells or six and however wide the panel is (#1204).
- The performance report's bottom row stays 24 units inside the visible screen at every resolution, and its cells scale to the row (#874).
- The performance report gains a "YOUR XP" panel beside the Notes listing each XP source you earned, highest first, down to a Shift total matching the XP bar; your Notes row keeps its top line and any cause of death (#1200).
- Leaving a lobby now clears the performance report's XP rows, so crewmates' lines shared by Y4NGZUpgrades never appear in the next lobby's first report (Upgrades #458).
- Blacksite soldiers no longer restore a movement goal or smart-path route planned in the other world after crossing an entrance (#874).
- The Blacksite cargo cache is no longer set down where its own body blocks the walk from the rendezvous to its loading side, which retained the cache aboard and left recovered items staged on the ground (#874).
- The terminal moon list always shows a contract's short name (Whistle, Payload, Raid, Containment, Survey, Pest, Disposal, Blackout, Data, Exterminate, Extract, Exorcism, Defusal) in vanilla and Moons Plus, so weather never wraps (#874).
- Blacksite soldiers now recognise ordinary facility doors on their route, in vanilla and modded interiors such as Rubber Rooms, and open or unlock them instead of pushing against the closed leaf (#874).
- Blacksite soldiers run from an Old Bird (riflemen after at most two warning bursts, everyone once it attacks), no longer draw on a Coil-Head they only watch, and a snare-flea rescuer aims at the flea's hit body (#874).
- A Blacksite soldier carrying an objective scans for threats on its normal think cadence instead of every frame, and still drops the cargo the moment a known threat comes within 5 m (#874).
- When a monster grabs a Blacksite soldier, only the nearest baton soldier goes to free them; the others keep covering or working, and another takes over if the rescuer falls or cannot reach (#874).
- Blacksite debug logging records gait and motion detail only for a few seconds around a stall or refused move, set by the new
Blacksite Detail Capture Secondsoption (#874). - New diagnostic option
Path LOS Caller Capture Seconds(off by default) times which enemies and mods call the game's path line-of-sight check after landing and logs a ranked summary (#874). - A stuck Blacksite soldier is nudged along its path once, then given a different goal; a squad with no progress for 30 s retargets its entrance, drops an unreachable objective, then withdraws, and a stunned soldier stands still (#874).
- Blacksite squads use the game's own obstacle avoidance, so four soldiers take a corner as fast as four vanilla enemies (#874).
- A Blacksite soldier walking to a door on the way to its objective is no longer judged stuck because the door lies away from the objective (#874).
- A Blacksite squad that has lost half its raiders waits to withdraw while a soldier inside is still working the main objective (#874).
- A Blacksite ship that lands on a slight tilt no longer aborts at touchdown because its deck walkway ends just short of the drop edge; the landing search and touchdown now prove the deck the same way (#874).
- Blacksite soldiers ride the mineshaft elevator with the car, no longer bounce back to the other floor on exit, retry another lane when clutter blocks the door, and skip rides toward goals neither floor reaches (#874).
- A Blacksite squad whose objective only a fire exit reaches now goes in and comes out by that fire exit (#874).
- Blacksite rifle guards shoot a monster holding a squadmate when their line clears the squadmate, and move to get a line on nearby threats outside instead of standing blind (#874).
- Contract card rows cue when they change: an accent sweep on progress, a rolling n/m counter, a key-word pulse and a card-edge glow on completion. An idle card stays still (#1196).
- Wesley's Interiors side objectives appear on the card as a SIDE section once any crewmate sees one, with live progress, the reward step and late-join sync. Off when Wesley's Interiors is absent (#1195).
- New Objective Hints settings: after 180 s inside the facility with a locate objective still unfound, its target blinks through walls in step with a pulsing word on the card (#1197).
- Wesley's Moons trials use the same SIDE section, with per-step progress read from the trial itself (#1198).
- In Rubber Rooms, nothing Y4NGZ places lands in the padded cells: contract objectives, fixtures, authored placements and the whistleblower's spawn all use the other rooms (#874).
- A hovering Blacksite ship leaves after deploying and returns once the objective is staged, winching up the cart and staged items before the squad climbs; a ground-landed ship stays for the raid, and boarding uses one ladder queue (#874).
- A Blacksite soldier a monster has singled out reacts without seeing it: it fights one it can hurt, including a Forest Keeper, and runs from a hunting Barber, open Jester or any monster it does not recognise (#874).
- A Blacksite soldier's move carries its goal's own arrival test, so it no longer strands outside a door, soldiers inside cross on the boarding order, and an unreachable goal is swapped rather than retried (#874).
- Everything loaded on the Blacksite ship leaves with it, and the squad takes apparatus or salvage only when the contract has no objective of its own, which the activity status reports (#874).
- Wesley side objectives appear on the contract card only after someone sees or interacts with one; masks that spawn already turned no longer reveal the quest (#874).
- Performance report notes keep their 09-23 size (4.2-10.5) whatever the screen height or how many player rows MoreCompany adds; only a genuinely shorter row shrinks them (#874).
- The Blacksite alert belt says
DRIVE ABOARD/PAYLOAD ABOARDonly once the objective is actually loaded, not for the empty inbound crate;LOADING THE ...is retired (#874). - A bee hive or swarm no longer blocks a Blacksite landing site or aborts the raid at touchdown; bees stay a routing hazard for the soldiers on the ground (#874).
- Blacksite round-start landing work (scene sweep, entrance approach and crew-ship datum) is spread across frames instead of one 150 ms frame (#874).
- The Blacksite ship deck is ordinary navmesh, and soldiers cross its rope, ladder and lip one at a time through one queue (#874).
- CCTV objective brackets get stable identities and live targets, including Blacksite escalation cargo and LGU subjects, and Survey locations use ground markers; requires Core 1.0.10 (#1067).
- Stop Blacksite touchdown from rejecting its own aboard cargo cache, and keep cargo deployment pending until the landing access check finishes (#873).
- Return as soon as the primary is secured, wait for every living soldier to physically board, and keep passengers visible throughout departure (#874).
- Preserve body-width routes around objective containers (#874).
- Keep witness capture progress through replans and distinguish custody from occupied hands (#874).
- Lower patrol rifles, retain moving legs, and drive ladder poses from the physical traversal phase (#874).
- Keep Blacksite gait and jump playback rates consistent across peers, and use real jump clips for rifle members (#874).
- Let ranged soldiers approach reported giant contacts and release interrupted giant attack poses correctly (#874).
- On a hover landing the squad goes down the rope first and the cargo cache follows through the same queue and touchdown; on the return the cache goes up first (#874).
- The Blacksite rappel arm is now a braced davit clamped to the ship's deck stringer and hull support beam in vanilla galvanized metal and railing materials, keeping the rope anchor and traversal (#1008).
- Accept supported static stair treads within the native navigation climb limit while retaining wall, prop and overhead collision checks (#1170).
- Advance intermediate Blacksite ground-route points without waiting for the destination timer or vanilla AI interval; only the route endpoint brakes (#1127).
- Keep cargo destinations from being replaced by completed or unrelated ground-route waypoints; finish held-cargo delivery after recall and allow cart magnet loading while the container remains aboard (#1146).
- Physically couple an NPC pusher to the cart and use one bounded back-off/release episode when either body cannot advance (#874).
- A coupled cart pair that cannot take a corner walks a proven alternative corridor to the same destination, and the job board stops sending operators to a cart stuck in a measured impossible pose (#874).
- Hoist recovered carts around the ship's solid hull and align before docking; target the magnet's exposed face instead of its far side (#1172).
- Track a fleeing witness at his measured speed and allow a moving escort to capture him after sustained close, unobstructed contact (#1172).
- Refuse sealed-container interactions without a physically reachable standing point, and keep the interaction and duty board on the same approach attempt (#1172).
- Bake rifle and baton ladder motion from the vanilla player's evaluated arm rig so the authored hand reach survives retargeting (#1172).
- A Blacksite escort takes the witness up a hovering ship's rappel rope with him; custody holds for the climb and the witness counts as aboard anywhere on the deck (#1161).
- Soldiers gather for a mineshaft elevator on the landing itself, so the gathering point no longer falls onto the stair tile and refuses the first boarding step (#1163).
- Outside the facility the witness no longer runs off when custody breaks or a player spots him; he cowers in place until somebody takes him again (#1164).
- A Coil-Head that finished its cooldown after chasing a soldier hunts him again; watched ones still freeze, and contact damage checks eligible observers other than the touched soldier (#874, #1219).
- A Blacksite operator held up on the way to a sealed objective keeps its attempt instead of being reassigned every 8 s, the two-stage unlock no longer spends its approach budget, and the host log says why each wait happened (#874).
- A Blacksite soldier that dies, is grabbed or is teleported off a ladder or rope releases the rungs, climb column and its navigation, and a missing climb or rope clip is reported instead of shown as a walk (#874).
- A Blacksite soldier that meets a locked facility door now unlocks and opens it through the game's own door controls instead of refusing the route and turning back (#874).
- A soldier evading a hazard or holding a Coil-Head still no longer stows and redraws its weapon on every brief disruption, so the equip cue stops repeating (#874).
- A free whistleblower who can see an eligible soldier walks to him and stands still for custody, and an escorted witness keeps pace with his escort instead of falling behind until the leash breaks (#874).
- A Blacksite soldier that crosses an entrance drops the approach, order and route planned in the world it left, so it gets on with interior work instead of turning round and walking back out (#874).
- A hovering Blacksite ship no longer holds station for the rest of a raid because its own hull answered the doorway and rope-column occupancy checks, and a waiting ship logs which term holds it (#987).
- Blacksite arrival and deployment show in a thinner alert banner that fades in, pauses for reading, then scrolls; status changes restart it without flashing the objective card (#1140).
- A BATTERY FAILURE row with "Use the apparatus to restore power" sits inside the Contracted card and clears on restoration; there is no separate ship-power HUD (#979).
- Defuse: Field Support is available through
defusein the vanilla terminal, with a guided diagnostic, instructions, report and keypad code; Terminal + Upgrades stays optional (#912). - Defuse: the keypad is centred and raised without its cyan panel emission, and a matte insert covers the lid's raised lining studs (#912).
- Defuse: bombs no longer spawn beside the mainframe or apparatus; validated floor positions reserve their footprint, and the search keeps 25 m separation while a separated floor plan remains (#912).
- Defuse requires Y4NGZCore 1.0.10 for the revised placement request and reservation distance semantics (#912).
- Paid contract actions carry their XP alongside named completion and survival awards; with the paired Upgrades build one notes renderer keeps death information and summarizes XP that cannot fit (#869).
- Report notes stay inside the panel, with shorter prose that reserves space for the XP amount (#869).
- The report drops the quota chevrons, shows zero casualties as
0throughout playback, and its thinner distressed quota sweep follows increases upward and decreases downward (#869). - Blacksite arrives on its own vanilla-style ship with working doors, thrusters, vanilla sounds and contestable storage; two soldiers guard the ship while four raid the facility (#850).
- Raiders retrieve the actual Shadow Raid drive, Survey drones, Payload cart or Defuse apparatus; on other contracts they run a limited facility-scrap raid or retrieve an eligible apparatus (#850).
- Objective operators receive cover and escort support; shared room search, casualty withdrawal, finite ammunition and temporary regrouping give surviving raiders a deliberate next action (#850).
- Shadow Raid procedural container placement refuses poses that cut a tile's doorways apart and prefers open rooms (#1148).
- A Shadow Raid on a cave layout no longer runs without a container: when no room fits, the search widens to that layout's tunnels for the round instead of retrying rooms every 30 s; a fitting room is still preferred (#1166).
- The Blacksite access plate is gone: the ship lands on four thruster pods at the crew ship's measured deck height, soldiers drop off the catwalk lip and climb the hull ladder back, and players jump onto the catwalk (#870).
- Landing logs state whether the main-entrance point matches navigation, list the deepest-reaching rejected sites with their gate, and record the crew ship's deck height and lowest hull point (#870).
- A stranded soldier rallies clear of the facility entrance with its weapon still available (#871).
- No living soldier is left without somewhere to go: every failure ends in a bounded, logged recovery with a real destination, stranded members rejoin once the ship is grounded, and off-navmesh soldiers are warped back (#872).
- The ship's front railing and porch sides are walled off from ground navigation, so soldiers are no longer routed into the rails (#872).
- Ship guards no longer walk into the hull: the whole footprint under the landed deck is walled off from navigation, so guards route around the ship instead of jamming against the rails (#879).
- Soldiers leave the ship by a one-way drop off the lip and return one at a time up the short ladder, and a Payload cart stages on the ground beyond the drop instead of at the raised hull (#882).
- Soldiers walk at a brisker pace and board into separate aisle seats on return (#870).
- Raiders share one physical elevator ride: blocked members re-plan or leave the trip, any boarded member can send the car and ignored commands are resent; failed elevator tasks report why and are not retried at once (#870).
- Blacksite landing is less strict: a level hull fits uneven terrain, selection checks squad ground staging and native moon routes while still rejecting missing support, buried cabins and unsafe exits, and search runs in smaller batches (#868).
- Fixed fallback spawns blocking the exit queue, floor-height mismatches and narrow ramp seams that could stall soldiers, especially at high frame rates (#868).
- Soldiers use separated exit positions (#863).
- Physical ship/elevator movement now preserves the native network position threshold, so small walking steps can reach remote players (#863).
- Removed the extra Nutcracker shotgun hit. A dead target transfers to a visible teammate while native combat and reload state remain active. Soldier health remains 4 HP (#863).
- Surviving soldiers keep defending themselves after the transport leaves: withdrawal allows defensive fire, close attackers interrupt repositioning, and bee contact no longer keeps flinching or interrupting the squad (#857).
- Landing checks alternate ship orientations and hive exclusion zones; deployment validates separated aisle positions and routes through the real ship door/ramp, and guards pick reachable patrol positions (#857).
- Objective jobs track route progress and reassign stalled operators without exhausting pickup attempts; pickups use the target floor, separated teammates form local support and returners stage apart (#857).
- Tightened entrance interaction and replaced forced elevator boarding/exiting with physical walking, grouped boarding and stable landing checks. Removed duplicate cabin movement and hidden navigation recovery warps (#850).
- Corrected Nutcracker NPC aiming, combat-state/damage eligibility, reload handling and replicated damage. Improved firing alignment, weapon presentation and debug-ignore compatibility (#850).
- Fixed opened-cache pickup reach and enemy carry ownership, added bounded failure recovery, collision checks for facility clutter and stale-renderer protection (#850).
- Blacksite retrieval now emits an ungated warning when a pickup attempt closes as unreachable, including the last approach refusal, member and mission time (#1132).
- Blacksite soldiers can see the Whistleblower again and track and take him into custody on sight while never attacking him; a player's baton and weapons work on him as before (#1130).
- Blacksite squad picks the Shadow Raid drive up from an opened cache (approach ring was centred on the crate lid) (#1148).
- Shadow Raid shipping containers are about 10% taller (2.84 m), so a player or a soldier standing inside one no longer has the roof clipping the top of their head (#1148).
- Shadow Raid container walls and closed doors carve navigation, so squad routes go around a container instead of into its back while the interior stays enterable through the open doorway (#1148).
- With Lategame Upgrades installed, its Data Retrieval, Extermination, Extraction, Exorcism and Defusal contracts roll in the Contracted rotation, listed, tracked and paid or penalized like any other; without it none appear (#806).
- The five Lategame Upgrades directives track their steps on the contract card with a ship monitor marker, fail on a wrong ritual item or detonation (Data Retrieval cannot fail), and late joiners get progress from the next broadcast (#806).
- The end-of-round report credits ten Lategame Upgrades steps plus a presence line per directive; hoarding bug kills go to whoever landed the blow, the rest to the crew (#806).
- Five new config sections (
Data Retrieval,Extermination,Extraction,Exorcism,Defusal) carry the usual contract settings, and a directive disabled in Lategame Upgrades' own config never rolls here (#806). Contracts / Suppress LGU Contract Shop(host only, default on) refuses Lategame Upgrades' own contract purchases, including thecontractcommand, while Contracted hands out the work (#806).Defuse / Prefer LGU Defuse(host only, default off) picks which bomb-disarm contract rolls; both keep their settings across a flip, and without Lategame Upgrades it falls back to Contracted's Defuse (#806).- Y4NGZUI is no longer required: Contracted installs with Y4NGZCore alone, and the contract card picks up Y4NGZUI's theme, prompt stack and animated HUD when it is present (#731).
- The Payload cart is written off only when its centre is in a kill volume or below the fall threshold with no walkable floor in reach across consecutive checks, so a cart by a pit or on a ledge stays in play (#880).
- Payload's locate and return steps are one-way latches shared by every player: they stay checked after you let go of the handle inside, or if Blacksite soldiers drag the cart back (#880).
- The contract card keeps a completed step checked for the rest of the round even if its contract reports it undone again, and logs the provider regression once, so a step can no longer un-tick (#880).
- Pest Control no longer starts with "Locate the containment cage" already checked; it completes when you actually reach the rig (#667).
- Vanilla control tips no longer overlap the contract card when the Y4NGZ prompt overlay is not active (#667).
- Contracts on the vanilla terminal's moons list now show as colored [brackets] so they read apart from weather, and the route confirmation screen is cleaner and easier to scan (#667).
- Blacksite: soldiers who climb the ship ladder now walk along the catwalk and through the door to their seat instead of snapping to it, keep their rifle in hand on the walk to the ladder and along the deck, and hold their climb pose over the ladder top instead of snapping to a walk (#1283).
- Blacksite soldiers no longer turn back from a bee hive beside their route; a placed hive and a watched coil-head are 3 m / 2.5 m no-walk discs, and a soldier whose route crosses one stops within its warning distance of the edge instead of walking back (#1283).
- Blacksite soldiers now ride in aboard the inbound aircraft and step out at the door instead of spawning one per frame at touchdown; monsters and the witness ignore them until the door, and riding soldiers (inbound or departing) stand still and make no footsteps (#1283).