Changelog

What
changed

Everything below went live. Dates are when it shipped, not when we started it. Discord gets the same posts first.

Recruiting

One tester spot open

Helping tune loot tables, events, 1v1 design, and AI difficulty. Early access to arenas and plugins before they go live, a private channel, and no time commitment ~ hop in when you can, skip when you can't.

What's useful: bugs, anything that feels too strong or too weak, and whether a thing actually plays well rather than just working.

Message @ColaFarmer in Discord.

†MΞĐUSA† joins as lead builder

Some builds you walk past. Others you can't miss from half the map away. †MΞĐUSA† is building with us now, and it shows ~ towering stuff that stands out anywhere on the grid, plus an arena already taking shape around how 1v1s actually play.

This is what a few hours gets us. Imagine what's coming.

Loot rebuilt, economy retuned

Big month. Loot got rebuilt from the ground up, the economy got retuned around it, two new signal grenades hit the map, and the server runs cleaner under the hood.

Loot tables

  • Every crate tuned by hand. The pointless filler is gone from all of them
  • Crates have identities now ~ learn where things live and route accordingly
  • Drop rates follow how the game is actually played. Rare stays rare but stays reachable
  • Two barrels in, you'll feel the difference

Economy

  • Gather at 3×, sulfur held at 1.5× ~ raids still have to cost something
  • Smelt speeds matched to the new rates, so there's less standing in base watching a furnace
  • Wood, stone, metal and HQM stack high, built for a TC that outlasts the wipe

Signal grenades

  • Resupply Signal ~ calls in a hackable crate. Start the hack and two waves of guards come in. Survive both and it's yours
  • Air-Support Signal ~ paints a position and drops an artillery strike on it

Under the hood

  • Plugin code moved to newer C# where it fit, mostly in the paths that run during events and fights
  • Harmony runtime patching removed from LootWhisperer entirely. Fewer moving parts, and fewer things that break when the game updates
If loot drops too rich or too thin, or an event feels off, tell us in #server-suggestions. That's how it gets dialed in.

Leaderboard ~ suicides were counting twice

Killing yourself was counting as a kill and a death. That's fixed! A self-kill counts as a death only. Starve, freeze, fall, or hit the kill command ~ your K/D takes the hit. No free kills for dying alone.

  • My Rank ~ your exact standing across all three boards, visible only to you
  • Top 25 ~ the full list for each board
My Rank needs a linked account. Link in #server-link to pull your stats any time.

Map voting, suggestions, roadmap

Two new systems and one overhaul, all running in Discord through ColaBot, built to put the server's direction in your hands. No more good ideas dying in chat. No more mystery maps on wipe day.

  • Map voting ~ hit Spin a map to roll one, pick a size and any monuments you want, then add the good ones to the vote pool and the community votes the next wipe in. Voting opens two weeks out and locks wipe morning. Three maps each per wipe
  • Suggestions ~ post an idea and it goes to the team. Approved ideas go up for everyone to vote on, and the ones that clear move to the roadmap
  • Roadmap ~ what passed community voting or got taken on directly, split between under consideration and in development

ECwildlife is live

Built and tested last wipe. Every animal spawn on the server is now handled by a custom plugin instead of the default system. Animals only spawn near players, in biomes that make sense, which means populations are fully tunable by location, type and quantity.

The server went from under 120 FPS at best to 180+, and past 200 at low pop. Same hardware, same map.

If wildlife feels more consistent and the server feels smoother, that's why. Almost every plugin running on EastCoast ~ PvP is built in-house. You won't find them anywhere else.

A player facing a polar bear on a snow slope, with a debug overlay reporting 400 zones and 19 managed animals.
Debug overlay: 400 zones, 0 vanilla animals remaining, 57 active at peak.

Build & raid event ~ still taking input

Teams get a set window to build the best base they can. When time's up, everyone raids everyone. Categories for best builder, best raider, and most creative.

Team size, time limits, rules and loot are all still up in the air. Sundays and Mondays look like the best days. If you've got ideas on how it should run, drop them in Discord.

Safe zone teleports and account linking

  • Safe zone teleport ~ hostility clears when you teleport to Outpost or Bandit Camp. If you were getting lit up the second you arrived, that's why
  • EClink ~ use /link in game to connect your Discord account and unlock a separate perk tier
Your data doesn't go anywhere. Account information is used for game mechanics and nothing else. It stays on EastCoast servers and is never shared.

Monument events ~ loot scales with the tier

Every event type used to drop the same loot no matter how hard the fight was. The harder the scientists, the better the crates now.

  • Easy and Medium drop lower-tier loot
  • Hard and Insane drop higher-tier loot with little to no low-end filler
  • Applies across every event type ~ ammo, attire, components, weapons, locked crate, heli crash
  • Weapon cache events added. The old Weapons event is now a mixed Locked Crate event

TC-Power ~ wire persistence fixed

On every restart, the wire from your TC to your first electrical device was getting deleted. You had to rewire it by hand every single time. That's fixed and tested! If you have no idea what I'm talking about, that's how fast bugs get fixed here.

Wires from the TC power point restore on their own when the server comes back. Everything downstream ~ lights, turrets, switches ~ stays connected.

In-game prompt reading Test Generator, Power Output 1, 100 rW, with an OPEN option.
The generator is parented to the cupboard and hidden by default.

Monument events reworked

The scientist AI was rebuilt from the ground up. At some locations they used to spawn as statues ~ standing still, not reacting, free loot. That's gone.

  • Scientists patrol, sense and engage from their own position
  • The AI no longer freezes at particular monuments
  • Difficulty tiers within each event type, readable from the suit
  • Different weapon loadouts per tier
Correction, 26 August 2026. This entry originally listed the Insane tier as full metal armor. Insane now wears the updated tan BDU. The other three are unchanged: white for Easy, blue for Medium, green for Hard.

Maintenance

Automated security and stability updates, applied with a backup taken first.

  • ~ 3 updates applied
  • ~ 14 updates applied, 11 of them security
  • ~ 3 security updates applied