FRANKLIN'S TURF WAR -- CHANGELOG
Newest changes at the top.


2026-09-14
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FIXED
- Mission Row and Ginger Street defenders still turning up on roofs. Spawn
  points now come from real sidewalk, navmesh and road nodes, and the two
  fallbacks that let a rooftop through are gone -- a roof has open sky, so it
  passed both. A defender with nowhere to stand is skipped and the wave tops
  itself up instead.
- Ginger Street defenders inside the tower on the block. The check for a ceiling
  overhead only looked up 12m and went straight through a double-height lobby;
  it looks up 25m now, and a spawn point is tested for a mapped interior at
  pavement level as well as where the navmesh found it.
- Street level for both downtown blocks is now measured off their own road nodes
  rather than read from a hand-entered number, so a block nobody walked out and
  surveyed still places its wave correctly.
- Ambient gang members on the same two blocks, same causes.

NEW
- progress.override.ini, beside progress.ini. Put the lines you want changed in
  it, press Insert, and they're applied once and the file deleted. Editing
  progress.ini while the game is running never worked -- the reload saves over
  it first.


2026-09-13
----------

NEW
- Rebindable keys in scripts\FranklinTerritoryMod.ini -- menu key, menu
  navigation, the F6-F11 shortcuts and the RB+B controller chord. Fixes the
  clash with Ped Selector, which also uses L.
- Campaign > Clear Mod Memory. Frees ped slots when waves spawn empty or short,
  and reports how many it reclaimed.
- Campaign > Restart Whole Campaign. Hands all 14 blocks back to the gangs,
  behind a confirmation page with Cancel selected by default.
- Progress is saved to Documents\Rockstar Games\GTA V\FranklinTerritoryMod\
  progress.ini and survives a mod update. Captured turf, the campaign you're in
  and how far into its day you are, crew losses, rewards and settings.

FIXED
- Waves arriving empty when the campaign starts from across the map. The world
  isn't loaded out there, so no spawn point can be resolved. The gang now waits
  for you and turns out when you arrive.
- "No room to land defenders" caused by the game's ped budget. Bodies, ambient
  gang members and the mod's own fallen are cleared before each wave spawns, and
  the message now says whether it was the ground or the budget.
- Waves arriving with two or three defenders. A short wave is re-rolled, but
  only while all of them are still standing.
- Mission Row and Ginger Street spawning on roofs and inside buildings. Both are
  held to street level, and a spawn point must have open sky above it.


Earlier
-------

NEW
- Conquest completion: Gold/Silver/Bronze rating, seven-figure payout, turf
  income permanently doubled, and a custom Zentorno waiting at the docks.
- Turf income. Held blocks pay out once per in-game day; capturing pays a bonus.
- Trainer-style menu, top-left, organised into Campaign, Crew, Territories and
  Settings.
- Crew: fully built Cavalcade, size raised to 7, horn recall, spawn/waypoint
  crew vehicle, crew status, resupply.
- Standing in enemy turf for 15 seconds on foot starts the fight.
- Settings for enemy blips, ambient gang members, attack-starts-campaign, turf
  income and horn recall.

FIXED
- Crew not following on foot -- they were in a script-made group instead of the
  player's own, the only one the companion AI drives.
- Crew and enemies freezing in place, from a ped flag that locked their task.
- Crew unable to reach a vehicle, walking to a full car, and seats that don't
  exist being counted as free.
- Crew stranded when their driver died; crew cars taking traffic routes.
- Duplicate, undespawning and blip-leaking crew vehicles; the crew vehicle
  spawning on top of the player.
- Enemies spawning on roofs, underground and in mid-air.
- Waves that could never be cleared, spawned with nobody in them, or left
  unmarked hostiles behind after Skip 1 Day.
- Enemies fighting bystanders instead of you.
- Day 3 needing an extra day to capture.
- The menu putting Franklin into cover, starting Rockstar Editor recordings, or
  opening the phone while scrolling.
- Bodies piling up on a block for the whole campaign.
- "Couldn't spawn the recruit" -- ped budget and single-spawn-point failures.
- Skip 1 Day advancing a territory other than the intended one.
- Village Stone Bloods spawning on and inside the rec centre.
- Unclear territory gating when you can't attack somewhere yet.

CHANGED
- Capture payouts increased 20x.
- Crew get infinite ammo, health regeneration and instant patch-up.
- Crew drivers set to maximum skill and aggression.
- Territory positions corrected against the game's own zone data; Mission Row
  and Textile City added.
