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Filed in Duty - Report to the Archives, No.2

[p]Support on Patreon[/p][p][/p][p]The candle gutters in its holder, throwing long shadows over the cluttered desk. The Quartermaster rubs his eyes, the ink on his fingertips long since dried into faint stains. The day’s duties were meant to be over hours ago - requisitions filed, rations tallied, reports sent. But the figures don’t align anymore. The systems he built in calmer weeks have begun to crumble under the strain. What once sufficed now fails under the weight of chaos.[/p][p]He exhales, steady but tired. The front has grown unpredictable - supply lines twisting through mud and rumor alike. Convoys vanish into fog, reports contradict one another, and the old forms no longer capture the truth of the situation. To keep order, he must unmake it first.[/p][p]So, he begins again. Pages are torn from ledgers. Old tables are replaced. Formulas rewritten. The structure of his own record - his entire way of keeping the war alive on paper - must be reforged. It is not enough to count anymore; he must adapt.[/p][p]Each new line is a small rebellion against exhaustion, against the creeping sense that this is all futile. But survival depends on clarity, and clarity demands rebuilding. The work becomes slower as the night deepens - calculation, revision, redrawing. He sketches new columns, invents new rules, finds new ways to make sense of senselessness.[/p][p]Somewhere beyond the walls, men sleep in their trenches. He envies them. But he knows that if his system fails, dawn will find them without food, without fuel, without hope. And so, he keeps writing.[/p][p]By the time the candle burns low, the ledger is only half-rewritten - fragments of a new order scattered between the old. His eyes blur over the lines, his hand too heavy to steady the pen. The work is far from done, but the night has taken its toll. Tomorrow, the routine duties will return - the requisitions, the deliveries, the endless signatures that keep the front moving - and this overhaul will have to wait until the silence of another night.[/p][p]Still, he knows what failure would mean. If the new system is not finished, if the records remain flawed, the sector will unravel - not from shellfire, but from disarray. The men fight with rifles and shovels; he fights with ink and paper. Their exhaustion is his own.[/p][p]He lets the pen rest at last, not in surrender but in deferral. The battle will continue tomorrow - the unseen one, fought in margins and columns, where survival depends on order wrestled from chaos.[/p][p][/p][p]---[/p][p][/p][h3]Development Update: The Great Refactor[/h3][p]After the last milestone, the codebase reached a stage where I could properly test and observe how the majority of relevant systems interacted - resource flow, unit logic, events, and modifiers. That first preliminary version taught me a lot about what the engine really needs to handle under the hood.[/p][p]So, I decided to go back to the foundation and rebuild parts of it for efficiency, flexibility, and long-term scalability.[/p][h3]What’s Happening Under the Hood[/h3][p]I’m currently refactoring the core systems to make them cleaner and much easier to upgrade later on. The goal is to ensure that every part of the game - from unit stats to global events - communicates in a structured, efficient way.[/p][p]The new modifier system is the biggest change. It’s now far more modular and data-driven:
Modifiers can
[/p]
  • [p]affect stats directly,[/p]
  • [p]trigger custom methods, or[/p]
  • [p]modify tracked variables dynamically (like counting scarcity or morale events).[/p]
[p]They’re also fully condition-based - meaning you can define when and how they activate with simple logic, e.g. “if ammo < 10% of use → apply penalty to combat effectiveness”.
That flexibility will be crucial for building complex behaviors later without rewriting large chunks of code.
[/p][h3]Technical Changes Since the Last Update[/h3]
  • [p]Rebuilt the modifier architecture (types, scopes, and conditions)[/p]
  • [p]Centralized modifier processing to avoid redundant loops and overlaps[/p]
  • [p]Added validation to prevent missing keys or undefined effects[/p]
  • [p]Introduced method-trigger and variable-update support[/p]
  • [p]Improved dictionary structures for stats, thresholds, and entities[/p]
  • [p]Refactored base classes for units and sectors for cleaner inheritance[/p]
  • [p]Optimized signal connections for daily updates[/p]
  • [p]Enhanced logging and debug output for testing[/p]
  • [p]Simplified initialization and scene setup[/p]
[p][/p][h3]What’s Next[/h3][p]Once this version of the core systems is complete, I’ll move toward central logistics and relation system between the player and the commanders.[/p][p]That means, with this iteration of the core codebase, I think we'll get to the playtesting stage.
It won’t have proper visuals yet - mostly grey boxes, text, and dropdown menus - but it’ll be enough to test all loops, balancing, and interactions.
[/p][p]It’s the first time the simulation will really start to “breathe.”[/p][p][/p][p]Wishlist the Game[/p][p]Support on Patreon[/p][p][/p][p]Legend:
White -> Not started
Yellow -> System has been started upon.
Orange -> System is applied. (Which means it's already functioning and interconnected with the other systems.)
Blue -> System is finished. It works as it should and was tested.
Green -> Polished and finished. All the balancing and little extra things are done. Ready to be shipped and to be left alone.
[/p][p][/p][p][/p]

First Live AMA Session - Oct 19th

[p]Live AMA - Let’s Talk “Quartermaster”[/p][p]This Sunday, Oct 19th, I’ll be hosting a live AMA session about the development of Quartermaster: The Forgotten Front - an open chat where anyone interested can join, ask questions, share ideas, and discuss what they’d love to see in the game.[/p][p][/p][p]Whether you’re curious about the logistics systems, historical research, gameplay philosophy, or just want to chat about how the project is coming together - you’re very welcome to join.[/p][p][/p][p]I’d love to hear your thoughts, hopes, and questions directly.
Your feedback at this stage helps shape how Quartermaster evolves from here.[/p][p][/p][p]It's also a bit lonely just coding alone in my room. Which makes me appreciate any interaction with people interested in this game.[/p][p][/p][p]Once more:[/p][p]Oct. 19th 11 PM CEST / 2 PM PDT / 4 PM CST / 5 PM EDT[/p][p][/p][p]Hope to see some people there. I don't even know how this steam news thing works, so it might be very likely I'll sit there all alone.[/p][p][/p][p]Link to the Live-Stream on Patreon[/p]

Update #27: Refactoring the Codebase

[p]Dev Update – System Overhaul in Progress [/p][p]Now that I’ve mapped out how every part of the game’s logic fits together - from units and sectors to how modifiers influence them - it’s time for a full code refactor.[/p][p]Over the last weeks, I built and tested all the core systems piece by piece: how modifiers check conditions, how they apply effects, and how different entities react under changing wartime conditions. With that knowledge in place, I can now rebuild the system for efficiency, clarity, and long-term stability.[/p][p]This means streamlining how modifiers are processed, how conditions are checked, and how effects ripple across units, sectors, and events. Once this refactor is complete, the framework will finally be ready for the first real playtests — the moment where the whole logistics chain will run live for the first time.[/p][p]It’s the quiet but crucial stage before things really start to move.[/p][p][/p][p]Support on Patreon: https://www.patreon.com/cw/FeysStudio[/p]

Update #25: Created a Patreon & Optimized code base

[p]Hey everyone,[/p][p]Quick little update from my side. I’ve been deep in the trenches of code refactoring lately - the core systems are in a pretty solid place now. Most of the heavy groundwork is finished, but once I started testing things together (units, battle units, workers, generals, etc.), the calculations felt a bit clunky. So I rolled up my sleeves and rebuilt some of the core logic to make it more optimized for all the modifiers and interactions that will come into play later. It should run much smoother now as the complexity ramps up.[/p][p][/p][p]On a different note: I’ve just launched a Patreon page![/p][p]
If you’d like to support the development and help me spend more focused time on Quartermaster, that’s the best way to do it.[/p][p]👉 https://www.patreon.com/cw/FeysStudio
[/p][p]That said - and this is important - even if nobody ever forks over a single dollar, I’ll still finish this game. Quartermaster is a bit of a bucket list project for me, and I’m fully committed to seeing it through. The Patreon just helps me dedicate more hours to it without distraction. If anyone decides it's worth supporting...
[/p][p]Thanks again for following along - your interest and feedback already mean a lot. More updates soon![/p]

Update #23&24 - Location stats, tasks and Upgrade system finished

[p]Big Progress Update – Task Systems + Upgrade Framework Live[/p][p]This week brought two major systems into working shape: Depot Worker Tasks and the Upgrade System. Together, they significantly advance the game’s dynamic structure and open up a lot of design flexibility for future development.
I forgot to post them on here, so both updates at once. The devlog videos at the end of the post.[/p][hr][/hr][h3]Depot Worker Tasks Completed Across All Locations[/h3][p]Each location now has a distinct task system fully defined and ready. These tasks are tied to the gameplay logic and reflect the core function of the building or area—be it healing troops, storing supplies, or managing animals. Each location also has its own condition and performance stats (e.g., fire safety, pest control, structural decay), which tasks will soon influence in real-time.[/p][p]Tasks are currently functional but not yet connected to stat changes. That dynamic link—e.g., “more cleaning = less sickness,” or “more maintenance = slower equipment decay”—is next on the implementation list. The framework is fully modular, so expanding, tweaking, or balancing it later will be simple.[/p][p]Additionally, all location modules are now cleanly declared, stat-modifiable, and trackable. This includes systems like how many vehicles can be repaired in the Mechanics Bay, how many animals can be stabled, and whether the Storage is fire-safe. Upgrade logic is already wired in—each module can now accept upgrades and reflect changes based on worker activity and game state.[/p][hr][/hr][h3]Upgrade System Fully Implemented[/h3][p]A complete UpgradeProcessor is now in place. This handles the logic of applying upgrades across the game world—whether it's increasing capacity in Storage, adding new delivery types to the Depot, or enhancing a battle unit’s efficiency. Upgrades can now affect all kinds of stats and work exactly like modifiers, but persist across time and can have levels.[/p][p]The upgrade system includes:[/p]
  • [p]A centralized upgrade definition database[/p]
  • [p]Proper initialization and registration at game start[/p]
  • [p]Support for both static upgrades (e.g., unlock cart access) and scaling upgrades (e.g., +5%, +10%, etc.)[/p]
  • [p]A clean level system for upgrades: rather than duplicating entries, each upgrade has a level property. This lets you scale the effect by level and keep everything manageable for both logic and UI later (e.g., visual differences between Level 1 vs. Level 3 shield upgrades).[/p]
[p]Entities now carry upgrade dictionaries and snapshots, just like modifiers. All interaction and logic are contained within processors for clarity and modularity.[/p][p]I will create and list the different upgrades at a later stage. The core mechanics are more important to me. Once the different core mechanics are finished, I will flesh out the modifier and upgrade list, etc. to take care of balancing issues.[/p][hr][/hr][h3]Examples of Location Roles and Their Tasks[/h3][p]Here’s a quick overview of what each location is responsible for, plus their assignable worker tasks:[/p]
  • [p]Barracks – Troop rest, morale, readiness
    → Tasks: Cleaning, Maintenance, Construction, Upgrading, Security, Sleeping[/p]
  • [p]Hospital – Medical care, epidemic response
    → Tasks: Medical Help, Cleaning, Maintenance, Inventory, Upgrading, Repair, Security[/p]
  • [p]Mechanics Bay – Repairs trucks, small vehicles
    → Tasks: Repair Units, Cleaning, Maintenance, Inventory, Upgrading, Security[/p]
  • [p]Stables – Houses animals for transport/comms
    → Tasks: Animal Care, Cleaning, Maintenance, Upgrading, Security, Repair[/p]
  • [p]Depot – Central hub for all incoming/outgoing resources
    → Tasks: Loading/Unloading, Maintenance, Construction, Cleaning, Security, Upgrading[/p]
  • [p]Deployment Zone – Infrastructure across the region (rails, lines, bridges)
    → Tasks: Repair, Maintenance, Upgrading, Building, Security[/p]
  • [p]Storage – Stores strategic resources
    → Tasks: Loading, Inventory Management, Cleaning, Maintenance, Security, Upgrading[/p]
  • [p]Sector – Abstract representation of overall theater condition
    → No direct tasks, but heavily affected by all others through modifiers and global conditions.[/p]
[hr][/hr][h3]Next Steps[/h3][p]The next big milestone will be the Officer System—commanders who issue missions and exert influence. Officers will impact gameplay via buffs, pressure, and event chains, affecting both unit behavior and strategic choices.[/p][p]Thanks again to everyone following along and offering feedback. The system is shaping up with a clean architecture, and most elements are already communicating through shared logic, signals, and processors.[/p][p][/p][p]Update #23:[/p][previewyoutube][/previewyoutube][p]Update #24:[/p][previewyoutube][/previewyoutube]