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Inferno Pillars: Check it out

Inferno Pillars is Now Live. The island code is: 2874-7251-9690


Also notes from I Butterstuff:

QuoteAdd another kill check after the each kill
Force it to check and ensure it adds a win
Add another check after the storm closes all teh way
Also update the countdown timer from 15 seconds to 8 seconds?
Native round controller needs to be removed
Lonebutterfish — 3:32 PM
After the 10th round it didn't reset the score
Lonebutterfish — 3:50 PM
Maybe kill areas are not registered in the middle pillar
xero966 — 7:19 PM
I had a wait timer that was conflicting (not timing correctly) -- so that issue is fixed.
I also made the pillars into more of a square rather than a circle around the circle... (so no one is behind someone else or something awkward like that)
I removed the rounds ... so it always just counts as one round (as it should) ... so theres no round limit. Just brainrot keep on playing
@Lonebutterfish Any other suggestions or anything I missed speak within 45 minutes or hold your peace for a few days until I can work on it again lol

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Update: 9/20

New POI's and major fixes....


Map Code: 3665-3645-5526

Reply to this topic and let me know how it goes... ;)
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Changelog 9/19/2026 @ 17:38 EDT

# Change Log

This update focused primarily on improving respawns, round transitions, streaming reliability, and overall multiplayer stability.

## Death and Respawn Fixes

A number of changes were made to make eliminations and respawns more reliable:

* Added recovery handling for cases where a player temporarily loses their character after elimination.
* Added a five-second fallback recovery spawn when a valid character is not assigned correctly.
* Prevented duplicate spawn events from causing players to redeploy more than once.
* Prevented eliminated players from being accidentally redeployed during the same round.
* Team assignments are now preserved during delayed and recovery spawns.
* Improved elimination event handling to prevent the same character from being subscribed multiple times.
* Added timeout protection when routing players back to the lobby so they cannot remain stuck indefinitely.
* Removed the previous sequential respawn delay, which could cause increasingly long waits when several players were respawning.
* Added additional recovery handling for players who reach the lobby without a valid character.

## Round Transition Improvements

Round transitions have been reworked to make the move from one battle to the next feel much faster and smoother.

* All 48 combat spawn pads are now configured for gameplay only.
* All 12 pregame spawn pads are now reserved for the pregame phase.
* Removed older logic that temporarily disabled combat spawn pads during configuration checks.Read More

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Initial Release: Pending

The initial release is pending and an updated post will be pushed when it is officially LIVE.
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Issue: Current (FIXED)

Invalid index on item granter is set to 64, but does not resolve as 64. This needs inspected in order to proceed.

**FIXED**

- Cause: saved controller overrides still referenced the former 65-item catalog. BunkerPool=[64]
requested Port-A-Bunker, but all four granters now have 64 entries, with that item at 63.

- Corrected all stale mobility, healing, bunker and stack arrays—not just index 64. Verified item
identities and all four team references.

- Added loadout validation, empty-pool protection and grant bounds checks.
- All validation tests passed, and is ready for a release.
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