Kill-type contract objectives were never persisted: the client-hosted
raid has no dedicated game server to report per-kill progress, so
creature kills stayed at 0 and contracts reported "no kills" at claim.
- EnterMatchmakingMatch: auto-credit Kills objectives to MaxProgress on
deploy (mirrors the item-ownership pre-compute already done there and
the player-kill auto-credit in ActivateContract).
- ClaimActiveContract: treat Kills objectives as met as a safety net for
contracts activated before deploy.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- RequestPlayerContracts: renvoie les vrais contrats actifs + job boards du joueur
(peuplement initial des boards vides) au lieu d'une liste hardcodée.
- RequestFactionProgression: renvoie la réputation réelle des 3 factions (au lieu de 0).
- StartTechTreeNodeUpgradeClient: dependency check PlayerQuarterLevelRequired.
- PurchaseWeaponShopItem: critère de déblocage par contrat (UnlockData.ContractLockPurchase).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* Fix item repair cost formula
* Add "RequestUpdateAvailableFreeLoadout" function (WIP)
* Fix item sell formula
* Fix item stack split on sell
* Fix contract progression counting for objectives other than owned items
* Refactor balance into a proper struct
* Separate and update Season 2 and Season 3 data