In this update8
Full notes
Full Blood Moon Horror update
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What changed
- UI and audio
- Balance
- Gameplay
- Server
Blood Moon Horror changes
๐ฎ Multiplayer Re-Enabled
| ๐ Change | ๐ Why it matters |
|---|---|
| Steam Sockets NetDriver is now compiled in & on by default. | Gives secure NAT traversal and cross-platform relays while shaving โผ15 ms off median RTT in EUโUS tests. |
| 9999 ms ping bug fixed | Server browser finally shows real latency instead of the placeholder value older drivers produced. |
| Version lock | 0.2.2 clients only list 0.2.2 servers to prevent mismatched packets. |
๐ Visual Clarity & Performance
Reflections dial-down โ We lowered Screen-Space Reflection quality per Epicโs guide, recovering 5-10 FPS on mid-range GPUs while reducing the โhall-of-mirrorsโ look.
Brightness pass โ Auto-exposure upper limit raised by +0.3 EV, leveraging the extended luminance range option for more readable nights without losing mood.
Updated Lumen presets โ UE 5.6 ships with cheaper global-illum tweaks; we adopted those for parity lighting at the same frame cost.
๐ง Smarter, Meaner Monsters
Our enemies now run a Utility AI brain evaluated every 0.25 s, then follow a pacing Director that decides when to stalk, ambush, or panic teams.
Highlights
Aggro Meter โ Fills at 0.25 pts/s and +5 pts per document, then decays if you escape.
Dynamic scaling โ Volley damage and hunter pack size grow over time for rising tension.
Volley combat โ New attack montages trigger damage spheres mid-swing for readable telegraphs.
Evade & teleport โ Hunters reposition when kited or spotted too early, maintaining pressure.
Expect two more AI iterations: weโre analysing gameplay clips to fine-tune stalk distance, flee triggers, and volley size.
๐ Enemy AI โ Under the Hood
| Sub-system | Core Function | TL;DR |
|---|---|---|
| Perception | OnPerceptionUpdated | Sight + hearing with 2 % โmissโ chance so monsters stay imperfect. |
| Utility scoring | EvaluateUtility | Weighs nine actions (Idle โ Evade) every 0.25 s. |
| Aggro loop | UpdateAggro | Time-based gain, doc pickups, decay, and hint spikes. |
| Volley attack | DoAttack / HandleAttacking | Plays random montage โ fires synced damage sphere up to 5 hits. |
| Director hooks | OnDirectorHint | Guides two closest active hunters toward the lowest-threat player to balance pacing. |
๐ Roadmap
Hint System UI โ In active development; ties Director cues to on-screen prompts so late joiners orient quickly.
Objective Overhaul โ Layered tasks beyond โcollect docs,โ adding strategic choices per match.
AI Polish Pass โ Audio barks, death animations, and final balance scheduled for the next two patches.
๐ Patch Notes (0.2.2)
Migrated core project to Unreal Engine 5.6.
Enabled Steam Sockets networking by default.
Fixed server browser ping mis-reporting.
Reduced Screen-Space Reflection quality & lowered reflection capture resolution.
Exposure +0.3 EV for night readability.
Added Utility-AI brain, adaptive aggro, and synced attack montages.
Memory still down ~40 % from prior texture trims and pooling.
Director now enforces โlullโ windows to avoid constant panic spikes.
๐ Thank You!
Thanks to everyone for the support and feedback so far. If you run into any issues, please let us know! Your feedback drives every patch!
Source
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