Full notes
Full Unknown Operations : The Habitus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Store
Unknown Operations : The Habitus changes
**Update 0.1.4.3**
**General Changes and Improvements**
Updated to UE 5.5.3
Model optimization (Reduced number of material index)
Converted some models to a single material index (reduced draw calls)
Character retargeting optimization for MetaHumans
Specific retarget adjustments for uniforms
Improved instance system (Only static mesh instances now spawn in the world )
Instances are replaced by BP with logic based on player's distance
**Weapons and Combat**
If the player holds nothing, Sten spawns directly into hand - If the player holds another weapon, Sten spawns into backpack - Bullet BP overhaul - Hit logic now separated based on hit object type - If AI loses sight of the player, it checks the magazine - If fewer than 2 bullets, AI will reload - Reloading now affected by player distance:
- C lose** → AI runs to cover
- **Far** → AI crouches
- Reload animation rework
No other action can be triggered during magazine exchange (until reset of animation and ammo state is resolved) - Fixed Panzerfaust functionality
**NPC and AI** - Fixed incorrect NPC activation after game start - NPC – first version of vehicle reaction - NPC – first version of tank reaction - NPC falls to the ground after vehicle collision and then gets back up - AI shooting reaction (experimental)
**HUD and UI** - HUD – correct display of the number of picked-up objects added to inventory - HUD – implemented proper weapon icon display - UI – first version of player hit visualization - Asynchronous loading screen **Inventory and Objects** - Fixed incorrect pickup object initialization - Inventory – pickup quantity check (If player tries to pick up more items over the limit, a message is shown) - Improved object instancing (weapons, vehicles, interactive elements)
**Physics and Visual Effects** - Tank material – correct Physical Material setup - Reduced skin scattering for MetaHumans - Driving Kill V3 – running over NPCs now active - Three levels of damage multiplier depending on vehicle type - Player damage is now calculated based on hit bones and multiplied accordingly
**Experimental Features** – Tank cannon foliage collision setup - AI shooting reaction to the player – attacking different body parts based on distance
Source
Changelog.gg summarizes and formats this update. How we read updates.
