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
- UI and audio
- Events
- Fixes
Gameplay
Weapon sway is now recalculated after sprinting.
Pickup items (grenades and knives) are now visible on the player character and can be swapped just like weapons.
Experimental attachments: bayonets (Vz. 24, Kar 98 k, MAS-36) and a suppressor (Sten Mk II). In future builds, suppressors will be addable only at the workbench.
Improved hit detection for knives and bayonets.
The player character now lowers their weapon based on distance to a friendly NPC.
If the player kills a friendly NPC, the game now shows a Game Over screen (temporary).
Held Pick-Ups can be dropped from the inventory using either discard method.
The weapon held after loading now initialises correctly and the ammo counter is active.
AI & NPC
Reworked NPC perception; duplicate AI-perception setups removed
AI perception unified into a single component.
Reworked NPC perception; duplicate AI-perception setups removed.
NPC movement logic consolidated into a central task.
New NPC Task: Dialog.
New NPC Task: FindEnemy (split off from ShootTask).
Reworked stimulus sorting and prioritisation logic.
Added an EQS query that finds the optimal firing position against the player.
EQS sources unified via the enemy target interface.
ShootOnTarget updated with new Gameplay Tags.
NPCs now release occupied cover when they die.
Citizens now flee from gunfire and grenades; if no cover is available, they run away.
Behaviour presets split into Soldiers, Patrolling Soldiers, and Civilians.
NPCs now perceive the player’s footsteps.
Improved head-turn behaviour for talkative NPCs: if the player only stands in front of them, they will eventually look away.
Implemented blinking; blinking is disabled when the player is far away.
Added danger evaluation for perceived actors; priority and threat are now calculated.
Utility AI expanded with new decision logic.
Systems
Weapon sockets are now loaded from the skeletal mesh.
MainMagazine converted to DataAssets.
Continued deeper integration with the inventory system.
Pickup explosives converted to Equipable; their selected state is now visible in the inventory.
Updated spawn logic for explosives and knives.
Improved logic for placing dynamite and grenades in the player’s hands, along with clearer notifications.
New tool that visualises quest points for easier level and quest navigation.
Quest-system events updated.
Med-kit interaction is blocked when not needed.
Documents can now trigger side quests.
Assets & Data
New material options for uniforms.
Reworked layout of the Frýdek-Místek barracks with newly created buildings.
New version of the Frýdek-Místek train station.
New HUD icons and quest markers (AI-generated base, then hand-edited).
New key-icon set.
Bugfixes (Other)
Fixed incorrect animation playback during dialogues.
Fixed selection of the correct weapon after exiting a vehicle.
Fixed incorrect road collision (collisions must be rebuilt after modelling).
Source
Changelog.gg summarizes and formats this update. How we read updates.
