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
- Balance
- Gameplay
- Events
- Fixes
- Maps
- Performance
Gameplay
Adjusted player movement speed transitions from prone → crouch → walk (the correct speed is now applied).
Added a loading state that checks the player's pose (crouching, prone, or inside a vehicle). After loading, the appropriate state is applied — if the player was in a vehicle, they are reattached to it.
Fixed exiting vehicles — when a vehicle is flipped on its side or roof, its rotation is no longer transferred to the player.
NPCs can now go prone.
If an NPC is in a specific alert state, the player no longer lowers their weapon.
NPCs can now activate bayonets.
Reworked bolt-action weapon reload logic — NPCs no longer get stuck during reloading and resume firing properly.
NPCs now use the same animations and functionality as the player.
Unified NPC movement system with the player movement system.
Added a compass and objective markers visible even when the player is inside a vehicle.
Reworked Quest Point system — no more need to manually enter tag names.
Updated quest event system to support dynamic NPC spawning.
NPCs now react to different stimuli — they go prone or crouch based on the situation.
AI & NPC
CutSceneManager expanded with NPC dialogue configuration.
Each NPC now requests its dialogue from the CutSceneManager at the start of a level.
Created a new NPC base character, beginning the transition from ALS to Motion Matching.
Added SeansFilter_Sight Component — prioritizes and evaluates the danger level of perceived objects. Compatible with Vehicle and NPC Controllers.
Implemented a Vehicle AI Controller:
The vehicle now searches for a designated spline in the level and follows it.
Tanks track the player and fire the main cannon or the machine gun depending on distance.
NPCs now check vehicle spawn status on spawn; if the vehicle isn’t spawned yet, they subscribe to the spawn event.
Refined NPC initialization logic on spawn.
Adjusted NPC loading — parts of the logic were moved into the controller.
Experimentally disabled NPC hearing when they have an active target.
Updated static weapon logic to support NPC usage.
Fixed weapon and pickup assignment for NPCs and players — if a weapon is held or holstered, saving is skipped and the weapon is recreated after loading.
Systems
Created the first version of LevelStorage for activating weapons the player brings into a level.
Updated bullet script — removed initial static object check.
Tick Animation on Skeletal Mesh Init — disabled.
Added test classes for instanced destructible objects.
Configured Data Flow for generating Geometry Collections.
Converted weapon and character animations to use SoftObjectReferences.
Simplified logic for checking identical weapon types in holsters.
Updated pickup collection and inventory quantity checks.
Fixed interaction with Flak88 and camera shake.
Created Vehicle Component for handling vehicle direction, speed, and steering.
Updated Tank Blueprint — added tread save functions and settings for player or AI control.
Added VehicleData Component containing DA — vehicles pull their information from it.
Optimized bullet blueprint by simplifying chaos destruction activation.
Added AnimBP swapping when the player enters a vehicle.
Set up procedural hand animation (player and NPC) to react to steering wheel rotation.
Linked driving animations for both player and NPC.
Refactored the Weapon base class for better NPC integration.
Weapon spawn is now set to block loading.
Fixed Data Asset loading to work properly in packaged builds.
Adjusted spawn tag retrieval — if a vehicle isn’t spawned, it uses the actor’s name in the map.
Fixed primary weapon initialization after loading.
Refined save system to depend on player state.
Improved vehicle save logic.
Character now waits for controller loading to finish before spawning inventory objects at level start.
Reworked inventory restoration when loading a new level or a saved game.
Identified a crash caused by disabling physics on tanks and armored vehicles during save.
CutSceneManager — moved default inventory setup logic to the player character.
CutSceneManager — improved level loading logic and moved inventory cleanup before save/load.
Removed faulty animations from the animation set and reduced player animation count.
Integrated detailed GPU-based PCG grass spawning.
Assets & Data
Teaser preparation — asset assembly, animation recording, camera setup.
Reworked map lighting for PBL.
Lights now support custom color and emissive intensity.
Created a new indestructible object class using new Chaos features, with state saving support.
Fixed compass marker placement (correct positions).
Source
Changelog.gg summarizes and formats this update. How we read updates.
