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Steam News4 October 20258mo ago

Update 1.8.0

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).

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

6 fixes12 additions24 changes6 removals
  • Balance
  • Gameplay
  • Events
  • Fixes
  • Maps
  • Performance
changedGameplayAdjusted player movement speed transitions from prone → crouch → walk (the correct speed is now applied).
addedGameplayAdded 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.
fixedGameplayFixed exiting vehicles — when a vehicle is flipped on its side or roof, its rotation is no longer transferred to the player.
addedGameplayNPCs can now go prone.
removedGameplayIf an NPC is in a specific alert state, the player no longer lowers their weapon.
addedGameplayNPCs can now activate bayonets.

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

Steam News / 4 October 2025

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