In this update4
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
- Fixes
- UI and audio
- Performance
- Maps
- Balance
Unknown Operations : The Habitus changes
Gameplay
Added Takedown activation (if the player has an inventory item that can be used as a melee weapon, the takedown option becomes available under the right conditions).
Added player-to-NPC position checks for takedowns + icon display in locations where a takedown can be triggered.
Adjusted weapon aiming values.
Improved PickUp actor management (actors can now be switched in the inventory).
Added footstep loudness detection based on the surface material the player steps on.
Added a new reaction to opening doors.
AI & NPC
General NPC tuning.
Moved shooting logic from the Shoot On Target task into the NPC controller (NPCs can now shoot while moving).
Fixed behavior after NPC spawn and MoveTo assignment (NPCs should no longer “snap/pull” unexpectedly).
Fixed NPC rotation during dialogue (smoother, and NPC returns to its original orientation after dialogue ends).
Fixed incorrect updates of the NPC’s current target.
Added support for patrol points for the dynamic navigation system.
Added switching between NPC movement modes (walk / run / sprint).
Fixed a component that generated a lot of errors while producing stimuli.
- Investigate taskadded reactions to open doors + improved open-door checks.
Added a material-based filter that determines whether a sound is audible through walls.
Systems
Updated the player AnimBP + added a variable to disable IK for weapons/pickups that don’t require two hands.
Fixed exiting vehicles (should no longer collide with the vehicle and get “teleported into space”).
Introduced a new approach for particle generation using Niagara Data Channels (significant performance improvement; intensive wood impact effects previously took up to ~4 ms).
Updated documentation for two used plugins + added new features (Niagara Data Channels).
Loading/Saving fixes:
Fixed a loading issue caused by incorrect tank loading logic.
Fixed Quick Load (F6): if no quick save exists, the main menu will no longer load incorrectly.
Prevented saving while the player is in combat.
Saved NPC controller data to restore NPC behavior after loading.
Vehicles:
Updated vehicle AnimBP setup logic.
Fixed an issue where some vehicles had no AnimBP and turret/gun movement didn’t work.
Project settings:
Enabled Generate Ray Tracing Proxies.
Enabled Texture LOD.
Fixed gameplay tags not being removed after dropping a weapon/pickup (could block shooting or throwing grenades).
Fixed weapon holstering after loading.
Updated the menu + added a manual (work in progress).
Assets & Data
Updated PCG for spawning SK mesh trees.
Added a new map: Frýdek-Místek (heightmap + terrain generation).
- Updated building modelsnew LODs + baked materials for LOD 4/5/6 .
Added a weapon list with stats (bullets now read damage and other stats from data).
Source
Changelog.gg summarizes and formats this update. How we read updates.
