Urban Strife
Steam News 19 March 20262mo ago

[PUBLIC] FEMA Camp Episode, Initiative and Stealth Changes

This update adds a new story chapter at the Urban Hospital and reworks how combat starts and plays out. Stealth and initiative have both been adjusted to make encounters less predictable and more tactical. New Story Epi…

Update log

Full Urban Strife update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix3 additions1 change1 removal
  • Gameplay
  • Store
  • Fixes
addedThis update adds a new story chapter at the Urban Hospital and reworks how combat starts and plays out. Stealth and initiative have both been adjusted to make encounters less predictable and more tactical.
removedTactical AI: The Initiative MechanicCombat no longer guarantees you the first move.
changedInventory & Trading UpdatesCondition matters : Item durability affects trade prices
addedInventory & Trading UpdatesNew weapon added : A heavy, very rare, anti-materiel rifle can now be found in the zone
fixedAI & FixesGrenadiers fixed : They now prioritize explosives again instead of other weapons
addedCommunity AppreciationA massive thank you to everyone reporting bugs and suggesting new features in the forums!

This update adds a new story chapter at the Urban Hospital and reworks how combat starts and plays out. Stealth and initiative have both been adjusted to make encounters less predictable and more tactical.

New Story Episode: The FEMA Camp

The FEMA camp at the Urban Hospital has collapsed. Governor Moore tried to turn it into a secure fallback after Atlanta fell. It didn’t hold. Too many refugees, not enough control. The camp turned into a trap. What’s left is a ruined tent city, overrun by infected rioters and a governor stranded on a rooftop in need of rescuing. Beware: the deadly shadow operators of the Firm are active in the area, and expect them to be less than happy about your visit.

Tactical AI: The Initiative Mechanic

Combat no longer guarantees you the first move.

  • Agility vs Agility: Breaking stealth now triggers a roll between your unit and the enemy

  • Interrupts: If the enemy wins, they act first, even if you set up an ambush

  • Positioning matters more: Sending the wrong unit in first can cost you the opening turn

Stealth & Cover Changes

Stealth is now more reliable, but not free.

  • Rear approach works: Enemies won’t see you from behind, but they may still hear you.

  • Perks redesign: Future updates will bring more bonuses to specialist stealth perks

  • Closer engagement range: High stealth lets you get much closer before detection

  • Cover fixes:

    • Small objects block vision only for one tile (like picket fences).

    • Large objects such as cars provide proper concealment

Inventory & Trading Updates

  • Weight is consistent: Attachments and loaded ammo now count toward weight and value

  • Condition matters: Item durability affects trade prices

  • New weapon added: A heavy, very rare, anti-materiel rifle can now be found in the zone

AI & Fixes

  • Grenadiers fixed: They now prioritize explosives again instead of other weapons

Community Appreciation

A massive thank you to everyone reporting bugs and suggesting new features in the forums!

Source

Steam News / 19 March 2026

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