Early Access Update V0.8.9.4
AI, Combat & Difficulty
Weapons & Player Equipment
Animations & Ragdolls
Stealth & Foliage Systems
World, Lighting, Weather & Time
Environment, Textures & Visual Polish
Missions, Navmesh & Level Fixes
Audio & Narrative Presentation
Other
- Improved enemy aim interaction with foliage: bushes now partially obscure enemy aim even when in front of you (not only when you’re inside them), while bullets can still pass through foliage.
- Balanced enemy rate-of-fire on certain enemies that were firing too frequently due to framerate.
- Various enemy cover-finding algorithm tweaks.
- Increased poacher pursuit speed.
- Fixed cover-finding breaking when a previously-used cover object was destroyed.
- Improved enemy coordination: better at communicating your position, and better at resetting back to patrol when they lose you or give up searching.
- Slightly increased enemy count in Chapter 2 (prior to the ending where only 5 enemies spawn per new day).
- Enemies now respond to the tranquilizer rifle like the sniper rifle: after seeing an ally downed and detecting ranged play, they adapt to engage from farther away instead of running into the open.
- Enemies now actively avoid standing directly next to fallen teammates to prevent tactical exploits (and reduce unnatural body pileups).
Weapons & Player Equipment
- Standard shotgun is now more powerful, but with increased shot spread.
- Improved Silenced SMG on-screen position when equipped.
- Improved appearance of R4 weapon textures/materials.
- Improved appearance of R1 / FAL FN weapon textures/materials.
Animations & Ragdolls
- Added 4 more unique enemy death animations (10 total, selected randomly on death).
- Improved quality of enemy death animation → ragdoll transition.
- Removed all unused death animations from enemy animation state machines (memory optimization).
- Fixed wobbly enemy walking caused by foot IK being enabled when it didn’t need to be.
Stealth & Foliage Systems
- Optimized stealth foliage trigger collision matrix.
- Fixed stealth bug where the “Hidden” label could appear in foliage while not crouched (caused by driving through stealth foliage zones and exiting a vehicle).
- Balanced leaf-rustling audio while moving through bushes (less loud).
World, Lighting, Weather & Time
- Increased day/night cycle length.
- Fixed time not progressing correctly when sleeping for one hour.
- Improved weather manager: storm wind now interpolates more gradually, and returns to normal once rain stops.
- Increased moonlight brightness for better night visibility without lantern/flashlight.
- Made daylight ever so slightly brighter for a more vivid aesthetic.
- Greatly increased cloud resolution for higher quality sky visuals.
- Improved appearance of water at the base of waterfalls.
Environment, Textures & Visual Polish
- Increased terrain ground texture resolution by more than double via tiling (no texture memory/performance impact). Improved terrain distance-blending to reduce distant tiling and better blend into the horizon.
- Added extremely high quality detail to rock textures (especially up close).
- Improved destroyed helicopter model textures/materials.
- Improved Diesel Generator texture mapping and other scratched metal objects.
- Improved ostrich detail normal maps when up close / when used as a vehicle.
- Improved poacher leader outfit materials.
- Added general polish to shebeen/tavern interior.
- Adjusted gameplay/polish in the nighttime camping interlude.
- Added general environment polish to helicopter/dehorning interlude #2.
- Removed ugly giant grass meshes from Mission 3 poacher camp and a few other locations.
- Removed duplicate overlapping foliage items leftover from previous builds, and removed redundant ones.
- Decreased likelihood of camera clipping through objects when moving up close.
- Added a stronger drop-shadow to subtitles for improved legibility.
Missions, Navmesh & Level Fixes
- Fixed navmesh issue in Mission 5 that could cause enemies to walk through warehouse models.
- Bullets can now pass through fences; also fixed enemies spawning behind a fence they couldn’t get past in Mission 3.
- Fixed navmesh issue allowing enemies to walk through the drone charging station in Mission 3.
- Fixed issue allowing the player to walk through drone charging station meshes.
- Fixed bug allowing you to walk through your vehicle during tutorial phase 2.
- Fixed terrain optimization volume near Mission 3 that caused low quality tree LODs to show too soon near the Mission 3 Wave 1 poacher camp.
- Fixed culling issue with the groundskeeper model in the tutorial (phase 2) that could make her head disappear when the player got too close.
Audio & Narrative Presentation
- Further improved audibility of conversations between poachers while they raid your camp.
- Stealth/Aggression tutorial radio transmission now triggers sooner when approaching the first poacher camp via the road (vs climbing the hill and approaching from the side).
Other
- Various other improvements (including spoiler-sensitive changes), plus general optimizations and internal fixes.
- Scorpions are no longer invincible.