NPCs have relationships: Every NPC now knows who its allies and enemies are, and who it should run away from. Scientists fear monsters, rollermines hunt players, and hostile NPCs fight each other instead of only reacting to you
NPCs notice what happens around them: Gunshots, deaths and other commotion carry to nearby NPCs, who will investigate the disturbance or panic
New NPC behaviours: NPCs can follow you, investigate a noise, step aside when you walk into them, wander, and say goodbye when they leave
New NPC voice lines: A full set for idling, following, being told to stay, getting scared, and getting stuck
NPCs take turns speaking: They no longer talk over each other in a crowd
🧼 Improved
Weapons rebuilt on the engine's weapon system: More consistent ammo, reloading, pickup and drop behaviour across every gun
Dropped weapons keep their state: A gun you throw down keeps its ammo and settings when you pick it back up, instead of resetting
Picking up a duplicate gun gives you its ammo: Rather than being refused outright
Headshots on NPCs deal double damage: Matching how headshots already worked on players
NPCs move at the right speed: They no longer get stuck sprinting or crawling after finishing what they were doing
Rollermines are more dangerous: They now spot you from any direction, since a spinning ball has no real "front"
🪛 Fixed
Right-clicking the M4A1 threw grenades: Secondary fire is aim-down-sights again, matching the other rifles
You got credit for kills you didn't make: NPCs killing each other counted towards your score
NPCs could still hurt you after dying
Crash when an NPC had no weapon
Spawned objects now land upright
Weapon view models now show up in recordings
Physgun and toolgun screens render correctly again