MMO Updates & PatchesOnce HumanStarry Studio

Once Human: First-Person Weapon Switching and Batch Building in Patch 3.1.2

Once Human: First-Person Weapon Switching and Batch Building in Patch 3.1.2

Key points

  • First-person view overhaul with tactical shoulder switching and smooth ladder traversal
  • One-tap batch replacement of building skins and full-house relocations
  • Faster naval combat pacing and improved overloaded ship steering in Isles of Abyss
Patch
3.1.2
Developer
Starry Studio
Platforms
PC, PS5, Xbox Series X/S, iOS, Android
Game status
Released
Model
Free To Play

What's new

  • ~ ChangedFirst-Person Combat: added camera shoulder switching, reworked evasion rolls, and smoothed ladder climbing
  • + AddedBatch Construction: introduced one-click connected skin replacement and whole-building holographic relocation
  • ~ ChangedNaval Combat: rebalanced Level 60 Voyager HP pools and restored steering for overloaded vessels
  • + AddedVessel Facilities: added straight ladders for open-water boarding and interior rolling shutter doors
  • + AddedCross-Server Social: unlocked shared friends, direct messaging, and reviews between custom and official servers
  • ✓ FixedAnti-Cheat and Damage: reduced false movement penalties in terrain and fixed naval ordnance damage multipliers

First-person shootouts in Once Human are finally shedding their clunky console-port feel. With the arrival of Patch 3.1.2, Starry Studio has deployed dedicated shoulder switching for tight left-hand peeks, scrapped erratic ladder animations, rescued base builders with one-tap batch reskinning, and significantly trimmed the bloated naval time-to-kill across the Isles of Abyss scenario.

Tactical FPS: shoulder switching and continuous vaulting

First-person combat in Once Human previously felt like an afterthought: tight corridors were clunky, and rolling in FPS view sent the camera spinning into disorientation. Motion sickness is out. Patch 3.1.2 rebuilds the first-person roll animation from scratch. Screen jitter is gone. Evasive dodges now feel like crisp, grounded maneuvers under heavy fire.

Vertical traversal received an equally crucial pass. The rigid, stepped climbing on ladders has been replaced with continuous, fluid motion in both directions. Low-obstacle vaulting is now omnidirectional, allowing Meta-Humans to clear barricades and debris from any angle during intense indoor shootouts.

The standout addition for FPS purists is the dedicated camera switch toggle. Tapping a single button shifts the weapon to the left side of the screen with a dedicated grip animation. Peeking left-hand angles no longer requires exposing your entire torso to enemy fire.

Streamlined construction: batch reskinning and full-house moves

Base builders finally received the quality-of-life feature they had requested since launch: batch cosmetic replacement (Batch Replace). Swapping wood for glass across a massive multi-story villa used to mean tedious manual clicking on dozens of individual panels. That chore is over. Cosmetic skins can now be applied across all connected building structures simultaneously with a single click. The same batch logic applies to matching functional facilities throughout the compound.

Holographic building mode also underwent significant upgrades. Entire houses within a territory can now be moved as a single unit without disassembling rooms piece by piece. Builders can define a precise snap point during relocation, view live material costs for selected segments, and rely on automatic support beam calculations when erecting elevated structures.

Isles of Abyss naval warfare: Voyager rebalance and overloaded steering

The Isles of Abyss water scenario received targeted adjustments to wipe out exploration drag. High-level naval skirmishes previously suffered from inflated time-to-kill, as tanky Voyagers absorbed cannon fire far too long. The developers adjusted Voyager health pools to match actual naval artillery damage output. No more idling ten minutes on anchor. The most noticeable scaling reductions landed on Level 60 encounters.

Vessel handling saw major practical fixes. Heavily loaded exploratory ships and floating strongholds no longer lock up when hauling massive cargo: boats maintain functional rudder control even at weights exceeding 10,000 kg. To smooth out water retrieval, engineers added the straight ladder facility, letting swimmers board directly from the open sea without circling for low deck clearance. Below deck, new rolling shutter doors allow flexible partitioning without eating up narrow corridor space.

Cross-server social links and anti-cheat calibration

Custom servers are no longer walled off from the wider community. Patch 3.1.2 introduces cross-server social features, enabling players on custom and official servers to form friend lists, exchange direct messages, and chat in shared groups. Zero walls. Furthermore, players who spend at least 10 minutes on a custom server can now leave public reviews and ratings on its server hub.

Finally, the backend anti-cheat received refined movement checks. The tracking system now better distinguishes genuine terrain clipping from illicit speed hacks, minimizing false disconnects and unfair sanctions when characters get temporarily wedged in uneven landscape geometry.

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