May 4, 2020
GROUND BRANCH - Scopey
Oh, hello! It's been a while. We hope you've been well, safe, and at home as much as possible.

Let us maintain our usual transparency and address the elephant in the room straight away:

Yes, version 1030 is taking a lot longer than expected. The aim of this Intel Update is to explain why, and also get you up to speed on what we've been working on. That will of course involve some well deserved previews to reward your valued patience and continued support. So let's get to it.

Why is it taking so long?
One of the biggest deals about upcoming update 1030 are the new animations that artist Toadie has been working on. Whether they're improving on existing motions and poses or adding to in-game actions that currently use placeholders or even nothing at all, every animation is being done on an entirely new character rig, also known as a skeleton.

As is true for many aspects of game development, things like migrating to a new skeleton, re-targeting existing animations, and then integrating the new ones by Toadie are all multi-layered tasks with a lot of parts that can break and ultimately delay the entire process. As a very small team with a single programmer (Kris), that limits us further. That limitation is starting to go away, however, but more on that in a bit—keep reading!

Is there an ETA?
In late 2019, we hoped to have 1030 released some time between February and March, and that prediction eventually turned into "hopefully March or April". Those, of course, were rough estimates, and much of that time ended up being spent fixing lingering issues with version 1029.

Currently, the main battle is getting the new skeleton and animations to the same level of stability that 1029 had, except prettier and smoother. Although the version of the game within our internal UE4 project already has some of the new and improved animations and poses in place, there are still some very obvious issues with bone orientation and janky limbs here and there that need cleaning up.

The only honest answer to "1030 when?" is still, unfortunately, "We don't know." We have yet to fully figure out just how much needs doin' in the animation department, but we can say with certainty that, at the time of this post, we're talking weeks rather than days. Could be a few weeks (🤞), but it could be a little longer too.

What will be in 1030, after all?
Contrary to what the hype (that's on us) may suggest, version 1030 will not be an entirely new game, but it should add a considerable degree of polish and functionality to the game. Here's what it will boil down to:

Animations
As laid out before, a completely new character rig is being implemented and serving as the basis for all the upcoming animations. Expect actual transitions between weapon postures, new character poses for stances, some reworked reloads and a generally more natural feeling character.

We are hoping to get out the new prone stance in this update, but this is the area that is subject to the most change. Thus, it is not yet clear what state—if any—it will be in at this time.

Here's some of the WIP animation work that Toadie has shared over the months on Twitter:

https://twitter.com/i/status/1189431047605248001
https://twitter.com/toadie2k/status/1217325817673310209
https://twitter.com/i/status/1189431047605248001[/url] And here's an exclusive look at the (also WIP) poses and transitions for the High/Ready/Low weapon positions when obstructed, i.e. too close to an obstacle: [img]{STEAM_CLAN_IMAGE}/4016748/b331fb2d2e5a3fe0d47a5f7f91b7364ce0d53658.gif[/img] Like everything else in the GROUND BRANCH Early Access, animation work will be an ongoing iterative process, and 1030 will be just an initial taste of what's to come in that department. We'll keep adding polish, new sequences and accompanying actions for both players as well as A.I. over the course of development. [h3]Encumbrance system[/h3] 1030 will include the first iteration of the [b]encumbrance system[/b]. This initial pass will add [b]stamina[/b], which is affected by both loadout weight and movement—the more you carry and the faster you move, the less stamina you'll have. The less stamina you have, the less you will be able to sprint and the more [b]weapon sway[/b] you will experience when aiming. [b]Arm fatigue[/b] is also tracked independently, so even if your stamina is at maximum levels, your aim will still become less stable over time from holding your weapon at the Ready (muzzle forward) and Engaged (ADS) positions. Heavier weapons also mean more arm fatigue, so you might want to think twice before taking an LMG or mounting a dozen attachments to your AR. Inertia and effects on ready times are also coming, but we'll save the details for the Build Update. [h3]Soundscapes[/h3] Small Town, Depot, Storage Facility and all training maps are set to have day and night [b]soundscapes[/b], also known as environment or ambient sounds. Our intrepid sound engineer Mikson hopes to be able to get even more maps done in time for 1030. Hell, he says he might even be able to get them all done by then. Rookie mistake, Mik, but we're rooting for ya. Anyway, here's a little demo we released a few days ago: [previewyoutube=sKW5syHShyc;full]https://youtu.be/sKW5syHShyc[/previewyoutube] One cool detail he's snuck into these soundscapes are the crickets: they'll go quiet once the player is close enough to their location, which is not only clever but also has the interesting prospect of alerting other players of one's presence nearby. We're cool with all of this as long as he keeps them away from our faces. [h3]New character assets[/h3] As we have previously shown in [url=https://imgur.com/a/8CPpudI]this album right here[/url], there's a load of new character assets making their way into GROUND BRANCH. Most of the existing apparel (as well as arms and hands) is being replaced with new, shiny models, and a few additional items will be added as well. What we have [i]not[/i] shown yet are these bad boys: [img]{STEAM_CLAN_IMAGE}/4016748/fb1d595b32b70948619a38ca04fbb9c7460d9426.jpg[/img] [img]{STEAM_CLAN_IMAGE}/4016748/61009b0a007effd15d9e51c95ae063dcf5b3ae3f.jpg[/img] [img]{STEAM_CLAN_IMAGE}/4016748/506e819a8bde0d333c76cbc2da28ab063ef13a38.jpg[/img] [h3]New PvP maps[/h3] John has put together a couple maps for PvP: one is an upgraded version of the test [b]Paintball[/b] map… [img]{STEAM_CLAN_IMAGE}/4016748/0ff9e1d25c5e22b8bb921c8747500740dd0007d4.jpg[/img] And the other one branched out from the concept of the old [b]Nature Area[/b] benchmark map: [img]{STEAM_CLAN_IMAGE}/4016748/fa343c37c84cbf21e025b8b73579a515c8baf99e.jpg[/img] [h3]Shootable/interactive lights[/h3] John has also rigged up a basic implementation of interactive lights, demonstrated in the video below: [previewyoutube=6CUnda7JkxM;full][/previewyoutube] As shown, the system will [b]allow lights to be shot out[/b] and also [b]switched off[/b]. Although the video uses a basic light switch for the demonstration, the switch can be anything the player interacts with to turn a given light (or a [i]set[/i] of lights) off: a regular light switch, a lever, a distribution board… The aim for 1030 is to have the system in place for Depot and the training maps so we can get the initial experimentation going. [h3]New weapons[/h3] We have a few shooters coming to 1030: [list] [*] A tac'd out [b]FAL[/b] with accessory rails and the [b]G3A3[/b] are two additions to the battle rifle department, with the later mostly serving as an OPFOR weapon. [*] Now that we finally have a bolt-action animation, the [b]M24 SWS[/b] is making its return to GROUND BRANCH as the one true sniper rifle in the armory. [/list] [h2]Cool, so that sums up 1030. What [i]else[/i] is going on?[/h2] We're glad you asked. Here is some intel on things to look forward to [i][u][b]later[/b][/u][/i] in development, i.e. at some point [i]after[/i] 1030: [h3]Dev Team expansion[/h3] As we hinted at earlier, our core BlackFoot Studios staff consisting of John, Kris, Scopey and Mikson has received some reinforcements. Toadie (aka toadie2k), as you already know, has been handling animations for the past several months. But we have yet to officially introduce [b]Daniel Conroy[/b], our newest collaborator. Dan is a hard surface artist now in charge of weapon and general equipment models, having previously worked on VR shooter [i]Onward[/i]. You can check out some of his work and background [url=https://www.artstation.com/danconroy]here[/url], and you can get a load of what he's been working on below: [img]{STEAM_CLAN_IMAGE}/4016748/125dd49789880bdfb9294d0e706f8640b70306f2.jpg[/img] ↑ [i]Leave a comment if you know the name of this rifle. First person who can name at least 4 main parts gets the impressed Obama meme.[/i] There are a few additional members joining our ranks soon, but more on that at another time. [h3]Art overhaul[/h3] A lot of what we've shown so far reflects the art overhaul process that will be happening over many months to come. We've been working hard on the details of apparel, gear and weapons we'd like the game to have, and we want them to not only have variety and authenticity but polish and art consistency as well. An art overhaul wouldn't be complete without a new UI, which we have yours truly working on. Here's a little mock-up concept of where it's currently headed—but keep in mind that it's merely a (very WIP) concept and [b]does [i][u]not[/u][/i] necessarily reflect final features, items or visuals[/b]: [img]{STEAM_CLAN_IMAGE}/4016748/56704202e675a23ea45bb2c72374dfbeac4333dd.jpg[/img] [h2]Other news[/h2] [h3]Roadmap[/h3] You guys have been asking for a proper roadmap for a while now, and we finally managed to put some time aside to work on one. We'll be making it public very soon. [h3]HUGE news incoming[/h3] We have some [i]seriously[/i] exciting news coming out very soon and the future of GROUND BRANCH is looking very, very good indeed. And that, ladies and gentlemen, is all. • • • • • While 1030 doesn't drop, you can keep in touch with us and the GROUND BRANCH community via [url=https://discord.gg/9pp3TrT]Discord[/url], the [url=https://steamcommunity.com/app/16900]Steam® Community Hub[/url], [url=https://www.reddit.com/r/groundbranch/]Reddit[/url], [url=https://twitter.com/GroundBranch]Twitter[/url], [url=https://instagram.com/groundbranch.official]Instagram[/url] and [url=https://www.facebook.com/groundbranch]Facebook[/url]. If you have lot questions and not enough answers, [url=https://www.groundbranch.com/faq/]our official FAQ is always here[/url] for you. • • • • • [h1]Stay connected[/h1] [url=http://bit.ly/gb-discord]Discord[/url] / [url=http://bit.ly/gb-steamhub]Steam Community Hub[/url] / [url=http://bit.ly/gb-reddit]Reddit[/url] / [url=https://twitter.com/GroundBranch]Twitter[/url] / [url=https://www.instagram.com/groundbranch.official/]Instagram[/url] / [url=http://www.facebook.com/groundbranch]Facebook[/url
And here's an exclusive look at the (also WIP) poses and transitions for the High/Ready/Low weapon positions when obstructed, i.e. too close to an obstacle:



Like everything else in the GROUND BRANCH Early Access, animation work will be an ongoing iterative process, and 1030 will be just an initial taste of what's to come in that department. We'll keep adding polish, new sequences and accompanying actions for both players as well as A.I. over the course of development.

Encumbrance system
1030 will include the first iteration of the encumbrance system. This initial pass will add stamina, which is affected by both loadout weight and movement—the more you carry and the faster you move, the less stamina you'll have. The less stamina you have, the less you will be able to sprint and the more weapon sway you will experience when aiming.

Arm fatigue is also tracked independently, so even if your stamina is at maximum levels, your aim will still become less stable over time from holding your weapon at the Ready (muzzle forward) and Engaged (ADS) positions. Heavier weapons also mean more arm fatigue, so you might want to think twice before taking an LMG or mounting a dozen attachments to your AR.

Inertia and effects on ready times are also coming, but we'll save the details for the Build Update.

Soundscapes
Small Town, Depot, Storage Facility and all training maps are set to have day and night soundscapes, also known as environment or ambient sounds. Our intrepid sound engineer Mikson hopes to be able to get even more maps done in time for 1030. Hell, he says he might even be able to get them all done by then. Rookie mistake, Mik, but we're rooting for ya.

Anyway, here's a little demo we released a few days ago:



One cool detail he's snuck into these soundscapes are the crickets: they'll go quiet once the player is close enough to their location, which is not only clever but also has the interesting prospect of alerting other players of one's presence nearby. We're cool with all of this as long as he keeps them away from our faces.

New character assets
As we have previously shown in this album right here, there's a load of new character assets making their way into GROUND BRANCH. Most of the existing apparel (as well as arms and hands) is being replaced with new, shiny models, and a few additional items will be added as well. What we have not shown yet are these bad boys:





New PvP maps
John has put together a couple maps for PvP: one is an upgraded version of the test Paintball map…



And the other one branched out from the concept of the old Nature Area benchmark map:



Shootable/interactive lights
John has also rigged up a basic implementation of interactive lights, demonstrated in the video below:



As shown, the system will allow lights to be shot out and also switched off. Although the video uses a basic light switch for the demonstration, the switch can be anything the player interacts with to turn a given light (or a set of lights) off: a regular light switch, a lever, a distribution board…

The aim for 1030 is to have the system in place for Depot and the training maps so we can get the initial experimentation going.

New weapons
We have a few shooters coming to 1030:
  • A tac'd out FAL with accessory rails and the G3A3 are two additions to the battle rifle department, with the later mostly serving as an OPFOR weapon.
  • Now that we finally have a bolt-action animation, the M24 SWS is making its return to GROUND BRANCH as the one true sniper rifle in the armory.

Cool, so that sums up 1030. What else is going on?
We're glad you asked. Here is some intel on things to look forward to later in development, i.e. at some point after 1030:

Dev Team expansion
As we hinted at earlier, our core BlackFoot Studios staff consisting of John, Kris, Scopey and Mikson has received some reinforcements. Toadie (aka toadie2k), as you already know, has been handling animations for the past several months.

But we have yet to officially introduce Daniel Conroy, our newest collaborator. Dan is a hard surface artist now in charge of weapon and general equipment models, having previously worked on VR shooter Onward. You can check out some of his work and background here, and you can get a load of what he's been working on below:


Leave a comment if you know the name of this rifle. First person who can name at least 4 main parts gets the impressed Obama meme.

There are a few additional members joining our ranks soon, but more on that at another time.

Art overhaul
A lot of what we've shown so far reflects the art overhaul process that will be happening over many months to come. We've been working hard on the details of apparel, gear and weapons we'd like the game to have, and we want them to not only have variety and authenticity but polish and art consistency as well.

An art overhaul wouldn't be complete without a new UI, which we have yours truly working on. Here's a little mock-up concept of where it's currently headed—but keep in mind that it's merely a (very WIP) concept and does not necessarily reflect final features, items or visuals:



Other news
Roadmap
You guys have been asking for a proper roadmap for a while now, and we finally managed to put some time aside to work on one. We'll be making it public very soon.

HUGE news incoming
We have some seriously exciting news coming out very soon and the future of GROUND BRANCH is looking very, very good indeed. And that, ladies and gentlemen, is all.

• • • • •

While 1030 doesn't drop, you can keep in touch with us and the GROUND BRANCH community via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. If you have lot questions and not enough answers, our official FAQ is always here for you.

• • • • •

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
Mar 26, 2020
GROUND BRANCH - Scopey
We've fixed an issue introduced with patch 1029.3 that caused some Windows 7 users to not be able to launch GROUND BRANCH.


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixed Windows 7 compatibility
We found that after updating Wwise (the audio middleware we're using) to work with UE4.24, it was trying to use xinput1_4.dll—part of a library that is not available on Windows 7. We've removed the references to those libraries, as they're not required by the game.

Yep—that's it!


This has been Build Update #024!
If you missed our last update, be sure to check it out here as it has some important news and some nice previews.

The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Be safe, be well, and we'll see you on the next one.

—The BlackFoot Studios Team

Version info & change log
Game version: 1029.4

Client
Steam Build ID: 4817136
Size: 33 MB

Dedicated server
Steam Build ID: 4817141
Size: 12 MB

CODE * commented out references to XInput.lib & dinput8.lib in AkAudio_Windows.Build.cs
Mar 20, 2020
GROUND BRANCH - Scopey
⚠️ Issues starting the game since the update?
If you're unable to launch GROUND BRANCH since updating, please download and install the latest version of Microsoft Visual Studio (x64: vc_redist.x64.exe) from here.

How's everyone doing?

Staying inside? Fingers off face? How long has it been since you washed your hands? A while? Then go wash 'em again. We'll wait, it's fine.

You know Covid-19 is out there and it's everywhere. And the initial belief that it is rarely dangerous to the young and healthy is appearing less and less reliable every day. We don't need to remind you to be safe, stay inside and take it seriously, but we will anyway: Please be safe, stay inside and take it seriously.

• • • • •

Before we move on to this build's contents, we'd like to give you all a little update on things.

A little update on things
As some of you might recall, we had originally planned for 1030 to hit sometime around February or March. But as no plan survives first contact, that simply proved impossible—our last patch, primarily intended to fix the "Requesting Rules" and other connectivity bugs, didn't. After a lot of aggravation, Kris chased down some Steam/Steamworks plugin issues and migrated the engine and base code from 1030 (which was and remains in development) to retro-fix the 1029 problem. It seems to have eventually worked out, so that's what we're putting out here.

When is 1030 coming?
We know you're probably very eager for 1030 and we truly share your frustration—we can't wait to play it ourselves. But in addition to all the time and effort spent on the persistent 1029 bug, there's also the issue that 1030 is set to be a massive update, which means a massive amount of work and a massive number of things that can break. With that in mind, there's no real ETA on version 1030 of GROUND BRANCH at this time, as any forecast can be thwarted just as easily as it can be made.

Token of gratitude
Everyone's patience and support has been greatly appreciated, and as a little "thank you" gift, we've compiled all the awesome upcoming apparel that the very talented Pau Peñalver has modelled so far for GROUND BRANCH right here, including a lot of process images for those interested in 3D and surface work. Pau has been working on these new assets for a while, and although we've shared some of these pics before, there are a few exclusives in the mix and the whole album may be fresh if you're a newcomer.

Click here for the gallery!


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixes and changes
Server connectivity
Connectivity issues should hopefully have been fixed for good this time around.

[WIP] Climbing
As a result of moving some base code from 1030 into 1029, the core functionality for climbing is now available to preview. It’s really just the core functionality—there are no animations yet and it looks unsurprisingly funky, but it does open up some interesting gameplay possibilities and it should be a fun ability to try out.



To climb, press Jump (default Spacebar) near an object and your character will climb—or rather sorta float—onto it. Climbing is currently limited to objects that are about chest-height. That height will be tested and revised as we go, and we’ll be sure to add sensible limits to what can or not be climbed along the way.

Because it’s only a core functionality with no animations, basic collision will keep players from vaulting through smaller windows and similar openings without sufficient room for a standing character, so keep that in mind when rounds start flying!

Jumping height decreased
Now that we can (very crudely) climb and vault, jumping is no longer needed to get players out of dead-ends and is now limited to a short leap. No animation for that either—we’re working on getting those in for 1030.

[WIP] Sound occlusion
We’re slowly migrating the sound occlusion from UE4’s built-in solution onto Wwise. It’s only a first pass, but you should notice a clearer distinction between sounds that happen outdoors while you’re indoors and vice versa, for example. There is currently no distinction for windows, doors and such openings yet, however, which means that when shooting out of a window you will hear gunshots as if they were on the other side of a wall. The same applies for, say, hearing close fire through an open doorway—sound occlusion will kick in despite there being no obstacle between yourself and the shooter.


This has been Build Update #023!
The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Also, have you checked out the official GROUND BRANCH FAQ yet? It's got a comprehensive insight into what's coming and what isn't, and should answer most questions newcomers have.

We’ll leave you with a quick reminder to stay at home, keep your hands clean and hang in there.

—The BlackFoot Studios Team

Version info & change log
Game version: 1029.3

Client
Steam Build ID: 4794648
Size: 2.1 GB

Dedicated server
Steam Build ID: 4794655
Size: 214 MB

GENERAL * updated engine 4.23 to 4.24 * changed base game code * jumping is now done via tap and height is much lower * basic climbing (no animation) is possible by pressing and holding Jump near objects * replaced usage of third-party Steam/Steamworks plugin to in-house implementation * updated all affect C++ and Blueprints * rebuilt lighting on all maps due to engine update AUDIO * increased occlusion on spatial audio volumes via Wwise

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
Jan 23, 2020
GROUND BRANCH - Scopey
Build Update #022 is here with version 1029.2, a hotfix patch that should take care of the connectivity issues that have been keeping multiplayer rather broken, as well as a few other miscellaneous fixes.

› This is a crucial update for online play!
If you're a server admin, be sure to update your dedicated server. In other news:



🔥 SALE: Save 25% on GROUND BRANCH 🔥
This year's Steam® Lunar New Year Sale will run from January 23rd (1pm EST / 6pm GMT) to January 27th, during which time GROUND BRANCH will be 25% OFF.

Spread the word, maybe even gift a copy, and let's get that player count up!

https://store.steampowered.com/app/16900/GROUND_BRANCH/


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixes and changes
Server connectivity
  • Being stuck while requesting rules, servers requiring frequent restarts and other related connectivity issues have been fixed. As always, thanks for all the reports that helped Kris zero in on the problem and purge it.
A.I.
  • A bug in the enemy A.I. perception has been mitigated to make it more reactive, particularly at close quarters. Their detection at range may have been compromised in the process, but we haven't been able to determine for sure. (We opted to not hold the connectivity fix back any longer, so we'll be fixin and tweakin' this bit of the A.I. as we go.)
Miscellaneous
  • Hitting Cancel when requesting rules now stops the request and removes the overlay instead of kicking you back to the Main Menu.
  • [Online] Sidearm holsters are once again visible.
  • General cleanup on Depot map—mainly collision and things that defied gravity.
  • Bushes have been optimized for better collision and overdraw.
  • Tweaked placement of the suppressor on the M17 pistol to line up properly.
  • [Online] Magazines make a sound again when dropped, and only become interactive (i.e. able to picked up) after they collide with something.
  • FIxed SDASS Custom not cycling the action when firing mid-reload.
  • Updated old Breaching Charge blueprints to ensure the correct number of charges is carried.


What's next?
Big update 1030 is still under development and we're estimating to have it ready within the next few months. Version 1030 is set to bring in all-new character assets (arms, apparel, camos…), new animations by seasoned Arma 3 community modeller and animator Toadie—as well as the accompanying actions/functions for them—and other sweet stuff like new gear, ambient map sounds, and more.

We'll get an Intel Update or two out in the meantime to keep everyone posted and provide some sneak peeks. Stay tuned!


This has been Build Update #022!
The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Also, have you checked out the official GROUND BRANCH FAQ yet? It's got a comprehensive insight into what's coming and what isn't, and should answer most questions newcomers have.

Oh, and don't forget:

🔥 GROUND BRANCH is 25% OFF until January 27th!
So let your friends know and grab an extra copy if you're feeling generous! Every purchase helps us take the game further.

We hope 2020's been treating you well so far, and we'll see you on the next update.

—The BlackFoot Studios Team

Version info & change log
Game version: 1029.2

Client
Steam Build ID: 4598942
Size: 416 MB

Dedicated server
Steam Build ID: 4598947
Size: 40 MB

FIXES * FIXED Depot issues * Possible to get into river at boat spawn * Large rocks around river area do not extend into ground * Various trees not properly grounded and sticking above terrain * Hovering wall section above ground * Barrels hovering above ground * Electrical box hovering above ground * Various places getting stuck on collision along river edge * Various large rocks no properly grounded with terrain * FIXED M17 suppressor not lined up properly * FIXED missing polygons in end of Depot bridge (remade section) * FIXED wall clipping issues on User Arena 2 map * FIXED map list generator using "GameMode" instead of the "Game" to specify which game mode class a map should use * FIXED Admin UI not displaying message overlay when executing a command or filling a request * For whatever reason, the existing version would not be visible on screen no matter what you did (replacing it with a copy of the pre-connect overlay used by the server browser fixed the problem) * FIXED encoding/decoding GBHolster in relation to replication * FIXED Server Browser filtering by game mode * FIXED being able to place the EBR Extended Rail on another EBR Extended Rail * FIXED WBP_UseItemMenu overriding mouse left/right, causing mag dumps if used while firing * FIXED dropped magazines not being interactive or making noise on client due to previous changes to GBDroppedItem class CONTENT * Optimized polygons on bush models for better line check collision and reduced overdraw CODE * added info to RelativePriority >= EBTNodeRelativePriority::Same error in UBehaviorTreeComponent::RequestExecution() * cleaned up and named all Blackboard Based Condition decorators in attempt to locate buggy bEnemyLOS one * removed duplicate Has bEnemyLOS? decorator – hope it doesn't break the BT * updated FSightGroup::AddSight() to add IsValidLowLevel() check to each GroupdSightComponent, as they keep getting GC'd or something while be added * updated GBFirearm * added IsLowLevelCheck() checks to GroupedSightComponents usage * added FMath::Max() check to prevent possible divide by zero in FSightGroup::AddSight(). * added additional logging to AGBGameSession::ApproveLogin() to help track connection issue * modified AGBGameMode::PreLogin() * now call Supe::PreLogin() before call GBGameSession->ApproveLogin(), if error message is empty * added additional logging to help track connection issue * updated WBP_ServerBrowser * added timeout when getting rules to auto-fail after 10–15 seconds * hitting cancel when requesting rules now stops the requests and removes the overlay instead of kicking you back to the Main Menu * added hack to UZKMapList::Init() to replace usage of "GameMode" with "Game" in existing map list entries * added bGameModeParamRequired member variable to UZKSettings class * Makes sure that "Game=<game mode class>" is always included in any command related to changing the map Defaults to true. Made optional so that if the plugin is used with a game that only has one game mode etc., it'll skip the check * updated UZKCommands::HandleChangeMap( ) to check if "Game" option exists before allowing command to execute if bGameModeParamRequired is true * updated UZKMapList::GetNextMapListEntry() to check if "Game" option exists in an entry before considering it as valid if bGameModeParamRequired is true * updated UZKMapList::StartMapList() to use the first valid map entry instead of the first entry * updated UZKAdmin::FileRequest() to return true if the request is valid, but there are no lines to return * updated GBPouch encode/decode implementation based on recent changes to GBHolster * updated BP_BreachingCharge & BP_Pouch_BreachingCharge * cleaned up or removed old logic * moved handling of detonator to pouch * made sure detonator exists when pouch is decoded or refilled * moved AGBItem::OnBeingDropped() call to GBDroppedItem class so that it is called on both the server and client * updated GBFriearm * created OnBeingDropped() so that client has a chance to force audio loops to end when firearm is dropped (in case OnBeingUnequipped() fails) * updated OnRemovedFromCharacter() to ensure that SetRecoilCount() is call on the OldParentCharacter * updated AM_Reload_PumpAction to try and improve pump action reload syncing * updated BP_SDASS_Martial * added timer when fired without hand on foregrip that will loop back to pump when hand has been placed back on the foregrip. * forced reload to always use ChamberSingleRound due to the ChamberRound section always failing to sync properly :(

Stay connected
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Dec 20, 2019
GROUND BRANCH - Scopey
This is a small patch mainly intended to fix the various game crashes and connectivity issues introduced in version 1029.


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixes
  • Kris went over the code side of things to fix the crashes and connectivity issues brought on by 1029. Thanks for all the reports and crash logs!
  • Cleaned up some bad navmeshes in Depot, Small Town and 747 so bots won’t get stuck in (or not go to) certain areas. Bad navmeshes!


What's next?
Patch 1029.2 will fix a few less pressing issues from 1029 that didn’t make the cut.


This has been Build Update #021!
The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can. Also, make sure you check out our official FAQ—it’s guaranteed to have some As for your Qs.


🎄 Holiday break 🎄
We’re taking a little time off the game for a week or two to enjoy the holidays. You may still see some of us around here and there—can’t leave y’all unsupervised that long—it just won’t be as common. Afterwards, we’re back to working on the 1029.2 hotfix and the big 1030 update.

Thank you all so much for a great year in the development of GROUND BRANCH. We feel like it’s really coming together and we wouldn’t have gotten this far if you all hadn’t hopped on board. Sharing our vision in this passion project with new players, veterans, streamers, content creators and orphans of the genre alike has been fantastic and we’re nothing but thankful for all the support.

Happy Holidays, everyone! We’ll see you in 2020.

—The BlackFoot Studios Team

Version info & change log
Game version: 1029.1

Client
Steam Build ID: 4502655
Size: 119 MB

Dedicated server
Steam Build ID: 4502665
Size: 28.1 MB

FIXES * FIXED various AI navigation issues in 747, Depot and Small Town CODE * cleaned out unused functions from GBGameViewportClient * removed usage of ConstructorHelpers from GBBotManager to fix related crash * updated GBFirearm * moved some logic from OnBeingUnequipped() to OnRemoveFromCharacter() to ensure that logic is called even if the firearm being equipped isn't detected. * added check in BeginDestroy() to prevent it trying to stop sounds on a dedicated server to hopefully fix a crash related to the server removing listeners in Wwise when there are none. * updated GBItem::UpdateSkin_Implementation() to try to fix crash related to a MID not being created correctly by engine due to the primitive component owner being invalid in some way. * created M_Widget3DPassThrough based on suggestion to correct washed out look for web-based MOTD * see https://forums.unrealengine.com/development-discussion/rendering/91810-browser-3d-widget-looks-washed-out * created UGBGameplayStatics::IsNetReady() * takes PlayerController, finds the matching net connection (if any) and returns the value of IsNetReady() * updated GBGameMode * moved adding players to waiting queue from HandleStartingNewPlayer() to PostLogin(). * updated NewPlayerWaitingTimer() to use UGBGameplayStatics::IsNetReady() to make sure a player can received RPC's before attempting to call ClientInitialSync(). * updated GBCharacter::NetMulticastPlayVoice_Implementation() * added IsAlive() check to prevent trying to start playing voice for dead/dying character * changed check(VoiceAudioComponent) to return if VoiceAudioComponent is a nullptr instead. * VoiceAudioComponent could be null if the character is out of range of any players that can hear it or sound is disabled :| * Fixes crash related to VoiceAudioComponent coming back as null and the check() failing. * updated GBPlayerController to only created a VOIPManager if sound is enabled. * updated GBVOIPComponent * instead of emptying entire audio queue into buffer if not enough samples are ready, it will now only dequeue enough to meet the current requirements. * also changed loop to use !IsEmpty() instead of return value of Dequeue(). * hopefully fixes Dequeue() causing crash for some reason :neutral_face: * updated GBGameMode * removed call to PlayerController->ClientInitialSync() in HandleStartingNewPlayer(). * added !WaitingPlayer->IsUnreachable() check to NewPlayerWaitingTimer() * Should fix crash related to calling ClientInitialSync on a player who did not connect correctly resulting in the "Unreachable" flag being set and no RPC's working (hence the crash). * updated GBFirearm * moved sight sorting to FSightGroup::AddSight() * updated FSightGroup::GetActiveSight() to use IsValidLowLevel() instead of nullptr check and IsValidLowLevelFast() * added UPROPERTY() macro to SightGroups member variable * hopefully these changes fix the crash related to GetActiveSight() * attempted fix for crash related to using ConstructorHelpers in GBGameMode * classes used by game mode are now null by default when game mode is created. * PostLoad() and PreSave() will check if these classes are still null and set if them to the proper defaults they actually are. * removes the need for the ConstructorHelper function that was failing, so fixes the crash

Stay connected
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Dec 11, 2019
GROUND BRANCH - Scopey
After a lengthy, grueling period of bug smiting since the last UE4 engine update broke way too many things (we're now on UE4.23.1), version 1029 of GROUND BRANCH is finally rolling out.

Name of the game for this update is content: We have both added and updated several weapons and attachments, made a few map improvements and rebuilt Depot from scratch with dynamic lighting. But it's not all content—enemy A.I. sight is more complex and no longer spots players in a binary fashion, audio has been added to and improved further, and a first pass on the Mission Summary screen has been implemented, among many other smaller and under-the-hood changes and fixes that you can check out in the highlights below and the raw change log at the end of the page.

Sit tight \ and buckle up, 'cause there's a lot to cover.


🚨 N O T I C E 🚨

Your saved Platform loadouts may have been lost. Make sure you have ammo and grenade pouches equipped on your vest or battle belt before deploying!
⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Build highlights
A.I. perception tweaked
Previously a binary system, the enemy A.I. sight has been upgraded to no longer spot and engage players immediately upon seeing, for example, a glimpse of the character's arms, head or leg sticking out of cover from a light-year away. This new setup takes different body parts into consideration and applies an individual value to them based on distance and amount of exposure—so you may be able to pop your head out from afar and not be instantly recognized by tangos as a hostile.

On the flip side, they should now react more appropriately to loud noises and are more likely to investigate and adjust their search location if they hear gunfire and explosions.

It's all a first pass and a work in progress, but it should make things a lot less frustrating. Oh, and Kris says "[The system] is setup to allow further adjustments based on lighting, camo etc." We'll still have to figure out a good approach for those.


Audio
Gunshot sounds
Mikson has added/updated gunshot sound effects for the following weapons:
  • MK 25 / MK 25 (Suppressed)
  • M1911 / M1911 (Suppressed)
  • G22 Custom / G22 Custom (Suppressed) [model since replaced by the [b]G19 Customs[/b], which will use the G22 sounds for now]
  • MP5 / MP5 (Suppressed)
  • MP7 / MP7 (Suppressed)
  • MPX SBR
  • UMP45 / UMP45 (Suppressed)
  • M16A4
  • M416D
  • MK 18 Mod 1
  • AK-74M / AK-74 MI
  • MK 14 Mod 2 EBR / MK 14 Mod 2 EBR (Suppressed)
  • MK 48 Mod 0
  • M1014


Note: the G22 Custom has since been replaced by the G19 Custom, which is using these same sounds for the time being


Footstep and movement sounds
A first pass on brand-new, all-original footsteps has been implemented and we can officially kiss the de-synced horseshoes and clogs goodbye. Gear "rattle" from movement has also been updated and it's all sounding real nice.


Other audio changes
  • New bullet impact sounds.
  • Added sound for reticle brightness change on non-magnified optics.
  • Fixed burst fire sound not stopping when magazine empties mid-burst.
  • New grenade bounce sound (WIP!).
  • New, more authentic radio squelch and filter effects.
  • Decreased falloff distance for gear rattle sounds.


Depot 2.0 (aka Depot v2)

River Bend insertion point


Northeastern area of the compound wall

Arguably the biggest deal about 1029, the rebuilt Depot map now features a completely new and expanded surrounding area, as well as several big changes to the central compound—including a new internal layout for one of the warehouses. It has a very different atmosphere, not only because of the new woods, but also because of the…


Dynamic lighting
Depot 2.0 is our first map to use fully dynamic lighting, which offers benefits such as more stable framerates, uniform lighting across the map (meaning no jarring lighting scheme changes between separate sections like it happens with "baked" static lighting) and a much easier time making shootable lights in the future. But dynamic lighting is not without cons: it may worsen the "ghosting" effect that Temporal Anti-Aliasing (TAA) has, offers less control over interior lighting—which may appear bland/flat/overly lit—and may affect overall performance negatively, particularly on lower- to mid-end PCs.

We are still testing things out and will be adjusting according to feedback, but be prepared to upgrade your rig or turn video settings down if your specs are too far in the low end.


Train Bridge insertion point: the expanded map boundaries include the now accessible bridge over the tracks


Known issues
  • When using FXAA, you may notice "shadow flickering" on foliage and vegetation. Using TAA instead will help blend that in, but as noted, will cause "ghosting" effect associated with it—most visible with scopes. We will be tweaking things to try and address these issues.
  • Dynamic lighting can affect the appearance of reticles, night vision and scopes considerably when compared to static lighting (which is what they've all been made to work with originally). We'll be tweaking those as we move maps to the new lighting scheme so that everything is consistent.
  • The map is still a work in progress, so there may be gaps in the play area, places you may get stuck in and parts that are missing collision. If you come across any of those, please file a bug report.

Other map shenanigans
Small Town
Small Town's Bravo (B) building has received a reworked staircase with roof access, a roof hatch door and a catwalk joining its roof to building Charlie's (C). You'll find some sandbags up there as well so you're not too much of a fish in a barrel for the enemy while prone isn't in the game.


More places to shoot and get shot from? Sign me up

The map now also uses dynamic lighting for both day and night scenarios, so let us know how it runs for you.


747
In addition to several refinements and asset updates, the map's eponymous aircraft has received an enterable upper deck with a fully modelled cockpit.


Credits: Prowlaz (captured with NVIDIA Ansel)


City
The previously empty pub's upper floor is now a roomy lounge…


Pretty comfy

…and you can look near the alleyway insertion point for a little workout room too:




NEW MAP: User Arena Two
A new User Arena map is now available for quick Terrorist Hunt and PvP games.


moar cqb pls


New and updated gear
No gear?
The Platform, Primary and Sidearm item slots now have a "None" option, so you can choose to play without a vest or either of the weapons. This should aid the role-players and "custom" game mode crowds while we haven't added more official game modes, as well as allow players to voluntarily handicap their loadouts.


NEW SIDEARMS: G19 Custom
The venerable G19 comes in two flavors, both with custom Agency Arms® slides: the G19 Custom (Patrol) has a Patrol Series slide and regular-height iron sights for a more traditional look, while the G19 Custom (Urban) is fitted with the Urban Combat slide and suppressor-height sights (taller sights to clear the added height of a mounted suppressor).


Bottom-left: G19 Custom (Patrol) with standard-capacity magazine and sights / top-right: G19 Custom (Urban) with extended magazine and suppressor-height sights. Not gonna lie, this shot took way too many attempts and it kinda turned out just okay

The G19 Custom pistols have replaced the G22 Custom as the G19 is a far more common sidearm in the special operations community, due both to its more compact size and its vastly more popular 9 mm ammunition. The models are also of a better quality, so it's a win-win.

Both handguns have a standard capacity of 15+1 rounds. If fitted with the Taran Tactical® extended base pad magazine, capacity goes up to 20+1.


NEW SIDEARM: M17
Another new sidearm in the armory: the U.S. Army's new service pistol M17. It carries 17+1 rounds of 9 mm ammo and also has a rail for mounting lights under the barrel.


"No, you're ugly but functional" —The M17, probably


NEW SIDEARM: M9A3
The latest model in the M9 series has also been added: the M9A3 has a 17-round magazine, accessory rail and Vertec-style thin grip.


Fifty shades of FDE version when


NEW SIGHT: Vudu 1–6x
The Vudu 1–6x is an LPVO by EOTech®. This variable-power scope goes from no magnification (1x) all the way to 6x. Like the AccuPower 1–8x, its first focal plane reticle scales with the zoom. At 1x, you see the recognizable EOTech® reticle shape for fast target acquisition, and as you zoom in the reticle expands to reveal the detailed crosshair with MIL/MRAD hash marks.


Left: sight picture at 1x / right: sight picture at 6x. Both shown with max reticle illumination

The Vudu is equipped with the same mount as the AccuPower, meaning you can also attach an RMR (Flat) on top of it. Like the AccuPower, it also offers 10 levels of reticle brightness, including a no-illumination setting.


NEW SIGHT: Micro T-2
Younger sibling to the T-1, the Micro T-2 can now be selected under Sights. Both Micros are functionally identical, so pick the one you feel the most tacticool with.




NEW/UPDATED SIGHT: M68 CCO
We've replaced the very ancient CompM2 model with a CompM4s—the current red dot sight under the U.S. Army's M68 CCO designation.


New M68 CCO (CompM4s) seen here alongside the also new Tac Light (WMLx) model

▶ If you had any saved loadouts that included this item, make sure to re-equip it. It's an entirely new item entry, so the previous version will be gone!

NEW SIGHT: EKP-8-18
The EKP-8-18 is a Russian optic from the Kobra series of red dot sights. This particular version is meant for Picatinny rail mounts. Although the real thing offers 4 reticle patterns that can be changed on the fly, we'll be sticking with just one option until we can work that functionality in.


UPDATED SIGHT: HWS EXPS3
The EXPS3 holographic sight has received a worthy model with EOTech® branding and all. Farewell, "V3 NavTech".


Yes…


NEW ACCESSORY: Tac Light (M300C)
A new compact light has been added and it looks damn good. Look for Tac Light (M300C) under Accessories.


Tac Light (M300C) seen here mounted on an Offset Rail alongside the new AN/PEQ-15 (read on) and Stubby Grip (keep reading, keep reading)


UPDATED ACCESSORY: Tac Light (WMLx)
Another model that was updated is the Tactical Light (Compact), now called Tac Light (WMLx). It was an old model, so we replaced it with a much more detailed one, complete with Inforce® branding.

▶ If you had any saved loadouts that included this item, make sure to re-equip it. It's an entirely new item entry, so the previous version will be gone!

NEW/UPDATED ACCESSORY: Tac Light (X300)
The handgun light is a brand-new model: the Tac Light (X300) has replaced the Tactical Light (Pistol) attachment.


UPDATED ACCESSORY: AN/PEQ-15
The trusty "PEQ box" also has an updated model, which you've just seen. You can also check out the tan/FDE version if you select the Snakeskin camo on either the MK 18 Mod 1 or the M4A1 Block II carbines.

▶ Attachments will have multiple skins you can select individually in the future.
Also, the IR laser now shoots out of the correct hole orifice aperture. It was previously projecting out of the IR illuminator lens, and now emits from the right-hand side (from the shooter's perspective), next to the visible laser.


NEW FOREGRIPS: Vertical Grip (RVG) and Stubby Grip
Two new foregrip models are available in the Underbarrel category of weapon attachments: Vertical Grip (RVG) and Stubby Grip (pictured a few items above).


Tac'd out M416D CQB: Vudu 1–6x + RMR (Flat), AN/PEQ-15, offset Tac Light (M300C) and Vertical Grip (RVG)


Mission Summary
At round end, a Mission Summary board will now appear upon being transported back to the Ready Room. It displays a randomly generated codename for the mission, as well as map name, time elapsed and a few individual stats (from left to right: player name, status, number of kills, hit percentage, shots fired and number of hits) along with the team's average stats:



The Mission Summary board is a first pass in every sense: the overall appearance, as well as which stats are shown to whom and in which game mode are all subject to change.


Miscellaneous fixes and updates
  • The different versions of the RMR red dot sight have been renamed RMR (Flat), RMR (Short Rail) and RMR (Tall Rail).
  • Only the RMR (Flat) can be mounted on the flat RMR mounts available on the ACOG 4x32, Specter DR 1x/4x, AccuPower 1–8x, Vudu 1–6x etc. The other versions are fitted with Picatinny mounts and can only be mounted on Picatinny accessory rails.
  • Enlarged the interaction box around dropped items so that they're easier to interact with.
  • Lots of map cleanup (collision, textures, gaps etc.).
  • No more doing a slow 360° when mounting certain ladders like an awkward square dance move.
  • A.I. should now leg it if reloading out in the open, as well as look down sights when engaging beyond 15 meters.
  • Adjusted the scale and texturing of a few items.
  • Renamed the "Risers" tab of weapon attachments to "Rails" as it included rail covers, offset mounts and other items that weren't risers.
  • Attempted to make night vision a bit more consistent across maps and sections thereof.
  • A whole lot of stuff you can check out in the raw change log.

Other known issues
Here are the main known issues introduced in this version. Most should be fixed or improved in an upcoming hotfix:

Audio
  • When playing online, gunshot tail sounds sometimes don't update properly and result in the external (outdoors) tail being triggered inside buildings.
  • When playing online, the sound effect from magazines dropping to the ground is missing.
  • Occlusion for the grenade bounce sound effect is faulty.
Cosmetic and customization
  • The Offset Rail cannot be mounted over the receiver portion of weapons, only over the handguard/fore-end.
  • The stupid holsters have gone invisible (online).
  • When accessed via the Ready Room lockers, the operator customization screen will display a weird background.
  • The Watch Cap is not accepting the Headset attachment, but you can still use the combination from previously saved loadouts.
A.I.
  • The perception tweaks can cause varying degrees of unresponsiveness and odd behavior from enemy bots. Please bear with us.

What's next?
A hotfix patch or two in the upcoming weeks should hopefully take care of most of the issues that slipped and/or weren't worth holding back the release for.

In the meantime:

Toadie has been working on animations for 1030 (here's another WIP one); Mikson's shortlist has a few sound bugs to fix and some dedicated weapon sounds for newly added weapons to implement. In the longer run, he'll be restarting work on ambient sounds; John will keep working on optimization, tech, maps and new content (we've got a few more pieces of gear in the pipeline); and Kris will continue to assist everyone in implementing stuff while code-slashing his way through all the nasty bugs we keep flinging at him.

This has been Build Update #020!
Stay in touch with us and the GROUND BRANCH community via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram or Facebook—hit us up and we’ll get back to you as soon as we can. For those with a lot questions and not enough answers, we’ve also put out an official FAQ that is well worth checking out.

As always, we’re extremely grateful for all your patience and support. See you on the next update!

—The BlackFoot Studios Team

Version info & change log
Game version: 1029

Client
Steam Build ID: 4479668
Size: 4.3 GB

Dedicated server
Steam Build ID: 4479675
Size: 199 MB

⚠️ Change log too long for Steam! Read the full, raw list in our GB.com Dev Blog post.

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
Oct 4, 2019
GROUND BRANCH - Scopey
Last patch was meant to be the last update to version 1028, but we've decided to put out another hotfix to fix some lingering issues and improve a couple things while version 1029 is in the oven. Build Update #019 here will detail the changes, so keep scrolling for the highlights and raw change log ↓

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH.


BUILD HIGHLIGHTS
  • Mouse sensitivity for the Engaged (ADS) position works again.
  • Fixed new G33 Magnifier (3x) being off-center.
  • You can now place most red dot and holographic sights on the closest rail slot to the G33 and still see the reticle; T-1 Micro is the exception, but we'll figure that out.
  • Corrected issue with the A.I. being able to see through foliage at certain angles.
  • Cleaned up the code for PvP insertion points for better stability and selection.
  • Improved randomization for Team Elimination insertion points.
  • Also cleaned up code for dead bodies and dropped items, which should now consistently stay in the map for the remainder of the game for round-based modes.
  • Grenade throwing code has been reworked for stability and faster/more responsive throws.
  • Rebuilt lighting on all maps to ensure everything is up to date. This is the culprit for this update's file size, if you were wondering where to point that pitchfork.
  • Removed invisible ramp from Nature Area map and mailed it back to Rockstar Games.
  • A lot of under-the-hood schtuff.


IN OTHER NEWS…
John has been working diligently on the rebuilt Depot, Mikson has been tweaking gunshot sounds [/url], Kris has been body-slamming all kinds of code into submission as usual, and [url]toadie2k has officially begun work on the new character poses and animations[/url], which is heckin' excite.Next up is version 1029 (for real this time!) and we're psyched about it. How about you?
CHANGE LOG
Build version: 1028.3
Client
Steam Build ID: 4244997Size: 1.5 GB
Dedicated server
Steam Build ID: 4245005Size: 37 MB
FIXES * FIXED crash relating to null Blackboard component * FIXED Engaged sensitivity not being used * FIXED binoculars not obeying selected aim mode * FIXED G33 magnifier being off-center and not rendering reticles if too close (fingers crossed) * FIXED NatureArea ramp by syncing Perforce depot to local depot. * FIXED UserArena night lighting scenario * FIXED TE-UserArena missing lighting scenarios * FIXED URBSurfaceLinkManager::GetLinkedClass() failing due to incorrect name of physical material water (was PhysMat_Water - should have been PM_Water) * footsteps, body impacts etc. all work in water now. CONTENT * built lighting on all maps to make sure everything was up to date (been a while on some) * City map * changed skylight setting to Stationary so dynamic parts of BPs (vehicle doors, for example) don't render as black * cleaned up some lightmap UVs on vehicles * set Double-Sided Geometry flag on foliage meshes * corrects issue where AI could see through foliage at certain angles when they shouldn't CODE * updated AGBGameMode::GetBestLateComerInsertionPoint() * added IsActive() and ONSAMETEAM() checks against selected insertion points. * added brute force method if no selected insertion points are found * changed InsertionPointCounts sort to be randomised if two counts are the same * will now log a warning instead of randomly picking an insertion point if one isn't found with previous methods. * updated all affected Blueprints * updated BP_TeamElimination * changed SetupInsertionPoints from an event into a function. * predetermines how many insertion points each team is allowed, compensating for odd amounts by rounding down. * randomisation now done in a more brute force method in one pass, using the predetermined values from SetupInsertionPoints(). * insertion points within appropriate ranges are set to active with team 0 or 1. * the left over insertion point (if any) is set to inactive and team 255 (no team). * all insertion points have ForceNetUpdate() called immediately. * updated AGBInsertionPoint::SetActive() * if an insertion point is no longer active, it will automatically make sure not one has us selected as an insertion point. * added checks to AGBPlayerState::SetInsertionPoint() when selecting an insertion point to make sure it is active and on the same team. * removed AGBGameMode::RemoveDeadBody() - redundant logic since AddDeadBody() runs the same checks before adding new dead body. * added Max() to various AISettings in GBAIController to prevent possible divide by zero errors. * updated AGBGrenade * changed usage of GetViewRotation()/GetControlRotation() to GetBaseAimRotation() to make things more universal * made CheckWantsToThrow() timer value configurable * renamed CheckWantsToThrow() to WindupTimer * changed default WindupDelay from 0.5 to 0.29 to more closely match animation and make grenade throws quicker. * ensured that all timers for a grenade are cleared when it is dropped or the pin is replaced. * changed several public functions to protected to prevent using them incorrectly. FIXME - logic could still be clearer. Damn industrial blindness. * removed unused BP_AnimNotify_PostGrenade * updated GBGameMode * delayed dead body / dropped item handling to improve performance when dealing with many instant calls. * ensured dead body isn't tracked when leaving ready room * updated GBWaterVolume * disabled bPhysicsOnContact - actually needs actor inside volume before messing with your movement. * changed brush component collision to ensure bullet collision against water. FIXME - anything hit while inside a water volume will currently be **immune** to bullets :( * updated NatureArea_Geo to correct placement of water volumes * removed duplicate primary / secondary ammo listings from Ammunition List when editing platform. * added icon for MP444 mag. * changed game mode dead body handling to only worry about players/bots with valid player states. i.e. not AI controller NPCs/terrorists, but players and fake players. * changed game mode dropped item handling to only worry about players/bots with valid player states. i.e. not AI controller NPCs/terrorists, but players and fake players.
Stay connected
[url]Discord[/url] / [url]Steam Community Hub[/url] / [url]Reddit[/url] / [url]Twitter[/url] / [url]Instagram[/url] / [url]Facebook[/url]
Sep 17, 2019
GROUND BRANCH - Scopey
The second and final hotfix update for GROUND BRANCH Alpha v1028 is now available with general fixes, some cleanup and a little dash of content update. But before we go over this Build Update, gather around the bonfire and allow us to do a little recap.
› Not in the mood? Keep scrolling to Build Highlights
Recap: 1st Early Access Anniversary
August marked the first anniversary of our Steam® Early Access (EA) launch. It was far from a smooth launch, with many players feeling the game wasn't EA-worthy, turned off by the lack of polish and limited content. Others immediately became active members of the community—some even forming units for regular sessions—but, overall, not many stuck around. Regardless of player adherence, however, one word was common throughout the vast majority of reviews: potential. Whether or not players "got it" and kept playing, GROUND BRANCH's potential was clear to most fans of the tactical shooter genre that tried the game.

The decision to release GB to the general public at the time was a very risky one, but the fact that so many players shared our vision and saw the same potential we did was enough encouragement to keep working on it as hard as we could. It goes without saying that the financial support brought on by sales (even if very modest in comparison to immensely more popular games) has greatly helped us along the way, allowing us to purchase development assets, hire contractors and get a little compensation for all the effort we've been putting in. So if on the one hand we might have come out in the open too soon, Early Access has also exposed GROUND BRANCH to a much larger audience and feedback pool, forcing us forward—right out of the "closed doors" development comfort zone—and providing essential funding.

At the time of Early Access launch, we were 5 team members. A.I. programmer Phil Carlisle (aka zoombapup) has since departed the team, with A.I. work since circa October 2018 having been done by Kris. But Early Access has also brought us sound man Mikson straight from the community, and we've just recently secured the long-coveted animator: she goes by toadie2k, is based in Australia, and you might know her from the prolific Arma 3 modding scene. All in all, we feel like we've made steady progress since launch, but things should hopefully pick up pace a lot more from here on out.

In conclusion, we'd like to thank everyone who ever gave GROUND BRANCH a try—but especially everyone who stuck with it and have kept our community alive over the last 12+ months. We truly appreciate your support.

· · ·

How do you feel GROUND BRANCH has progressed over the last year? Let us know in the comments! Also…

Please consider updating your Steam® review! (Or leaving one)
For many players, the decision to buy or pass on GROUND BRANCH lies heavily on customer reviews. The game has changed considerably since EA launch, so make sure you customer review reflects the most recent feature set, stability and content. And, most importantly, your most recent opinion.

We currently hold a "Mostly Positive" rating for All Reviews (recommended by 78% of them), and a "Very Positive" rating for Most Recent (92% approval over the last 30 days). Your review update might make a difference!

· · ·

Are you interested in following development a little closer or interacting with us?
You can do that via our {LINK REMOVED}, {LINK REMOVED}, {LINK REMOVED}, Twitter, Instagram and Facebook presences.

· · ·

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH.


BUILD HIGHLIGHTS
Content updates
UPDATED: MP5 family

  • MP5 models and textures have been updated to be consistent across all variants.
  • Added MP5A4: fixed-stock variant with 3-round burst capability.
  • MP5A5 (sliding stock, 3-round burst) has replaced the MP5N.

UPDATED: AN/PVS-22 UNS textures
The AN/PVS-22 UNS night vision optic has received new textures that include markings and improved materials.




UPDATED: G33 Magnifier model and textures
A new model and textures for the G33 Magnifier have been added. It now features the EOTECH® logo and markings.



KNOWN ISSUE: The front lens has a texturing error, but please remember it's rude to stare.

Optic placement
The placement of optics has been further adjusted to reduce instances of clipping.

› Keep in mind that weapon builds created before this version will not be affected.

Ultra-widescreen support for NVG/Binoculars overlays
The screen overlays for the AN/PVS-15 and Binoculars should now display correctly on ultra-widescreen monitors.


General cleanup and bug fixes
Fixes and cleanup form the bulk of this update. You can read the full list in the raw change log, but here are some of the main ones:

  • The sound bug where a full auto loop goes off forever should hopefully be gone. Again.
  • The grenade throw arc should no longer be affected while holding Use/Interact (default [F]) + [Mouse Wheel] for incremental door opening.
  • Aim / Use Off Hand (default [Right Mouse Button]) should now consistently close the top Inventory bar.
  • Magazines will no longer take their skin from the pouch/vest color and should now match the weapon's skin selection—when applicable, of course.
  • Fixed Shooting Range targets not dropping consistently. (Told you this f***er keeps creeping back in!)
  • Power Station has two less exploits: being able to jump over fence out of bounds and being able to look through ceiling inside A tunnel.
  • You will no longer go through the wall when jumping off the ladder in City. Thanks for the reports!
  • City has also received a little optimization pass for textures.
  • Window panes on 747's namesake aircraft no longer appear through other elements in map (e.g. the aircraft's wings).
  • Hints should now always display at the top layer on the screen.
  • Added hints for the Binoculars usage (zooming in/out and NVG incompatibility).
  • After Grenade Throw option should again correctly follow player settings under Gameplay › Firearm; in particular, "Switch to Previous Item" should now do as it says.
  • Improved foregrip hand pose and location for the MP7A1.
  • Various crash fixes.
  • A bunch of code and under-the-hood stuff only Kris really understands.

WHAT'S NEXT?
Version 1029 will be a big gear-oriented content update. Expect a lot of new and updated attachments, a remade Depot map and maybe a taste of the new character assets.

The groundwork for the new character skeleton—which will allow for new, clean animations—continues to be implemented in a separate development branch and is still set to have its first working iteration ready for the big v1030 update.

Stay tuned!


CHANGE LOG
Build version: 1028.2

Client
Steam Build ID: 4171971
Size: 258 MB

Dedicated server
Steam Build ID: 4171975
Size: 32 MB

FIXES * FIXED spawn protection actor not removing its "ignore use input" entry * FIXED GBPlayerController not resetting the ignore use input array when reset on map change * FIXED ZooKeeper server settings not updating without restarting server when changed at runtime by admin * FIXED Shooting Range targets not falling consistently * FIXED Power Station – view through the ceiling when on top of the box in the A tunnel nears the stairs to A hallway * FIXED Power Station – being able to jump over the fences into the areas considered outside of the map * FIXED 747 – invisible obstruction in front of car that blocks way forward * FIXED little crack on the wall on Power Station stairs (east side) * FIXED distorted texture on Power Station wall near stairs * FIXED binocular overlay ultra-widescreen support * FIXED night vision overlay ultra-widescreen support * FIXED calling switch items on an item you're already switching to * FIXED grenade switching to primary firearm instead of last used item * FIXED binoculars not scaling sensitivity * FIXED hints being displayed behind other widgets * FIXED being unable to holster sidearm * FIXED UseOffHand not hiding inventory bar * FIXED log spam about invalid player states in WBP_GameInfo * FIXED order in which night vision post process is enabled and overlay is faded in/out. * FIXED incorrect target hands for dropped firearm and magazine * FIXED PrevEquipped[X] being cleared incorrectly as item was put away * FIXED AGBCharacter::PlayNextSwitchItemStage() called equip montage if item still in target hand. * FIXED AGBCharacter::PickupItem() not clearing equip hand targets * FIXED possible usage of nullptr in UGBItemDragDropOperation::CreateTargetProxyFromItem() * FIXED crash in lambda used by AGBPlayerState::OnRep_InReadyRoom() to delay event call * FIXED crash in IUWorks::StartupModule() due to SteamGameServerUtils() returning nullptr * FIXED bad logic in AGBGameMode::HasReachedTimeLimit() * FIXED looping full auto sound when firearm is destroyed while full auto sound is playing * changed PostEvent calls to set stopWhenAttachedToDestroyed to 'true' * added C++ code to call UAkGameplayStatics::StopActor() when firearm is destroyed * FIXED AlaskaCedar_Desktop_Branch_Mat blocking bullets * FIXED Next/Prev Position input working on door even if Use/Interact isn't held down due to overlap not resetting last Use/Interact time * FIXED grenade showing arc on Next/Prev Position input even if door was being interacted with * FIXED placement of flashlight handguard on MP5A4 and A5 * FIXED incorrect icon for MP7A1 * FIXED clipping through wall when jumping off ladder in City map * FIXED 747 windows and doors rendering through wings and other geometry in map * FIXED gap in City map pub area wall * FIXED grass showing through City map street * FIXED MP7A1 grip pose and location * FIXED magazines taking skin from pouch/platform instead of related firearm (at least with modular pouches) * FIXED BP_MP5SD5_SuppressorRail bottom rail acting as top rail * FIXED UGBSightComponent::GetMatchingFrontSightPost() finding the lowest front sight post instead of the front sight post with the closest matching height to the rear sight post * FIXED grenade arc being adjusted while Use/Interact key is held down * stops arc changing while opening door incrementally CONTENT * exposed shootable target's take hits variable so can be set per placed target in maps by level designers * finished off AN/PVS-22 textures * City map * texture usage optimizations * downsized a lot of 4k textures that were being used * reworked flashing light setup on SWAT truck to look a lot better… and actually flash * adjusted blocking socket on ACOG 6x and M233 scopes to stop clipping * adjusted AK-74 sight rails to be a bit more forward * removed development version of User Arena map * adjusted placement of various optics * updated MP5 models to be consistent in design, scale and material usage * no longer have the MP5_Navy * added MP5A4 and MP5A5 versions * updated G33 Magnifier mesh and materials CODE * updated handling of switch items, pickup item and drop items * more unified approach that is more brute force in its handling * added hints for binocular usage – zoom and not working when night vision goggles are down * updated GBGameMode to make it wait until round stage is WaitingForReady before ending game based on time limit * added TimeLimit > 0 check to AGBGameMode::HasReachedTimeLimit() to stop it thinking we've hit a time limit when none was ever set (oops) * changed usage of DetachFromComponent() to ensure UActorComponent::Modify() is NOT called * removed erroneous usage of TWeakObjectPtr in various classes * replaced them with UPROPERTY() versions * added additional checks when required * should fix crash related to TWeakObjectPtr - can't crash if it doesn't exist * ensured UniqueId.ToString() uses same logic * created UGBGameplayStatics::GetUniqueIdAsString() for those that use PlayerState for all others, made sure they followed the same logic * should fix crash related to IsValid() error in UniqueId somewhere… * updated BP_ANPVS_15 * rearranged logic to fix bug introduced by animation change * cleaned up turn on/off play raise/lower animation events * updated GenerateBuildNumber.bat to use P4_Tickets as password if defined for both login check and change list info * updated C++ & Blueprints to change references to RoundLength and RoundDuration to RoundTime * changed "roundlength" entry in DefaultGame.ini to RoundTime * updated DefaultZooKeeper to add "roundtime" as a valid command * updated BP_TacLight_MP5 to look for socket on potential parent rather than at the class of the potential parent * updated GBRailComponent to use different colors to show rail face Blue = top Orange = bottom Green = side Cyan = angled * created AGBGameState::CanChangeLightingScenario() event to allow/disallow lighting change mid-round * removed unused WBP_StunOverlay * updated BP_StunAffect to disable itself when destroyed * changed CanChangeLightingScenario() from BlueprintImplementableEvent to a BlueprintNativeEvent and created native implementation in GBGameState C++ * removed ExampleDeviceProfileSelector from EnabledPlugins array in DefaultGame.ini * removed additional Tilde (~) key from ConsoleKeys array in DefaultInput.ini * removed support for MouseSensitivityMagnified2-8 – no longer needed * added bDisableInputScaling setting to GBPlayerSettings * allows you to disable the 2.5 scaling that is done to all input by default NOTE: may simply scale mouse/controller sensitivity to compensate later * added ControllerSensitivityScale variable to GBPlayerController * scales controller input based on the sensitivity change caused by aiming/using magnified optics * removed hint time limit constraint * hint manager now supports multiple hints and removes any hint of a similar class if another one is added * moved grenade hints to same location as all other hints * updated all hints to flow same format * heading, then description with button usage, if any * added support for TeamKillWarning * uses hint system to warn the player when they have teamkilled NOTE: means it only comes up 3 times before not showing up anymore

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
GROUND BRANCH - Scopey


Build Update #017 will cover this small hotfix update for v1028, which is mostly focused on quality-of-life improvements for scopes—or magnified optics, as we pedantically call them.

Read on for highlights and raw change log at the bottom—and don't forget you can stay in touch with us via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook.

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings since the update?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a full reinstall isn't a bad idea either and may fix missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version.


► BUILD HIGHLIGHTS

Scope (re)work

PiP rendering
We've reworked the PiP (picture-in-picture) scope rendering to correct a few issues, including:
  • Lack of sync between scope sight picture and the original scene outside of it (e.g. your weapon's forearm "lagging behind" when seen through the scope).
  • Optics displaying different magnification (at the same power) depending on scope placement along the rail.
  • Recoil at higher magnifications not appearing to "scale up" correctly from lower magnifications.
  • Scope reticles no longer move along with the scope shadow. This is based on real-life behavior (and is a work in progress).

Mouse sensitivity scales based on magnification
Mouse sensitivity is no longer set individually per magnification level. It now scales automatically, proportionately to the magnification: the more magnified your optic is, the less sensitive your mouse movement will be.

Other changes and fixes
  • Added reticle brightness change sound effect for non-magnified sights.
  • PM II scope now has variable 5–25x magnification.
  • The Specter DR 1x/4x's lever switch (on the left-hand side) and the AccuPower 1–8x's rear ring now reflect the current magnification setting, which is dope.
  • AccuPower 1–8x now has an additional 1.5x zoom step.
  • Lasers beams now follow weapon recoil.
  • Red dot reticle sizes were reduced by roughly 35%.
  • Updated Specter DR 1x/4x model.
  • Fixed being able to kick/ban server admins (sorry it happened, FUBAR).

► KNOWN ISSUES
  • Aiming down sights may default to secondary sight (offset or piggybacked) if one is equipped.
  • Some optics still cause clipping when placed too close to the camera, particularly when shooting and reloading while Engaged (ADS).
  • We've fixed the floating RMR on the AccuPower 1–8x, but the scope's top adjustment turret now obscures it. Derp.
  • PM II 5x56's display name doesn't reflect the variable magnification (5–25x).


► WHAT'S NEXT?
We might do a small gear-oriented update within the next couple of months while character work—new skeleton, character assets and animations—is being done on a separate branch for the next big update. We'll keep you guys posted!


▶ CHANGE LOG
Build version: 1028

Client
Steam Build ID: 4113861
Size: 98 MB

Dedicated server
Steam Build ID: 4113864
Size: 35 MB

FIXES * FIXED placement on Defaults button in WBP_Settings_Gameplay * FIXED warning in BP_M1014 & BP_SDASS_Martial about bad reload tags * FIXED being able to kick/ban an admin * FIXED not seeing kick/ban message as a client that is kicked/banned * FIXED slightly off-center AK-74 MI iron sights * FIXED excessive scope shadow when Specter DR was attached too close to camera * FIXED floating RMR on AccuPower 1–8x CONTENT * Reduced red dot reticle size roughly 35% (closer to true MOA) * Added functionality for magnification indicator ring to rotate based on what magnification is set on the AccuPower scope * Added 1.5x magnification for AccuPower * Updated Specter DR to new model * 1x–4x lever moves based on setting * Added variable magnification level handling to BP_Optical_PMII_5_25x AUDIO * Added reticle brightness sound effect for non-magnified sights CODE * Added check to prevent disabling night vision as a spectator while following * Updated bullet warn functions to take use a cached subsonic value from the bullet movement component instead of trying to calc it on the fly * Changed AccuPower reticle mipmap generation to "no mip maps" to hopefully prevent pixelation issues * Hid Tutorials menu option from front end menu manager * Removed night vision option from spectator controls when following (no longer doable) * Reduced AI sight distance from 150 m to 100 m * temp fix * Removed friendly check from bullet cracks/whizzes - watch your fire * Removed impact check that prevent bullet cracks/whizzes - should hear both apparently :shrug: * Change bullet warning to be both whizz and crack if crack is an option * Updated ZKBan class * will reload the ban list next login if it hasn't been updated in more then 10 minutes * added DefaultBanDuration option to use instead of permanent ban if no ban duration specified Defaults to 12 hours if not already set * Updated the network failure, travel failure and save failed overlays to look glaringly out of place and official to really get the players attention * Updated all alert/notification messages to be based on WBP_ServerBrowserMessageOverlay at request of Scopey * Improved server/client mismatch message * Updated UGBSightComponent::GetMagnificationSensitivityLevel() to return the highest sensitivity level instead of 0 if magnification level is greater than the number of sensitivity levels * Updated BP_TargetViewer – way old Blueprint * Removed BP_TargetViewCamera – unused Blueprint * Magnification levels to calc FOV instead of manually setting FOVs * Cleaned up sight C++/Blueprints after switch to magnification FOV * Removed 2–8x magnified sensitivity UI entries from WBP_Settings_Controls – not use in current dev test * Cleaned up and recompiled BP_FenceMaster Blueprint * rebuilt nav meshes and cover on maps using it * Changed tick update time on BP_AN_PEQ_Master & BP_AN_PVS22 to PostUpdate * Updated M_OpticalSight_Master to handle scope shadow via material rather then external calculations * Adjusted scope shadow values used by MI_PMII_Lens
GROUND BRANCH - Scopey


Mondays, huh?

Well, at least we got Build Update #016 with everything you need to know about v1028 of GROUND BRANCH. This is a big one, so sit back and read on for all the highlights and deets. The raw change log didn't fit here on Steam, so head over to our Dev Blog if you wanna check it out.

Remember you can stay in touch with us via our Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook!

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings since the update?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a full reinstall isn't a bad idea either and may fix missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version.


► BUILD HIGHLIGHTS

Gameplay

New (WIP) damage model
This build brings the first iteration—Phase 1, if you will—of the new damage model that generally ramps up lethality. Kris explains it better than the rest of us ever could, so let's quote him:

[Initially] We added a method that took penetration, internal organs, bleeding and such into account. Unfortunately, it was pretty horrible due to lack of feedback, i.e. it lacked decent reaction animations, bleeding effect, on-screen "messages" for the player.

Quickly replaced it with a temporary measure that bases the damage on the kinetic energy of a round, scaled by how much it penetrates and in what location.

This value is not the correct way to do damage from a bullet, but it ended up with values for the handgun that were similar—2 to 3 shots to the chest—while making everything else more powerful, e.g. one-shots with a decently placed 7.62 mm, shotguns ruining your day etc.

So while the approach we arrived at is not final by any means, the one we're aiming at for the future requires visual feedback in order to work. Nonetheless, this new stand-in damage model beats what we had before, which was essentially a 3-body-shots or 1-headshot affair with no caliber differentiation.

It is important to note that armor has not yet been implemented, so the higher lethality brought on by this new damage model will be partly offset by working armor somewhere down the road.

Reticle brightness adjustment
You can now increase and decrease the brightness of most illuminated reticles. Use [Home]/[End] respectively to increase/decrease brightness. These key binds can be changed under Settings › Controls; they're listed at the bottom of the command list, under "Other".

Known issues
  • Brightness settings aren't optic-specific and are set to 10 levels that may be inconsistent across different sights.
  • Depending on lighting conditions, the lowest brightness setting on some optics may display a dark dot rather than an illuminated one.
N is for Night Vision
We've moved the NVG toggle from the Equipments Menu ([4[] key) to the [N[] key. You can change that bind to something else under Settings › Controls.

Fire to Ready
Now when you press Fire (default [LMB]) while in High Ready or Low Ready, your primary weapon position will be changed to Ready (shouldered, sights not engaged; aka the "point-shooting" position). This makes it easier for some players to change to Ready, as previously you had to gauge how much you scrolled up or down from an off-target weapon position. It also prevents the silly firing into the air/ground allowed by the previous control scheme. Nothing has changed otherwise: scrolling up once from Low Ready (or down from High Ready) will still bring your weapon to Ready.

Holding the Fire key while in High/Low Ready will ready the weapon and start firing as soon as the weapon and view are aligned.

Auto-Close Ready for Sidearms
Handgun obstructed while aiming down the sights? Your character will now automatically switch to the Close Ready position (pistol held close to the chest and pointed forward) so you can still fire, making sidearms more useful in very close quarters.

Door interaction
Incremental opening
Incremental door opening is now done by holding Use/Interact (default [F]) and scrolling up/down, so you can now change weapon positions without accidentally interacting with that stupid door you're getting ready to crack open.

Hell, let's recap that for good measure:

INCREMENTAL DOOR OPENING › HOLD Use/Interact (default [F]) + [Mouse Wheel]

Pushing doors
Walking into doors that aren't fully shut will swing them open/closed.

Pick up that ammo
You can now take the magazine from a dropped weapon by looking at it and holding Use/Interact (default [F]). So tap key to pick up weapon, hold key to pick up magazine. Easy. Intuitive.

Re-equip loadout
When facing a Ready Room locker or training area workbench, hold Use/Interact (default [F]) to re-equip your loadout and restock your ammo and grenades.


Audio

New suppressed sounds
Suppressed gunshot sound effects for the M416Ds, M4A1s, MP7s, MP5s, AK-74M and MK 14 Mod 2 EBR were updated. New suppressed weapon tails were also added for assault rifles, submachine guns/PDWs and sniper rifles/DMRs. Be sure to try them out!

Bullet crack
Supersonic rounds now produce a characteristic "crack" sound when flying past you. Scary, but what did you expect in a firefight?


Content

NEW SIGHT: Specter DR 1x/4x
We have teased the model on Instagram way back in January, and now the Specter DR 1x/4x (the DR is for Dual Role) is finally here with variable magnification (you can switch between 1x and 4x on the fly), as well as a Picatinny rail mount on top for secondary red dots. The center reticle dot can also be illuminated and has adjustable brightness.


The Specter DR 1x/4x, seen here with the new RMR model mounted on the top rail

Here's the sight picture:


Left: 1x and no dot illumination; right: 4x and max dot brightness

With the quick zoom switch and illuminated dot that assists target acquisition—plus a top rail to boost—the Specter makes for an incredibly versatile sight. We recommend mounting it close to the eye for better reticle clarity and optimal field of view.

You can alternate between 1x and 4x with [Page Up] and [Page Down]. Increase dot brightness with [Home] and decrease it with [End]. These controls are valid for every sight with similar functionalities. The key binds can be changed under Settings › Controls—they're at the bottom of the command list.

NEW SIGHT: AccuPower 1–8x
Our first true LPVO (Low-Power Variable Optic) is the Trijicon® AccuPower 1–8x. It offers 1x (no magnification) all the way to 8x.



While the real thing offers "fluid" zoom (i.e. you can analogically set it to any magnification between 1x and 8x), our current version offers 1x, 2x, 3x, 4x, 5x, 6x, 7x and 8x in steps—at least until we figure out a more faithful approach.

The reticle's red sections (a center cross and 4 semi-circumferences) can be illuminated with 10 brightness settings. Let's take a look at the sight picture:


Left: 1x with max brightness; right: 8x with illumination turned off

The 1–8x variable magnification makes the AccuPower more versatile and capable of longer ranges than the Specter, but all the different zoom levels you're able to cycle through also make it less agile than the DR's quick 1x/4x switch. To offset that, however, you can mount an RMR (ACOG) on the front scope ring's integrated RMR mount.

Hint: Try binding the increase/decrease magnification commands to [Mouse Wheel Up] and [Mouse Wheel Down] respectively, making sure you add [Alt] as a modifier key for both. That will make [Alt] + [Mouse Wheel] your go-to bind for zooming in/out with all your variable power optics.

Known issues
  • On first use, the AccuPower reticles may appear at a low resolution and require a second or two to load correctly. Once you have cycled through all zoom levels, they will remain at full resolution.
  • At higher brightness settings, the illuminated sections of the reticle may bleed/glow through.
  • The RMR (ACOG) doesn't visually touch/connect with the scope ring mount and will appear to float a few millimeters from it.

NEW SIGHT: AN/PVS-22 UNS
Sick of trying to shoot through a scope in a night map and having your NVG's fixed focal range blur out your entire sight picture? We got you covered with the AN/PVS-22 UNS (Universal Night Sight).


See the mystery tube in front of the PM II scope?

If mounted right in front of your preferred magnified sight, this "clip-on" night vision optic essentially turns it into a night vision scope. Pretty damn sweet, right? It is a rather large optic, however, so make sure you have the rail space for it and your magnified sight too.

Here's the PVS-22 in action:

https://youtu.be/AQAhdtgHKb8
Prowlaz quickly demos the AN/PVS-22 in co-op Terrorist Hunt (while sounding clearly aroused, which we can't blame him for)

Notes
  • The PVS-22 will not work with non-magnifying optics like red dot and holo sights. This is intended and based on how the optic works in real life.
  • The PVS-22 is not a standalone sight. It is only usable in conjunction with a magnifying sight.
In real life, clip-on night vision optics are typically used in sniper and designated marksman roles due to their size and weight. It is likely to follow suit in GROUND BRANCH when stamina and other such mechanics are implemented.

Known issues
IR laser beams (as emitted by the AN/PEQ-15) and the Marker Strobe's IR flashing light aren't visible through the PVS-22 when they should. We'll have to figure out how to mask out the effect as it's currently a full-screen "rule" that makes it visible through NVGs.

NEW SIGHT: ACOG 4x32 with RMR Mount
We've replaced the old ACOG 4x32 model with a new one that can fit the new RMR (ACOG) optic on top. Sweet.



NEW SIGHT: MRO
The Trijicon® MRO (Miniature Rifle Optic) is a small red dot sight with a large FOV for quick target acquisition.



NEW SIGHT: SRS
The SRS (Sealed Reflex Sight) is another red dot sight by Trijicon®. Go check it out.



NEW PLATFORM: Battle Belt
The Battle Belt can now be selected in the Platform slot of the Operator Customization screen. Don't worry: it will be made an add-on to the actual vest platforms in the near future, so you won't have to pick one or the other. The Battle Belt can hold up to 7 item pouches.



Because we have no functional armor yet, the Battle Belt has no real disadvantages in relation to vests other than pouch capacity. But we think it might be a helpful hostage/VIP asset to you role-players out there experimenting with custom game modes, plus everyone gets to look a little more casual on the range.

Other gear updates
  • The RMR mini red dot sight has a new model and is available in 3 versions: RMR (standard Picatinny mount), RMR (ACOG) (flat mount for mounting on the ACOG 4x32 and AccuPower 1–8x) and RMR (Raised) (raised Picatinny mount for AR-15-type rifles). At the moment, they work interchangeably. We'll hotfix it so each version only fits where it's supposed to.
  • The MK 14 Mod 2 EBR has received a small accessory rail under the handguard especially for foregrips.


UI

On-screen hints
In addition to the loading screen tips—which we've added to—pop-ups now show hints for basic gameplay functionalities that players are often left wondering about in GB.

Hints are enabled by default to assist new players. To disable them, look under Settings › Gameplay › Other › Enable Hints and select "No" from the drop-down list.

Usage prompts and highlights
Usage prompts and highlights have a new look, and both elements can be toggled on/off. Usage highlights can be edited for size and color as well. Usage UI customization settings are under Settings › Gameplay › Other.

Quick reminder that you can now take magazines from dropped weapons by holding the Use/Interact key (default [F]).

Grenade arc
The HUD arc showing the grenade's trajectory has been altered and can now be customized under Settings › Gameplay › Firearm. You can pick individual color and alpha (transparency) values for both the arc itself and the predicted impact point marker.

To make either the arc or the impact point marker invisible, simply turn the alpha value to 0 (zero).

Shortcut to edit your weapon/vest/headgear
Editing your current weapon, vest or headgear build should be a little easier with this update. Once you click your current selection, the list should automatically open the relevant category and scroll down to the correct section of your item on the list. Much better.


Miscellaneous

New weapon attachment restrictions
Some attachments have received limitations in order to prevent issues with animations, performance and other underlying systems:

Foregrip placement
Foregrips can now only be placed down to a certain position on bottom accessory rails. This was done to prevent the wobbly "spaghetti arm" effect that resulted from the character's support arm being stretched out too far, as well as the issue where he would grip an invisible foregrip placed out of reach. The restriction ensures your character will always grip properly. We may adjust or remove this limitation in the future as we improve character poses and animations.

Sight placement
We have limited how far back you are allowed to mount certain sights on certain weapons' top accessory rails. This restriction should prevent sights from clipping through the character's eyes/camera. As with foregrips, this may be changed as new poses, animations and systems make their way into the game.

No more offset scopes
You can no longer mount a magnified optic onto an offset rail. A lot of players were reporting sight pictures being tilted when aiming through offset scopes and, because scopes aren't meant to be mounted offset (and wouldn't function correctly in such a configuration), we simply got rid of the ability to do that. See, you ain't gotta fix it if you throw it away. *wink*

Other changes, fixes and additions
  • Multiple crash and server issues were purged.
  • Mouse sensitivity can now have a separate value for each magnification level from 2x to 8x.
  • First pass on Terrorist Hunt mode for the User Generated Arena map.
  • Fixed flashbangs double-dipping local player. Looking away should also reduce the effect by up to 25%.
  • Red dots have generally been increased in size and adjusted for better visibility.
  • The MK 4 10x40 scope has been removed due to its model being too old. An updated version will be added at some point.
  • Fixed burst fire mode getting "stuck" when clicking rapidly.
  • 747 gate insertion has been reworked to reduce bottleneck.
  • Some general map cleanup—especially on Tanker Ship and 747.
  • Tanker Ship's bridge now has glass on the windows. Yeah, they're breakable.
  • AKs should now have the fire selector in the correct position.
  • … and a whole lot more you can check out in the raw change log below.

· · ·

We hope you enjoy this update! Make sure to let us know what you think in the comments below or in any of our official channels (links at the beginning of this post!). Feedback is very appreciated.

As always, thank you all so, so much for your continued support of this passion project. It means a lot to us.

See you on the next one!

· · ·


▶ CHANGE LOG

Build version: 1028

Client
Steam Build ID: 4098294
Size: 1.7 GB

Dedicated server
Steam Build ID: 4098305
Size: 68 MB

Raw change log in our Dev Blog post
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