GROUND BRANCH - Scopey
As this year comes to an end—and what a bastard of a year this has been—comes also the time for our final report of 2020. Intel Update #007 brings you all the major development details and behind-the-scenes of the last couple of months as we move towards GROUND BRANCH V1031.

So what’s been going on in BlackFoot Studios country?
Development has had its ups and downs since our last release, but we’re hanging in here and doing our best, as always. Here are some recent highlights:

Kris was out of action for a while
Having the only programmer and UE4 wizard in your team mostly out of commission for about three weeks as engine- and logic-related tasks pile up on the checklist is never fun. Kris was on meds that left him drowzy and unable to focus (he’s feeling better now and no, not Covid-related!), but since going off of them around a week ago, he has been catching up and pumping out fixes and under-the-hood work.

This has definitely set things back considerably, but on the flip side…

Reinforcements have arrived
As some might be aware, we were recently looking for an assistant UE4 developer/programmer to share Kris’ significant workload—and are happy to announce that we now have that person on board! Ethan Wade (aka WaderTheGamer) is a long-time GROUND BRANCH supporter and solo UE4 indie developer for his personal project.

As a guy with UE4 skills and many years of closely following the game, Wader has been able to quickly tackle a lot of minor and not-so-minor tasks (which we’ll cover in a bit), and has been immensely helpful in implementing quality-of-life improvements as well as helping the rest of the team get their work into the game.

Mikson made a blanket hut to record foley
This was originally a funny tweet (link), so we're gonna do our best to replicate it here with BB code, just for fun:

GROUND BRANCH
@GroundBranch
[RECORDING FOLEY]

AAA devs: *tens of thousands of dollars on studio time, engineers and overblown 4-minute promo video on sound design alone*

Indie devs:


3:07 PM · Nov 26, 2020 · Twitter Web App
Pretty decent, right?

Anyway, yes—our sound designer Mikson has been very busy, as we will also show in a bit. In the above pictures, you can see the legend’s setup for recording crunchy, clean magazine drop sounds. More on his work after the fold…

How’s 1031 coming along?
Normally, we’d fill this section up with written details and screenshots, but since it’s the holidays and the update isn’t here yet, we thought we’d make it up to you with something a little nicer:



That’s right—animations and character assets may have been delayed to V1032, but we’re still making GROUND BRANCH look (and sound) a little better in V1031 with a lot of new visual effects and audio improvements, from entirely new sounds all the way to directional audio.

Attachments
As shown, attachment controls are getting a much needed upgrade: you will soon be able to bind lights and lasers to your preferred keys, and those will offer both a “hold” and a “toggle” functionality: hold the key to keep it on for as long as it’s pressed, or double-tap to leave it on (until you double-tap it again to turn it off).

In making attachment usage easier, we have also moved the Magnifier from the Attachments Wheel to the same keybinds used for zooming in and out with a variable power scope; the result is a much more intuitive and accessible control scheme.

Lastly, we are adding the IR Illuminator function to the AN/PEQ-15—a useful tool for nighttime ops, especially in low-contrast areas where the invisible light can help outline targets. The illuminator will offer two settings, accessible via the Reticle Brightness Up/Down commands: LOW outputs a broader-angle, dimmer IR light; whereas HIGH produces a more focused and brighter one.

Wristwatch
The wristwatch is a standard piece of gear which displays the current time and a compass ring that rotates according to the direction the player is facing.

It should greatly improve teamwork and navigation, as players will be able to quickly figure out which way they are going, which wall is the “north wall” one of your teammates just mentioned, at which direction enemies have been spotted, and so on. We plan on adding more functionalities to the watch app in the future, such as a heartbeat counter to help estimate player stamina status and maybe more.

Audio
New movement sounds that vary according to how much gear is being carried have also been implemented, and although we were not able to record previews at this time, this genuine graph makes it all look very official:



In addition to all the new audio we have already mentioned, Mikson has been working on the pending map soundscapes for 747 and Power Station. And speaking of map soundscapes, he is currently getting some done for these…

Upcoming maps
We don’t want to give too much away, but John has been creating a pure CQB level and we got ahold of a couple of sneak peek shots for you here:


“No, you go first”


Anyone who says GB won’t spawn some mean horror mods is a damn fool

Promising, right? It’s a nice change of mood from the current map selection, and it’s sure to captivate the old R6 crowd. Needless to say, it’s all a work in progress.

The new training complex is also scheduled to hit with V1031 and replace all the old training areas with a single big map. If you haven’t checked it out yet, here are some previews:


The new Aircraft Takedown setup


The House of Pew Pew Redux

As mentioned a while ago, you can run around this map by typing travel training_base into the console ([~] or [Num *]) and hitting [Enter ↵].

Menu work
We’ve also been updating the UI to be more intuitive, consistent and nicer-looking. Here’s how the Settings screens and key icons are coming along:



So these are some of the things that are on their way for our next main release.

In addition to the stuff we have just gone over, you can definitely expect a couple of updated models here and there, a new functionality or two, and general quality-of-life improvements and bug fixes all around. For one thing, game modes are having their foundation worked on by Kris, though we don’t have a lot to showcase from that department just yet.

V1032 work continues in the background
In case you missed Build Update #027, animation and character work had to be pushed to V1032.

We haven’t shared progress on those fronts in a while, so let’s take the time to do so in this post, shall we?

Character assets
Some of you may recall that entirely new character assets by freelance artist Pau Peñalver are just waiting for the new character rig and animations to be fully setup and working in the game.

Although we have posted a lot of previews of these new assets before, Pau has since uploaded a handful of albums showcasing his GROUND BRANCH models in an even better light, so be sure to check out the eye candy right here. Here are some teasers:





Pau has a few other GB albums up that you scroll through in his ArtStation page: https://www.artstation.com/pawered

Animations
🚧 WORK IN PROGRESS
Keep in mind that animations are all WIP and will likely receive multiple passes before their final iterations.
These previews are captured straight from the editor and therefore use simplified lighting, texturing and overall rendering. Camera placement and rigging are also subject to change.
Reloads
Having up to four types of reload per weapon means a lot of work for Mike.

For communication and clarity purposes, we are categorizing them internally as proactive vs. reactive (whether you are reloading as precaution between engagements or because your weapon has run out of rounds, respectively) and retention vs. no retention (whether you keep the used ammo container or not). See if you can figure out which of these are which:












Prone
Not much to talk about here, other than prone is seeing some work again. Due to all of the possible issues that may arise with such a big feature (considering all the very complex implementations we have in GROUND BRANCH), we cannot 100% confirm prone will be ready for V1032—but we sure as hell will try our best.

Below are some previews for crawling in various directions. Again, all WIP:










Oil Rig
Level artist Will continues to build Oil Rig—one behemoth of a map—for V1032. Take a look at these:


Post sponsored by SCO Petrol®


If you ever wanted to get shot from all possible directions simultaneously, this is your map


Obligatory night shot

And that is all we have for you right now.

Thanks for sticking with us through another year!
We’re incredibly grateful for all the faith, loyalty and support that GROUND BRANCH keeps getting from so many of you in the community, in spite of what can be, at times, a frustratingly slow and difficult development.

This year may have been tough, and it certainly was for a whole lot of people all over the world. We can’t complain much ourselves: significant development strides were made, word of the game keeps spreading, people are playing and looking for sessions, new players keep arriving in our Discord and broader community every day, and the list goes on.

We hope that you’ve had as good a year—and holidays—as the circumstances allowed, and that you’re able to end it in as a positive a note as we were so fortunate to.

Please stay safe, and we’ll see you on the next cycle of increasingly tactical invention.

Here’s to a much better 2021,

—The BlackFoot Studios Team


Stay connected
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GROUND BRANCH - Scopey
Edited (Oct 30, 6:20pm UTC) — Whoops! We forgot to mention a few character clipping fixes.
Edited (Oct 30, 1:55am UTC) — Team IDs for the addbots command were incorrectly listed as 'alpha' and 'bravo' when they should be '0' and '1'.



GROUND BRANCH Version 1030.2 Build ID: 5754012 (Client) / 5754023 (Dedicated Server) Download size: 188 MB (Client) / 45 MB (Dedicated Server)

Although we normally try to refrain from cramming too much into patches (or point releases, otherwise known as non-main updates), more often than not one thing leads to another and we get sucked into the bug-fixin' rabbit hole. It's a double-edged sword: takes longer to roll out, but also includes more fixes and improvements.

Patch 1030.2 certainly fits that bill, and Build Update #027 is here to list everything that has changed since the last one.

We also have a couple of important announcements at the end of this post, so stick around—or skip ahead ↓ to them.


What's new

Online bug fixes

Player count fix (Server Browser)
The Server Browser should once again display the correct player number for every dedicated server in the list.

If you keep seeing empty servers after the update, then, well, they are probably actually empty. Join one and you're bound to see more people hopping on!

👥 Members of our official Discord community are frequently looking for players to team up with. Join us and get your operatin' on!
🧰 Want to setup your own dedicated server? Follow one of these guides: https://steamcommunity.com/sharedfiles/filedetails/?id=1449083065 https://steamcommunity.com/sharedfiles/filedetails/?id=1482579703 (tech support is also available in our Discord) or rent a professional solution from one of our partners here.
Time of Day fix
The Time of Day setting should now correctly replicate within dedicated servers no matter what, and successfully load the time displayed in the Ops Board. If you happen to find an exception, please let us know!

DedicatedServer.bat
Dedicated server owners can now trust the DedicatedServer.bat batch file to behave nicely and allow servers to shut down and restart as expected.

AI updates and changes

Navigation improvements
Navmeshes were cleaned up to allow bots to more competently navigate maps, so expect better mobility and cover your sectors!

🚧 AI no longer attempt to use ladders. They were constantly becoming stuck, and a fix will require some tricky work that we did not have time for in this release. As a result, the ability was turned off temporarily (so that they at least won't be sitting ducks in the map) and will hopefully return in V1031 with a better and more reliable system.
Increased draw distance
Bots will now pop into view (or draw) at twice the distance they did before: you should be able to see tangos out to around 300 meters (328 yards).

Expected Resistance limit increased to 50 tangos
You can once again gunfight your way through up to 50 tangos if you want—although we cannot really recommend it due to the possible performance impact and also the…

Sight perception fix
While testing friendly bots, Kris detected a significant issue in the AI's sight perception curve and fixed it. They should now have much better awareness of each other (for example, they will become alerted when seeing a friendly bot engaging) and be generally more responsive to sight triggers, so stay on your toes.

Detection ranges have not been increased.

☠️ This fix does increase difficulty, particularly in how fast their reaction time now appears. We recommend players turn down the Expected Resistance values if they wish to keep prancin' around the AO.
Difficulty levels adjusted
Due to the above fix making bots a lot more reactive, we have tweaked the current difficulty levels slightly in order to offset the extra challenge to a degree.

☠️ Again, we recommend even the more seasoned players to lower the Expected Resistance settings (either numbers or skill) and work their way back up. Although bots are still considerably limited, the challenge is, in a sense, more realistic now: one should not expect to be able to take on 30 enemies by themselves with ease, regardless of skill.
[🧪 EXPERIMENTAL] Adding bots
You may now use a console command to add bots to your team (Terrorist Hunt or PvP) or the opposing team (PvP only). When playing offline or as a server admin, simply open the console (default [~] or NumPad
  • ) and use:

    addbots <number of bots> <team>
    Where:
    <number of bots> — The amount of bots you wish to add (currently no limit).
    <team> — Which team the bots should be added to:
    • 0 — Alpha (red)
    • 1 — Bravo (blue)
    • 255 — Auto/random, also used for non-team-based game modes (Terrorist Hunt, Deathmatch, Last Man Standing)
    The AI for these bots is exactly the same as the one in Terrorist Hunt, so do not expect very complex or game mode-specific behavior, or to be able to give them orders.

    Other useful commands:
    removebots <number of bots> <team>
    Removes the designated amount of bots from the designated team (use 255 to remove amount from both teams).
    killbots <team>
    Kills all bots within the designated team (255 for all teams).
    freezebots <team>
    Freezes all bots within the designated team (255 for all teams).
    unfreezebots <team>
    Unfreezes all bots within the designated team (255 for all teams).
    🧪 Adding bots, as mentioned in the title, is an experimental feature. It is also a foundation for the eventual development of friendly AI.
    New suppressors

    M110 & M110K1 (7.62 mm)
    The M110 and M110K1 suppressors have arrived, and each has its own dedicated model. They were modelled after the longboi KAC® M110 Suppressor and the oddball KAC® 7.62QDC-CQB—the version seen on MARSOC K1s, specifically.




    🔧 The M110 has also been updated to use the more authentic M110 Flash Hider by KAC®.
    AR-15 (5.56 mm)
    The AR-15-type rifles (M4A1, MK18, M416 etc.) have all received a new suppressor. It is modelled after the SureFire® SOCOM556-RC, one of the most widely used silencers among US special operations forces.



    It comes in both FDE (Flat Dark Earth) and Black: simply pick your favorite from the Muzzle Device drop-down menu. "Can we expect more skin choices for attachments like this in the future?" Damn right you can.

    🎨 In fact, the AN/PEQ-15 now offers the same skin choices: choose either the Black or Tan version from the Lights / Lasers attachments tab.

    Skins and other cosmetic fixes
    • Pouches should now correctly match the color of the platform/belt they are attached to, or go with the most appropriate available skin (black, tan or green).
    • Pouch skins have also received another color correction pass to reduce the variations in tone, so your rigs should now look a lot more uniform.
    • Various other items have also received a more subtle color correction pass.
    • Fixed several character clipping issues: beards, balaclavas and shirt sleeves.
    • The Headset attachment will now use the correct model when attached to ARC rail helmets. Skins have also been fixed.
    • Fixed some texturing issues on the MP5's fire selector and grip.
    • The MP5 bolt handle positioning has also been corrected.
    • Fixed texturing issue on the SR-25/M110 7.62 NATO magazines.
    • Selecting the Male 02 head should no longer occasionally display white-skinned arms.
    • Tweaked the blood impact effect to be a little more subtle (no more cartoonish blood drops, for one).

    User interface (UI)
    • Art pass on the Item Customization screens:
      • Edited, formatted and re-positioned the bottom message to be more general and helpful.
      • Changed the drag-and-drop attachment slot icons to a more subtle white circle with a drop-shadow effect for visibility.
      • Updated some of the attachment tab titles to be more intuitive (e.g. Lights / Lasers replaced the less obvious Accessories).
    • Updated the layout for all Ops Boards to match the style in the Terrorist Hunt one.
    • The header for the Ops Boards now display the current game mode (e.g. Team Deathmatch) to make it easier for players to know what they are about to play. The exception is Terrorist Hunt, which still displays a randomly generated operation name (e.g. Operation Choking Moan).
    • The After Action Review (AAR) screen now displays a clear mission/match result title and a little description of the outcome underneath.
    • We have also replaced the AAR player stat icons with clear descriptions (Kills, Accuracy, Shots, Hits etc.).
    • Customize Operator screen changes:
      • Changed the Profile column title to Operator, as it was leading some players to mistake it for a "global" operator/loadout save profile. (We will have that feature eventually.)
      • The skin selection triangle no longer displays a short version of the name; instead, longer names now break into two lines. That should make skins instantly identifiable and easier on players that are not used to acronyms and other abbreviations.
    • Minor art pass on several UI elements, most notably in-game interaction prompts.
    • Changed the look for the defender's objective HUD in Defend (PvP).
    • Updated the gear on the Main Menu operators to a more tacticool look.

    Audio

    Gunshot sound occlusion fix
    Although Mikson has been working exclusively on V1031, he has taken the time to provide a quick fix for a lot of gunshot SFX that had occlusion disabled.

    🚧 KNOWN ISSUE (PvP only)
    Spatial audio volumes in the Alpha (red) side of the Ready Room are messed up, resulting in sounds being cut off in unexpected spots. This is particularly noticeable in the Testing Range.

    New default settings

    Heads up:
    • The default Lean control now uses Hold instead of Toggle. You can change the Lean style under Settings > Controls.
    • Temporal Anti-Aliasing (TAA) is now the default antialiasing method. You can change it under Settings > Video.
    • Standard Fire Mode has been changed back to Semi-Auto. You can select your default fire mode under Settings > Gameplay.

    Miscellaneous
    • Added a weight value for various items that did not have any defined.
    • Fixed/updated the weight value for several others.
    • Fixed some typos here and there.
    • Changed the display name of a few items and skins for better accuracy, consistency or comprehension.

    Some important announcements

    Animations and character update
    Provided that a game-breaking issue is not found in the current patch, V1031 is the update on which most of the team will be focused on in the next couple of months.

    Earlier this year, we were forced to delay the big animation and character update, and were hoping that they would be ready for V1031. Unfortunately, we have had to make another difficult decision: the new animations and character assets are now tentatively scheduled to be in V1032..

    Although a lot is done and Mike continues to work on new animations, implementing the new character rig is an all-or-nothing process—meaning that we simply cannot make the switch until everything is at least at the same level of functionality as we have currently with the old rig. With just one animator and one programmer (whose work is often required on every front), pushing the animations back once again is just the reality of things that we will have to deal with.

    So what will V1031 entail?
    Having determined that we were going to have to delay the animations and character work again, we also determined that GROUND BRANCH V1031 will now be a big user experience update.

    As awesome as smooth animations and brand-new assets are, at the end of the day there are lingering issues in GROUND BRANCH that are a lot more vital to the experience than cosmetic ones. We need more purpose in the game with objective-based game modes. We need better AI. We need a better way to use weapon attachments. We need better multiplayer round rotations. We need default team skin restrictions that make PvP games easier to setup. We need, in general, a more rounded and thought-out gameplay experience.

    Within our constraints, that is the kind of thing we are going to be working on for V1031… along with hot new content and updates such as map work, items, visual effects and improved sounds, of course.

    Price is going up soon!
    The intention to eventually increase the price point for GROUND BRANCH has been noted in our Store Page and FAQ since we first released on Steam. And when update V1031 is released in the upcoming months, the asking price for GROUND BRANCH will be raised to $29.99 (USD), with regional pricing adjusted accordingly.

    A few reasons why we are doing this now:
    • GROUND BRANCH has been in Early Access for over 2 years with no price change, and it is now a lot further along than it was in the beginning. With V1031, it will be even more so.
    • We genuinely feel that—despite the relatively slow development and current lack of polish—we are offering fans of the hardcore tactical shooter genre something unique that no other game out there is offering.
    • The game has been sitting at a "Very Positive" user score for both recent and all-time reviews, with an approval rating of around 85%. As such, we believe that all the improvements that are planned for the next main update will more than justify the new price.
    So if you were holding off on getting GROUND BRANCH or needed a compelling argument for your friends who are still waiting, this is it. Join in now while it's cheap!

    💵 The final (v1.0 release) USD price is subject to change, but expected to be in the $39.99 range.


    This has been Build Update #027!

    Thanks for taking the time to read the release notes for Patch 1030.2.

    Have you played it yet? How do you like it so far? Let us know in the comments or reach out in one of our communities.

    Whelp, time for us to get back to work now! As always, thank you so much for your continued support and we'll see you on the next update.

    Stay connected
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Sep 20, 2020
GROUND BRANCH - Scopey
GROUND BRANCH Version 1030.1
Build ID:
 5556979 (client) / 5556987 (dedicated server) Download size: 99.5 MB (client) / 57.1 MB (dedicated server)

This Build Update details the first patch for GROUND BRANCH V1030, now live under your regular (non-CTE) game install.

ℹ️ What about CTE?
In case you are wondering: GROUND BRANCH CTE will not be used for a while, so if you need to free up some disk space, go ahead and uninstall it.
Patch 1030.1 is primarily a server/networking fix, but has several other smaller fixes and improvements. There are known/reported issues we have yet to get to, so expect another patch in a few weeks' time and keep the reports coming.

We're adding the full changelist at the end of the post for those curious about all the inner workings and under-the-hood changes. Here are the highlights:


Code and networking
Automatic server shutdown
In order to fix an issue with dedicated servers behaving erratically after being constantly on for some time, they will now shut down automatically after a set period:
  • If empty, servers will shut down at 6+ hours. Otherwise, they will shut down at 8 hours—but will wait between rounds/time limits.
  • Added a server message to display when the time limit is up or the server is about to be restarted.
🔄 RESTART
Most hosting companies will take care of monitoring and restarting the server automatically once it has shut down. If your hosting server does not provide that capability or you are hosting a server on your own hardware, we include a simple script (DedicatedServer.bat) that does the same. it is located in the root directory of your dedicated server installation.
Log spam
Fixed log spam for various blueprints, mainly relating to acoustic portals being opened/closed (details in the Changelist section).


Maps
General cleanup
  • Fixed various instances of collision volumes either missing or being where they shouldn't be, as well as portions of the map where players were getting stuck. Maps that got a collision cleanup were Creek, 747, Power Station and City.
  • A section of the hills on Storage Facility was going dark when players walked past it. That was caused by a trigger volume (used to dim the skylight inside the tunnel) extending past its intended area. It's now fixed.
🐞 Map cleanup is very reliant on user feedback. Thanks for all the reports!
Lighting
  • Lights have received a minor optimization pass. Performance gains may be slightly noticeable on lower-end specs in some conditions.
  • Creek at nighttime has been brightened up a little.
Shadows (Medium)
When using the "Medium" setting, shadows would be rendered out of view way too close to the player; that should now be fixed.


Gear
  • The extended PMAG magazine is back in business with 35 rounds for you to go to town with. Look for PMAG 5.56 NATO (Ext) (30) in the magazines/ammunition attachment tabs.
  • Cleaned up materials and textures for the PM II 5–25x scope.
  • Replaced the suppressor for non-SD MP5s with the 9 mm pistol model. Temporary fix just to get rid of the AR suppressor that it was using.
  • Fixed off-center alignment for the suppressor on the M17 pistol.
  • Reduced how far back you can mount scopes on the M416, M416 CQB, FAL Tactical, M110 and M110K1 rifles to avoid clipping through the camera.

Miscellaneous
  • You can now use the Radio (default B) to masterfully sh*t-talk taunt your opponents in free-for-all game modes like Deathmatch.
  • Added a game mode option (UseTeamRestrictions) to enable/disable kit restrictions defined in the team profile (…/GroundBranch/Content/GroundBranch/TeamProfiles/<teamname>.mlp).

Changelist

* Added extended PMAG back in * Fixed issue in Storage Facility where skylight gate volume extended out into outside play area and was turning skylight intensity down outside * Fixed various "getting stuck" bugs on 747 and Creek maps * Fixed missing collision on interior Power Station wall * Fixed shadows popping out too early on Medium shadow setting * Brightened up night a bit on Creek * Fixed collision issues with trees on Creek * May still be some instances as they are hard to track down * Fixed minor collision issues in 747 and Power Station * Small optimization in lights * Saves roughly 0.4 ms on Tanker ship on mid-range system * Might see slightly bigger gains on low-end machines * fixed getting stuck with death overlay on-screen if teamkilled * updated BP_SkyLightGate, BP_SimpleAmbience_Wwise, BP_SplineEmitter_Wwise & BP_SpineOcclusion_Wwise * changed bDebug variable transient to make sure it didn't cause log spam if accidentally left enabled. * updated BP_DestructibleWindowPane_Master * removed log spam about acoustic portal usage. * updated BP_WindowCover * fixed acoustic portal usage * simplified replication, hopefully without breaking it. * removed log spam about acoustic portal usage. * updated BP_BoxCar * prevented usage of open/close acoustic portals on server * removed log spam about acoustic portal usage. * updated BP_Door_Swinging * removed log spam about acoustic portal usage. * updated BP_Door_Rollup * will instantly match target alpha at start of round/game instead of animating * removed log spam about acoustic portal usage. * updated GBGameInstance & GBGameMode to add support for a scheduled server shutdown * if empty at 6+ hours, will shut down early. * otherwise, will shut down at 8 hours between rounds/time limits. * created WBP_EndGameMessage to display when time limit is up or server is about to shutdown. * added game mode option UseTeamRestrictions to enabled/disable team restrictions defined in team profile. * updated BP_Trigger_CustomiseOperator to reset HUD visibility properly (oops – fingers crossed thats all it was). * added MuteAll, UnMuteAll & MuteTalking functions to GBPlayerController. * updated GBVOIPManager to allow Radio in non-team games (e.g. deathmatch) for shits and giggles. * Fixed ladder collision issue in Creek barn * Tweaked MinSightRelativeX value to lessen scope clipping while crouched for M416, FAL Tac, M110 and M110K1 * Cleaned up some geometry and material stuff for PMII_5-25x scope to make it look better * Fixed off-center M17 suppressor * Changed MP5 suppressor * Cleaned up some floating meshes on Creek * Cleaned up some collision on City * removed numbers from Storm1 & Storm2 in ST_MissionNameNouns * removed game modes from primary asset list to stop it warning about them * updated WBP_GameModeList and related to correct excluded game modes


This has been Build Update #026!
Thanks for taking the time to read the release notes for Patch 1030.1. We'll keep tackling bugs and issues in version 1030 for a couple more patches still, so we'll see you on the next update!

Stay connected
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GROUND BRANCH - Scopey
GROUND BRANCH version 1030
Build ID: 5514975 (client) / 5515031 (dedicated server)
Download size: 5.6 GB (client) / 398 MB (dedicated server)
⚠️ NOTICE ⚠️
This update will completely wipe your saved game settings, but not your item builds – although we strongly recommend manually deleting all folders in …/Documents/GroundBranch.
That is necessary to ensure certain updates and items do not conflict with old files. Sorry for the inconvenience!

It's been a long time since version 1029, and if you haven't been up to date with the CTE version of the game, this update might get overwhelming—but mostly in a good way. The last few months have seen a lot of work in a lot of areas, and more improvements and fixes than we can reliably count.

Feedback from those who ventured into GROUND BRANCH CTE has been very positive and, having finally landed on something that we feel confident to push to the main game, it's finally time to officially release GROUND BRANCH version 1030. If this is your first time with 1030, we hope you like it as much as we all do.

There's months of work to cover and a lot to describe, so let's jump right into it.


Changes in default controls
As mentioned in the opening notice, all your game settings will be reset when you first launch this update.

It's a good chance to reconsider your custom key bindings and keep the following default controls changes in mind:
  • Climbing is now accomplished by holding [Space]. That allows players to cancel the action and avoids accidental climbs.
  • Zoom In/Out (aka Scope Magnification) is now accomplished via [Alt] + [Mouse Wheel Up/Down].
The Default Controls/Press Any Key to Continue screen has been updated accordingly and received a fresh coat of paint.
If you would like to skip it next time you launch the game, go to Settings > Gameplay and selected "Yes" in the Skip Startup "Press Any Key" Prompting dropdown.
Remember you can change nearly all key bindings under Settings > Controls and Settings > Gameplay.

User interface (UI)
The last few months have seen the first pass of the UI overhaul, an ongoing process to improve all areas of the user interface in GROUND BRANCH.

Since version 1029, many small elements—from interaction prompts to transition screens—have received minor art updates, while a few others were more significantly changed. Here are the more prominent ones:

Customize Operator screen
The first official iteration of the new Customize Operator screen layout is here, and it is guaranteed to make your Tactical Barbie® experience a lot better.


 Ah… that's better

Although it should be fairly intuitive, some of the features are worth explaining further:

Editing items
You can now edit items straight from the loadout overview screen by clicking the ⚙️ icon in the bottom-right corner of each item slot. No more looking for your favorite MK18 build in a drop-down menu just to add a suppressor!

Once you're happy creating or editing a build, click SAVE, choose a build name and you're done.

Saving a version of an existing build with the same name will trigger an "Overwrite?" prompt. Accept to overwrite the previous version, or choose a different name to save as a new build.
Presets/kits
Your operator customization screen is now split into four main sections that we're calling presets or kits. Although the rationale is similar to what we had before, these sections—kits—can now be saved/loaded individually. They currently are:

Profile
This section is very likely to receive more options in the future, but offers nothing new
  • Name – Your player/character name.
  • Appearance – One of the (currently) four options of heads. Better heads and more choices are on the way!
  • Facial Hair – Whether or not your operator has a tactical beard.

Weapons Kit
Your selection of firearms – but we're now teasing an upcoming slot.
  • Primary – Your primary weapon.
  • Secondary – Your secondary weapon; previously Sidearm.
  • [NEW] Special Purpose – Not yet available; this is where things like breaching shotguns and other specialized weapons will go.

Gear Kit
This is where the more functional, load-oriented part of your customization goes.
  • Headgear – Your choice of helmet or soft cover.
  • Platform – Vests, rigs and plate carriers go in here.
  • [NEW] Belt – A new slot, belts were previously selected under Platform. You can now run both of them and that means a lot more real estate to attach pouches to. Nice.
  • Holster – This slot is likely going away once we get things more in order. There's currently only one holster option (in three different colors), though you can choose to not carry one at all now.

Outfit
A mostly cosmetic, apparel-focused section:
  • Eyewear
  • Mask (previously Facewear)
  • Top (previously Shirt)
  • Pants
  • Gloves
  • Footwear
💡 SAVING AND LOADINGTo save a preset/kit, click anywhere along the [Save/Load] area at the top of its column, and select SAVE in the menu. Previously saved kits will be listed for loading in the same menu.
Loadout summary
The Loadout summary is the old list of all ammunition, ordnance and equipment you're carrying on your Platform and/or Belt. It is now located below the Weapons Kit.

Encumbrance meter
Now that the Encumbrance System is in place (we'll get into full detail on that later), we need something to convey how much you're carrying.

The Encumbrance meter gives players a rough idea of whether the loadout is “Light”, “Medium” or “Heavy” in terms of encumbrance on a scale of 5 to 55 kg. Each of the three weight categories is currently only a simple abstraction, and there’s no actual upper limit on how much the player can carry.

Most – if not all – non-cosmetic items have a weight value now, So keep an eye on that meter for how much you're carrying (and please let us know if we missed something!).

HUD and other UI changes
In-game UI and HUD elements work largely the same as before, but they look nicer. Here are some of the main areas of interest:

New Stance Indicator
The Stance Indicator has been updated with brand new icons. In addition to the character stances, they now also convey the weapon position your character is currently using.

Wondering if you have your rifle at Low Ready, your pistol at Close Ready, or even have anything equipped at all? Turn the Stance Indicator on:

Settings > Gameplay
• Show Stance: Crouched
• Show Stance: Standing
Some notes:
  • Leaning is no longer displayed. It is unnecessary at this point and at odds with the much more useful weapon position indicators.
  • Gameplay settings have yet to be updated to allow the player to control which icons to display (for example, only show icons for when your weapon isn't immediately visible on screen).

Spectator Mode
The Spectator Mode ([F6]) now features a minimap that tracks the position of friendly players. Additionally, all the little shortcuts are now listed in a bottom bar.

If you press [Middle Mouse Button] while in Spectator Mode, you will see extra options. They include minimap display options such as zoom level controls, showing terrorist positions and player names, and more.
AFK detection system
After 2 minutes of complete inactivity, players will receive a prompt. Failure to respond to it will result in them being removed from the mission area and sent back to the Ready Room.

Player muting shortcuts
When playing online, you can now select the Mute AllMute Talking and Unmute All shortcuts at the bottom of the screen.

General HUD art pass
The entire HUD has received a basic art pass, from the Inventory top bar all the way to text chat formatting. New VOIP icons, adjusted interaction prompts and updated pop-up hints are also part of the package.


 Top: framerate counter and net info; bottom-left: new Radio icon; bottom-center: new door usage interaction prompt; bottom-right: new Stance Indicator

You may now also display your framerate (Settings > Video > Show Framerate) and net info (Settings > Gameplay > Show Net Info) in the top-left corner of the screen. (Note: Show Framerate might cause your resolution to be reset.)
Item skin display names
We have gone over all item skins to fix mismatching skin names and make sure they were consistent across items. It's a lot of skins, so there could still be a rogue label or two out there—ring us if you find any.

Little known issue: the abbreviated name for the Snakeskin (Desert) skin for the M4A1 Block II and MK18 Mod 1 carbines displays with a lower case 'd' (desert). It displays correctly internally and we have no idea why.


Encumbrance System
One of the most eagerly awaited features in the game, the Encumbrance System is finally here. Although it still has a way to go, it is a solid foundation sure to make loadout choices and play style even more important.

The main components of the Encumbrance System are stamina and arm strength:

Stamina
Your stamina level will drop the more you run, sprint, jump and climb around. The more weight you carry on your character, the greater the impact of your movement on your stamina level. Lower stamina will increase weapon sway when aiming by adding a visible breathing (up and down) pattern to it. When your stamina level drops to zero, you are currently still able to perform all actions—except for jumping.

To recover stamina, simply go a little while without repeatedly performing more draining actions such as running, sprinting, jumping and climbing.
Arm strength
Your arm strength is affected by how long you stay in the Ready (muzzle forward) and Engaged (aiming down sights) positions. Like stamina, the rate by which your arm strength drops is affected by the weight of your weapon build—the heavier it is, the faster your arm strength will drop. Lower arm strength levels will increase aim jitter/shake over time.

To start recovering arm strength, change to a less exerting weapon position such as Low Ready, High Ready or Close Ready (pistols). Putting your weapon away ([1] for Primary and [2] for Secondary) will also recover arm strength.
Steady Aim
As seen above, your aiming stability is now adversely affected by your movement, weapon position and loadout/weapon weight.

To momentarily stabilize your aim and counter these negative effects to a considerable extent, you can use the new Steady Aim feature: simply hold your Sprint key (default [Ctrl]) while stationary and your character will exhale and stabilize your aiming (represented by the corner vignette effect) for a few seconds, allowing you to take more accurate shots.

Crouching (default [C]) will further reduce weapon sway.
Other effects
In addition to the aspects above, you will also notice the following effects taking place:
  • Weapon inertia will cause your weapon to "overshoot" a few degrees beyond the point where you stop moving it, and then bounce back to that point. The heavier your overall weapon build, the more pronounced that effect will be.
  • Movement is no longer as linear or instant. Starting to move takes a little while, and so does stopping; this is particularly noticeable while sprinting, where the momentum will make your character take a few steps before coming to a full stop once you release the movement key. To counter momentum, you may press a movement key in the opposite direction—for example, pressing Move Backwards (default [S]) after sprinting forward).
💡 WORK IN PROGRESS
It's always worth remembering that this is all a work in progress and will get refined over time. Keep hitting us with that feedback.

Dynamic lighting and optimization
One of the major reworks since v1029, dynamic lighting was (and remains) a huge hurdle to implement.

Originally only present in Depot, it is now working in every map—including training. Although dynamic lighting was initially a big performance hog, it has gone through numerous optimization passes that have improved framerates for most systems.

It is still generally more demanding than the old static lighting and some maps will invariably run better than others, but the advantages outweigh the performance impact and have allowed us to implement a few neat features:


Interactive lights
All artificial lights are now interactive. They can be shot out and switched off via the power switch boxes around the map.


 A power switch box in Small Town

Each power switch box is either linked to a particular building or area. If you cause enough damage to one of these boxes, it will be disabled and shut down the power.


Selectable time of day
You can now select the precise time of day you want to deploy at in the Ops Board with both hourly and 15-minute increments. In multiplayer, this function is reserved to server admins.

Time is displayed in the 24-hour clock military format.
For example: 4:30 PM is displayed as 1630; midnight is 0000, noon is 1200 and so on.
🌙 GOING TO NIGHT VISION
AI enemies can still see normally in the dark, so play nighttime Terrorist Hunt at your own tacticool masochistic risk.
KNOWN ISSUES: Dynamic lighting
  • Lighting may seem off for some times of the day, namely for around 0400 hours.
  • Dynamic lighting causes all areas of the map to be uniformly lit, which often causes indoor areas to be excessively bright. To work around that issue, the lighting is dimmed when the player enters such indoor areas. This may cause excessively dark indoors at times, as well as darkened outdoors when looking out windows or doorways.
  • Another visual glitch is surfaces brightening and darkening as you move along the map. We'll be working on toning these effects down.
  • Because the sun angle is now dynamic, some light leaks may occur on certain structures and landscape bits that weren't originally made with dynamic lighting in mind. Be sure to report those!


Maps and level design
In addition to a lot of cleanup on the existing maps, here's what's new:

New maps
Creek
Set in a woodland area with plenty of structures—ruins, cabins, shacks—scattered around the perimeter, with the eponymous creek serpentines from one end of the map to the other.


 Creek screenshots by the talented Rangda


 Creek is playable on Terrorist Hunt, Deathmatch, Team Deathmatch, Team Elimination and Last Man Standing


Paintball
John took the old speedball-like Paintball map and made it cooler.


 Paintball is currently playable only on Team Elimination. Screenshot by Rangda

❌ The Paintball map shows the old version in the preview image.

Other major map changes
  • Depot Compound is now playable in Terrorist Hunt.
  • Depot has a makeshift bridge joining the warehouse rooftops together. It's called the Love It or Hate It Bridge.
  • Among other updates, 747 has a new ladder behind the small hangar that leads to a maintenance rooftop platform.
  • Power switch boxes have been added to all training maps.
  • They're also present in Small TownPower Station and the aforementioned Depot and 747.

Visuals

Temporal antialiasing
Temporal antialiasing (TAA, Temporal AA) now uses new default parameters to create a sharper image that vastly improves on the blurriness of the regular effect, although it may also negate the smoothing where it may be desired.

You can tweak the sharpening parameters via the following lines in your Engine.ini file (located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor):

/Script/Engine.RendererSettings r.TemporalAACurrentFrameWeight=0.2 r.TemporalAASamples=16 r.TemporalAASharpness=0.75 r.Tonemapper.Sharpen=1.0
We encourage everyone to try different values and let us know how it looks and performs.

Blood effects
New blood effects have been added for an extra layer of immersion: entry/exit wounds, surface splatter and impact mist. It's only a first implementation, but already quite satisfying.


 "Gnarly, bro."

Tactical lights
Tac lights use a new, more authentic effect. The brightness output, color temperature and spread is also slightly different between each model and based on real-life values. These will also get updated somewhere down the line.


 We should've labeled these so we'd remember which is which, but as you can see… they're different. For reference, the X300U (top-left) has the widest angle and is one of the brightest lights at 1,000 lumens. Notice the subtle differences in angle, color temperature and brightness

Reticles
There should be less instances of red dot/holo reticles not being visible against backgrounds. Some sights also have less brightness steps—subject to change.

❌ Reticle brightness changes may not be noticeable on some lighting conditions and sights.

Audio

Soundscapes
All maps—with the exception of 747 and Power Station—have gone from completely silent spaces to having full ambient sounds for both day and nighttime, Ready Room and training levels included.

❌ City and Tanker Ship are still unfinished, but on their way.
New/updated gunshot SFX
Mikson has also added/updated gunshot sound effects for the M4A1/Block II, M416D/CQB, MK18 Mod 1 (WIP), MK25, G19 Patrol/Urban, M1911A1, AK-74M/MI/MI CQB, AKM, FAL, M110/K1, MK48 Mod 0, SVD, MK14 Mod 2 (WIP), MP5, M9A3 and M17.

Acoustics
Another audio aspect that has received a lot of attention was acoustics. Gunshots and VOIP are now occluded by walls, sound different depending on whether they're fired indoors or outdoors (but will "propagate" through open doors and windows) and will reverb as appropriate.

❌ Occlusion for footsteps and AI voice lines is still messed up; they should hopefully be fixed by the next update.
Mixing and mastering
Mikson has revised a lot of sound effects—mainly gunshots—to ensure better quality and consistency.


Listen servers are back!
Remember when listen servers broke down and resulted in a butt load of negative reviews? That sucked, and also forced us to pull the functionality from the game until a fix was available.

Well, all is good now because listen servers are back—and well-tested.

Here's how to host you own game lobby without the need to setup a dedicated server:
  • In the main menu, click Host Game and setup your lobby as you prefer (make sure to set player limit to accommodate all the players you want to host!).
  • To invite friends into your lobby, press [Shift] + [Tab] to bring up the Steam Community Overlay.
  • Select a friend from your Friends list and select Invite to Play/Game. If they accept, they will be brought into your lobby.
  • To change maps or use any admin functionalities, open the console ([~] or NumPad [ * ]), type admin and press [Enter].
💡 WHY CAN'T PEOPLE SEE MY SERVER?
Because they are intended for private sessions among friends, listen servers do not show up in the Server Browser currently. We may add a filter or tab in the future for those who want it displayed publicly.

Gear

New weapons

M110 and M110K1
These semi-auto rifles are variants of the venerable SR-25 rifle from Knight's Armament Co.® (KAC). Serving in either the sniper rifle or DMR (designated marksman rifle) roles, they fire 7.62x51 mm NATO (7.62 NATO) rounds from a 20-round magazine.


 Top: M110K1 with an AccuPower 1–8x scope (and RMR red dot on top), foregrip and AN/PEQ-15 laser aiming module; bottom: M110 with PM II 5–25x scope, bipod, offset iron sights and rail covers

The M110 is fitted with a full quad-rail handguard and a fixed stock, as well as a 20" barrel, and has served in regular US military units as the M110 SASS, or Semi-Automatic Sniper System.

The M110K1 is a shorter and lighter version fitted with a lighter handguard with less rail space, a collapsible Magpul® ACS-L stock, and a shorter 16" barrel. It is known to be used by SOCOM units, most famously the Marines Special Operations Command (MARSOC).

❌ The M110 and M110K1 cannot attach a suppressor… yet.
AKM
Likely the most ubiquitous assault rifle in the world, the AKM is the AK-47's mass production-friendly cousin and has been long overdue for inclusion in GROUND BRANCH.


 AKM with 1P78 Kashtan. Screenshot by Rangda



It fires the 7.62x39 mm (7.62 Soviet) round from a 30-round magazine, in either semi- or fully automatic modes. It currently can only fit a sound suppressor, the 1P78 Kashtan scope or the rail adapter for rail-mounted optics.

FAL Tactical
A FAL with a top accessory rail and full quad-rail handguard, it fires 7.62 NATO rounds from a 20-round magazine and also has selective fire capability: semi-auto and full auto.


  Operator Frank models the FAL Tactical and looks good doing it too. Screenshot by Rangda


New equipment

[WIP] Rangefinder
The Rangefinder (Safran Vectronix® Moskito) is a compact day and night observation device.

In-game, it currently works identically to the regular Binoculars, except it has a night vision mode that can be toggled on by pressing [N] while looking through it.



This is a basic, first-pass, WIP implementation.


Updated items

MP5 series
The entire MP5 series of submachine guns has received shiny new models, with a few notable additions:
  • The rear sight diopter is now of the "V-notch" type. Although not entirely authentic, it makes for a better shooting experience with iron sights.
  • In addition to the built-in flashlight handguard, you can also swap out the regular MP5 handguard for a tri-rail handguard. Both are available under the Accessories attachments tab.

 "Scopey, wouldn't it be better to show the new MP5 in a literally brighter light?"


 "V-notch" rear sight shown here at a low FOV for better detail

M4A1
The M4A1 has a new model with a 16" barrel, standard M4 stock and the KAC® RAS handguard from the original SOPMOD version.

AN/PVS-15 NVG
New model to replace the really old night vision goggles we had. Still need to replace the mount/arm.

PMAG
A newer and nicer model for the Magpul® 30-round PMAG (previously POLYMAG). We still need to hook it up to the Taran Tactical® Extended Base Pad, however, so the 35-round AR magazine is temporarily unavailable.

New skins
Added some quick new skin options, 'cause why not?
  • Indigo and Black (Jeans)
  • Tan (Headset)
  • Coyote Brown (T-Shirt)

Other gear/content updates
  • Color-corrected the skin/texture for a lot of weapons and apparel.
  • Offset rails should now only accept appropriate sights: backup iron sights and low-mount mini red dots (e.g. RMR, Micro T-1).
  • Scope rails (for “piggybacking” optics) should similarly only accept low-mount mini red dot sights.
  • Added new suppressor models for AKs and 9 mm pistols.
  • The MK18 Mod 1 now uses the more authentic FDE (flat dark earth) handguard color regardless of the skin selection. (Known issue: AN/PEQ-15 units mounted on them no longer switch to the tan version.)
  • The MK25 pistol now has a threaded barrel.

KNOWN ISSUES: Skins
  • Pouches for the Plate Carrier are not switching to their tan skin variation when that would be the best match for the vest.
  • A similar issue may be experienced with the green Chest Rig.
  • The Headset attachment is similarly not matching the selected skin of the Watch Cap.
  • Helmets that use the ARC rail version of the Headset attachment are using the regular version instead.


What else is going on?
Animator Mike Munk is still working diligently on new animations for the new character rig, which is now fully setup and awaiting for the switch to v1031. Mike has been working closely with our active-duty SOF consultant to ensure maximum authenticity. Trust us: we cannot wait to see all of that in action either.

Another addition to the team, environment artist and level designer Will Bullen is taking care of a little something we hope to be able to reveal soon, as well as in charge of giving all maps a fresh coat of paint in the future. Will is also assisting as an all-around hard surface artist, and was responsible for finishing the M110/K1 rifles started by Dan Conroy (who has since moved on to a different project).

Like Mike, Mr. Bullen has previously worked with our project lead John Sonedecker on Antimatter Games' Rising Storm 2: Vietnam. He also has several Hell Let Loose levels in his portfolio, which is a definite plus. Welcome aboard, Will!

And if you've made it this far in this very long post, here's a little reward: open up the console in GROUND BRANCH, type travel training_base, hit [Enter] and get a sneak peek on something that Will has been working on.




This has been BUILD UPDATE #025!
We hope you enjoy this update, and we cannot thank you enough for all your support, feedback, loyalty and patience over all of these months. Thanks for sticking with us, and we hope to have more news for you soon.




Stay connected
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Sep 5, 2020
GROUND BRANCH - Scopey
⚠️ NOTICE ⚠️
This update will completely wipe your saved game settings, but not your item builds or loadouts. That is necessary to ensure certain updates do not conflict with old files. Sorry for the inconvenience!
CTE Update #003 is, we hope, the final testing build for version 1030. There have been plenty of optimization passes and bug fixes, some content and effects updates, UI/HUD improvements and more. Let's go over the highlights:


What's new

Performance optimization
Dynamic lighting and maps have received several optimization passes to improve framerates on all systems. Remember to let us know how the game performs for you now—along with your system specs!

Maps
  • Optimization and cleanup pass on all maps.
  • Creek should now have less instances of hitting invisible barriers and being detected behind cover/concealment.
  • 747 now has a ladder behind the small hangar leading to a roof platform.
  • Power switch boxes will now be disabled if damaged, causing the power to be cut off.

Systems and mechanics

Weapon handling
  • Weapon sway has been updated with a more subtle effect:
    • Low arm strength is represented by a jitter that gets more pronounced over time.
    • Low stamina will add an up/down breathing motion to the mix.
  • You can now use the Steady Aim function by holding the Sprint key (default [Ctrl]) while stationary to temporarily stabilize your weapon.
  • Most weapon attachments now have a weight value set, which should have some effect on weapon inertia, arm strength depletion and overall stamina.
  • Most non-apparel character assets (e.g. helmets and armor) and equipment (binoculars, explosives) have also received a weight value.
Weapon customization
  • Offset rails should now only accept appropriate sights: backup iron sights and low-mount mini red dots (e.g. RMR, Micro T-1).
  • Scope rails (for "piggybacking" optics) should similarly only accept low-mount mini red dot sights.
  • The MP5 RIS handguard now accepts the AN/PEQ-15.
Miscellaneous
  • The last few AI enemies—depending on how many were set—will now rush to the player’s position. (Note that they may get stuck on the map!)
  • You may now display your framerate (Settings > Video > Show Framerate) and net info (Settings > Gameplay > Show Net Info) in the top-left corner of the screen. (Note: Show Framerate might cause your resolution to be reset.)
  • Time of day is now randomized at map load. (It can still be set in the Ops Board, but won’t be always set to 1200 hours unless changed.)
  • AFK detection system: After 2 minutes of inactivity, players will get a prompt. Failure to respond to it will result in them being removed from the mission area and sent back to the Ready Room.
  • When playing online, you can now select the Mute All, Mute Talking and Unmute All shortcuts at the bottom of the screen.
  • You can now drop (default [J]) and pick up more types of items, such as grenades.

Audio
  • Ambiences for City (first pass) and Creek.
  • Improvements in acoustics on City, 747, Creek, Depot and Ready Room.
  • Improved/new gunshots for M4A1, MK18 (work-in-progress), M416D, AK-74M, AKM, MK48, SVD (work-in-progress), MK14, FAL, MP5, UMP45, G19, MK25, M9A3, M17 and M1911.
  • Gunshots and placeholder reload sounds for M110 and M110K1.
  • Breathing sounds for breath control and fatigue (the latter stopped working a while ago—needs fixing).
  • First pass on the general gunshot mix update (mainly levels).

New assets
  • The M110 and M110K1 semi-auto rifles have been added to the sniper rifle/DMR class. Variants of the venerable KAC SR-25, they both fire 7.62 mm NATO rounds from a 20-round magazine. (Known issue: They cannot attach a suppressor yet.)
  • The Rangefinder has been added to the Equipments pouch tab. Proper functionality is yet to be implemented; it currently works just like the regular Binoculars, but has a Night Vision mode accessible via the Reload key (default [R]).
  • New suppressor for 9 mm pistols.
  • New AK suppressor (generic placeholder).
  • New NVG (AN/PVS-15) model. (The accompanying mount/arm has yet to be implemented.)
  • New PMAG magazine.
  • New skins:
    • Indigo and Black (Jeans)
    • Tan (Headset)
    • Coyote Brown (T-Shirt)

Visual updates
  • Temporal antialiasing (Temporal AA or TAA) now uses new default parameters to create a sharper image that vastly improves on the blurriness of the regular effect, although it may also negate the smoothing where it may be desired. You can tweak these settings via these lines in your Engine.ini file (located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor). We encourage everyone to try different values and let us know how it looks and performs:
    /Script/Engine.RendererSettings
    r.TemporalAACurrentFrameWeight=0.2
    r.TemporalAASamples=16
    r.TemporalAASharpness=0.75
    r.Tonemapper.Sharpen=1.0
  • Blood effects now include impact mist and surface splatter.
  • Tac lights have a new, more authentic effect. The brightness output and color temperature is also slightly different between each model and based on real-life values.
  • There should be less instances of red dot/holo reticles not being visible against backgrounds. Some sights also have less brightness steps—subject to change. (Known issue: reticle brightness changes may not be noticeable on some lighting conditions and sights.)
  • Many assets have received a color and brightness correction:
    • Items that were previously grayish, particularly weapons, should now appear darker and closer to their real-life color.
    • Skins now more closely resemble their real-life counterparts and should better match other items of the same color.
  • The MK18 Mod 1 now uses the more authentic FDE (flat dark earth) handguard color regardless of the skin selection. (Known issue: AN/PEQ-15 units mounted on them no longer switch to the tan version.)
  • The MK25 pistol now has a threaded barrel.

User Interface (UI)
  • Updated Customize Operator screen:
    • The Loadout section (under Weapons Kit) gives players a summary of all ammo, ordnance and equipment in the loadout.
    • First pass on the Encumbrance meter – Gives players a rough idea of whether the loadout is "Light", "Medium" or "Heavy" in terms of encumbrance on a scale of 5 to 55 kg. Each of the three weight categories is currently only a simple abstraction, and there's no actual upper limit on how much the player can carry.
    • Minor art/style pass on various elements.
  • Added minimap to Spectator Mode.
    • Tracks the position of friendly players in the map.
    • Pressing the Right Mouse Button shows additional display options.
  • The HUD stance indicator has been updated with new icons that display all weapon positions as well as character stances:
    • Leaning is no longer displayed (unnecessary at this point and at odds with the much more useful weapon position indicators).
    • Gameplay settings have yet to be updated to allow the player to control which icons to display. (They still only allow the option for Standing and Crouched.)
  • Updated VOIP (Local and Radio) icons.
  • Fixed/updated the display names for all skins to be consistent across items.
  • Ensured the full display name for item skins (within menu selection) and their short version (visible in the selection swatch triangle) were also consistent.
  • Updated Default Controls screen layout. (You can also now disable it under Settings > Gameplay.)
  • Updated pop-up Hints.
  • Minor art pass on HUD interaction prompts for better readability and a less intrusive appearance.
  • Minor art pass on Radial Menu for weapon attachments.

Known issues
  • Dynamic lighting on maps is still a work in progress. You are likely to see issues with sudden eye adaptation and exposure changes—among other issues—so please bear with us!
  • Spectator Mode (shortcut: [F6]) may display no lighting scenario and/or a pitch-black sky.
  • Pouches for the Plate Carrier are not switching to their tan skin variation when that would be the best match for the vest.
  • Headsets are similarly not matching the skin of some headgear items.
  • Helmets that use the ARC rail version of the Headset attachment are using the regular version instead.

• • • • •

Stay connected
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Jul 23, 2020
GROUND BRANCH - Scopey
We got a new update out for GROUND BRANCH CTE.

Not sure what GROUND BRANCH CTE is? Click here.
This is a relatively small update, so we'll simply list the main things to look out for, test and give us feedback on.

What's new?
  • Engine changes to load additional DLLs required by Steam dedicated servers. This should make dedicated servers usable again, but we need broader testing to make sure, so let us know and be sure to hop on our {LINK REMOVED} if you need help setting yours up.
  • Improved server/client loadout sync logic.
  • Refactored item skin handling to fix various 1030 issues and prepare for 1031 changes.
  • Updated pickup logic to handle no-dump-pouch situations better.
  • First pass on new Spectator Mode overlay.
  • Optimization pass on maps Tanker Ship, 747 and Creek.
  • More level design work on Creek.
  • Lots of lighting bugs fixed on City, 747, Small Town, Power Station and Tanker Ship.
  • MPX underbarrel attachments fixed.
  • Added controllable Time of Day to training maps – use the newly placed Ops Boards to change it.
  • Various UI/HUD element updates, changes and improvements.

• • • • •

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
Jul 14, 2020
GROUND BRANCH - Scopey
⚠️  NOTICE ⚠️
These release notes are for the 1030 testing build, not to be confused with the actual (and upcoming) 1030 release.
If you have been looking closely, you may have noticed a new app showing right underneath the regular GROUND BRANCH entry in your Steam Library:



GROUND BRANCH CTE (Community Test Environment) is a separate install for those who want to test updates before the actual, official release.

Test updates may be less stable versions of the game and will generally require further testing and feedback before they go out to a larger audience. They may also contain feature ideas and game modes that may or may not make it into a main update or the final game, so keep that in mind when playing!

If you own GROUND BRANCH, you automatically own the CTE and are free to install it at any moment.

The advantage of having a separate install of the game for testing purposes (instead of using a Beta branch) is that you can always switch between versions without having to re-download. CTE too buggy? Simply close it and launch the regular game. Don't want to worry about possibly unstable/buggy updates? Then save some storage space and keep only the regular game install. Want to compare versions? You can do so much more quickly with separate installs.

Today, we are rolling out our first actual CTE release: a testing build for the upcoming 1030 release. Before we get into what this update entails, a little disclaimer: Because CTE Build Updates will be more common, they will also be more concise and stripped-down than our usual release notes. If you're looking for pretty pictures and prose, stand by for the official 1030 release!

What's new

Code
Encumbrance System (first pass)

Stamina and weapon control
  • Added weapon sway, which is affected by arm strength and overall stamina levels. Currently a basic "V" pattern, weapon sway can be reduced by crouching.
  • Sway will increase over time as players remain in the Ready and Engaged (ADS) positions, draining arm strength. Go to Low/High Ready to recover.
  • Heavier weapon builds should deplete arm strength faster than lighter ones, and thus cause sway to increase faster.
  • Heavier builds also cause increased weapon inertia effect when turning rapidly, making it harder to get it on target.
  • Overall stamina is depleted by actions such as running, sprinting, jumping and climbing.
  • Currently, low stamina levels will prevent jumping and climbing.
Inertia and acceleration
  • Player inertia will cause your character to take a few steps before coming to a full stop after a sprint or run. It can currently be countered by walking in the opposite direction (e.g. pressing default [S] after sprinting forward).
  • Added a brief acceleration period before getting into a full sprint.
User Interface (UI)
  • First pass on the new Customize Operator screen layout.
  • You can now edit items straight from the loadout overview screen by clicking the cog/gear ⚙️ icon in the bottom-right corner of each item slot.
  • Preset/kit saving: quickly save or load a Profile (Name + Appearance + Facial Hair), Weapons Kit (Primary + Secondary), Gear Kit (Headgear + Platform + Belt + Holster) and Outfit (Eyewear + Mask + Top + Pants + Gloves + Footwear) as individual groups of items. Weapon and gear builds can still be saved individually.
Listen servers
You should now be able to host you own game lobby without the need to setup a dedicated server. To do that:
  1. In the main menu, click Host Game and setup your lobby as you prefer (make sure to set player limit to accommodate all the players you want to host!).
  2. To invite friends into your lobby, press [Shift] + [Tab] to bring up the Steam Community Overlay.
  3. Select a friend from your Friends list and select "Invite to Play/Game". If they accept, they will be brought into your lobby.
  4. To change maps or use any admin functionalities, open the Console (default [~] or
  5. in the NumPad), type <code>admin</code> and press [Enter].
Maps
This is the area you are most likely to see an impact on performance. We'll be optimizing levels as we have a larger pool of users to collect feedback from, so please be patient and let us know how things are running on your specs!
  • All maps now use dynamic lighting.
  • New WIP map: Creek.
    • PvP-oriented map, but has a basic Terrorist Hunt setup available too.
  • Updated Paintball map.
  • Small Town has new and more detailed walls.
  • Interactive lights:
    • Can now be shot out.
    • Power panels outside of buildings allow the power to be cut out (currently in Small Town and Depot only!).
    • Remember: AI can still see in the dark!
  • New Ready Room:
    • Smaller and cozier.
    • Shooting range now has a workbench for easier setup testing and editing.
    • Shooting range also has a dark lane (left side) to test night vision and lights setups.
  • Time of Day (TOD) setup: select the time of day for Terrorist Hunt and PvP game modes.
    • Select a TOD from the Ops Board (where you select an insertion point).
    • TOD uses the 24-hour military time format: 0000 is midnight, 1200 is noon, 1600 is 4pm etc.
Sound
  • Several maps now have a soundscape/environment sound. Nighttime soundscapes have not been hooked up to the TOD system yet, so maps currently use daytime soundscapes.
  • First pass on acoustic portals: sounds are occluded by walls, but still audible through openings such as windows and doors.
  • Overall improved sound occlusion.
Weapons
  • Added FAL (Custom) battle rifle. It currently uses existing animations.
  • Added AKM assault rifle.
  • Entirely new models for the MP5 series:
    • Include a RIS handguard for the standard MP5.
    • Rear sight drum is now of the open "V-notch" type (easier to use in-game than the peep variation).
  • New model for the M4A1 rifle:
    • Uses the standard M4 stock, 14.5" barrel and KAC RAS handguard.
Known issues
  • Scopes and other magnified optics display a much brighter image than the regular map view. It may also have other visual artifacts.
  • Skin selection for Headgear items will not apply.
  • The Customize Operator UI may display the wrong skin texture, skin name and/or icon for some items.
  • In multiplayer, weapon and character attachments may become stuck/duplicated in the Customize Operator screen.
  • When playing nighttime, the game will take a few moments to load the proper lighting conditions and display the level as dark as intended.
  • The 747 livery appears to have gone black. Mysterious. Also, wink-wink. Issue appears fixed, RIP this joke.
  • Probably a lot of other issues we have not yet encountered or otherwise failed to list here. Remember that problems are expected and you are always encouraged to report them.
⚠️  REMINDER ⚠️
Keep in mind that all of the new features are a work in progress and subject to change. With that in mind, let's get that feedback going.
Change log

The changelist for this test build would be too massive to compile as it contains around 4 months worth of work. So we're gonna have to skip it on this one and try to get one done for the next update.

See ya then!

• • • • •

Stay connected
{LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
Jun 3, 2020
GROUND BRANCH - Scopey
Alright, everyone—we got some expectation management to do.

As laid out in Intel Update #005, we've been struggling to get the new character rig (the skeleton) worked out and ready for the new animations and character assets, which were the core of upcoming update 1030.

So, earlier this month, we brought on board experienced freelance animator Mike Munk (a former Tripwire developer with Red Orchestra, Rising Storm and the Killing Floor series under his belt) to have a look at the new rig and help us make sure things were being done correctly and as future-proof as possible. The diagnosis wasn't great: upon inspection, it was determined that getting the skeleton in shape—so that it won't be a source of headaches down the road—would take several weeks; possibly a couple months.

Well, 1030 has been in the works for a long time now, and we don't want to leave you all without a new major update for that much longer.

The silver lining
So we made a difficult decision which, in retrospect, seems kinda like a no-brainer: let's release everything else. If it's not dependent on the new skeleton, why not put it out there and give everyone some new stuff to start trying out? Postponing the animation and character work sucks and we're beyond frustrated about being forced to delay the main attraction in the update, but as the old adage goes… it is what it is. Might as well make the best out of the situation, so that's what we're gonna do.

If we cut the animation and character work from 1030, you get a smaller update, yes, but you get it a lot earlier and have something to play with while we get the rest of the package sorted out. It also means less potential for new bugs, as well as getting older bugs (such as the VOIP randomly not working) fixed ahead of time.

What will remain in 1030?
Although we've been forced to push the new animations and character assets back, update 1030 will be far from underwhelming. Here's where it currently stands (for detailed descriptions and media, see Intel Update #005):

Remaining features
Everything we've announced for 1030 that is not related to the character and animation rework will still be in the update:
  • [SCHEDULED] First pass on the Encumbrance System (weight and stamina).
  • [SCHEDULED] Interactive lights (shootable/switchable) – will be present in all maps instead of the announced few (Depot and training maps).
  • [SCHEDULED] 2 new multiplayer maps.
  • [SCHEDULED] Map soundscapes and updated acoustics.
  • [SCHEDULED] Tactical FAL and G3A3.

Delayed features
All character and animation-related work will be pushed back to a later update:
  • [DELAYED] New and updated character assets. They were made for the new skeleton's specs, and therefore will have to wait.
  • [DELAYED] New and reworked animations.
  • [DELAYED] M24 SWS, due to the bolt-action poses and animations.
  • [DELAYED] Prone.
  • [DELAYED] Hit feedback.

To-be-confirmed features
These may or may not make their way into 1030:
  • [TBC] Visible gunshot wounds.
  • [TBC] Wristwatch. Relies on the new clothes (with the cuffs pulled up) to show properly with long-sleeve tops, but we may be able to try a workaround.
  • [TBC] Listen servers, a.k.a. hosting your own games without having to setup a dedicated server. (This was not a planned feature for 1030, but might be ready for it.)
We've also updated the Early Access roadmap to reflect these changes and other minor ones.

Some sneak peeks to make up for it (not in 1030!)
As previously shown, 3D artists Dan Conroy and Pau Peñalver have been working diligently on some new assets for GROUND BRANCH. Here is a little update on their progress:

M110K1


Mr. Conroy got the gas block, gas tube, dimpled barrel and flash hider/suppressor mount done for this upcoming battle rifle/DMR. It might not seem like a whole lot of progress, but that's because he paused work on it for a while to work on the…

Rangefinder
More info on this later, but expect night vision and, well, rangefinding capabilities.








Belts
Pau has been working on more character assets. Here's the new Battle Belt:






And here's the upcoming Gun Belt (with the new, fully textured chest rigs in the back):






Magazine pouches
Lastly, here are some initial (high-poly) pouch renders:








Whelp, that's all!
These weren't easy news to break out, but we're done.

We hope to have a working test build for 1030 (along with more news) soon. Rest assured we'll keep you all posted and, as always: thank you so much for all your support and patience.

Also, remember you can always join the community and reach out via Discord, Twitter, Reddit, Instagram, Facebook and the Steam® Community Hub.

Hang in there, and we'll see you on the next update!

—The BlackFoot Studios Team
GROUND BRANCH - Scopey
As promised in Intel Update #005, we put some time aside to work on an updated roadmap for GROUND BRANCH.

We hadn't had a proper one for a long time, and it was about time we sorted it out. But before we take you to it, let's go over a few things that are important to know beforehand.

The roadmap is a general outline of upcoming features, content and improvements
It is not a final or definitive list, and it is not 100% comprehensive. Because the game is in a pre-alpha stage, our scope is relatively open-ended. As such, we will be adding items to the board as we progress, but there is a chance we may remove from it as well.

How it works
  1. The first list (READ ME) is simply an instructions column. The cards inside it explain the board.
  2. The second list (Coming Up) is for the next update, with each card representing a feature, content or improvement that is scheduled for the upcoming version of GROUND BRANCH—in this case, 1030.
  3. The third list (Near-Future) works the same as the previous one, but is for, well… near-future updates. It currently lists likely features for updates 1031 and 1032.
  4. Subsequent lists simply contain planned features organized by category, in no particular order. Many of these cards will branch out into multiple, more detailed ones as they get closer to inclusion in an update.
  5. Cards with a text icon 𝌆 have descriptions or further details inside. Simply click/tap the card to view them.
The roadmap board is read-only for the public. There is no need to create a Trello account or login.
Hit that color label
The little capsule-shaped color labels in each card represent categories. Click/tap one and it will reveal the meaning for all of them so you get a better idea of what kind of card it is.

Got it? Alright, go look at that roadmap
It's right here.


While you wait for 1030, 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
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook
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
...