
👉 For dedicated servers (DS), use code CommunityTestDS1035 (beta branch communitytest-ds).
💡 If you wish to return to the regular branch of the game, simply select "None" from the drop-down menu in the top-right. It's a pretty big download, so keep in mind that switching back and forth between the Community Test and regular branches can be time-consuming — especially on slower connections.
🪲 To report a bug, press [Esc] while in-game, click the "Report Bug" button in the top menu, and follow the instructions.



📌 Keep in mind this and previous reports are not an exhaustive list of V1035 features. For an overview of expected changes and additions, please refer to our {LINK REMOVED}.


💡 The mission briefing screen will likely also be home to where you select and equip your team in the future. For the V1035 demo mission, your team will be pre-selected and equipped.Once players have reviewed everything, they can launch the mission by clicking Deploy (Offline Mode) or Deploy (Online Mode). So how exactly does each mode work?
💡 Team size in the V1035 demo mission will be capped to 4 operators: the player + 3 AI teammates, or 4 players. Future missions — though not all of them necessary — will likely allow more personnel.As is true for all we share in our dev blogs, most of what you see is in active development and subject to change.
✒️ This month, Matt "Fatmarrow" Farrow gives us a deep dive on new features for the Mission Editor.As hinted earlier, not all the changes we have made in V1035 will be visible or apparent to players — in fact, there has been quite a lot of work going on behind the scenes in nearly every area of the game.







🔗 Quick links





💡 If you missed our Intel Report #024 for November, go read it!
💡 Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our {LINK REMOVED}.
💡 This new layout integrates with the new tag system (briefly mentioned in our last dev blog), wherein items can fit into multiple UI categories. This applies particularly to main items, as shown in the Primary Weapon selection. Note that the "Suppressed" category, which groups weapons that are integrally suppressed, includes weapons from various other categories. Similarly, some weapons fit both the "Precision Rifle" and "Battle Rifle" category, and so on.When customizing weapons, attachments are laid horizontally in the bottom of the screen in up to 2 rows of 8 attachments each. That is so longer weapons can take up more of the screen without being as obscured by menus. However, when customizing headgear, platforms, and belts — which tend to be taller or do not require as much horizontal space — attachments are laid vertically in the right corner of the screen.
💡 One major element still missing from the customization UI is detailed information about each item — some kind of infobox so players don't have to guess what every item is and does. Rest assured that will be coming in due time!
💡 An update to the click-and-drag mechanic is not planned for this update due to other priorities, but we're aware it needs a revision too.Everything is subject to change (and your feedback), but it already feels much easier to use and navigate.
⚠️ NERD ALERTThis deep dive is for the nerds. If you're not a nerd, what are you even doing here? you may want to skip this section (and go watch sports or whatever).







💡 Pro tip: if you want to vary your patrol AI behavior from the method described here, one way is to incorporate "one-way" links into or out of junction nodes (manually delete links in the patrol node actors in the Mission Editor). Proceed with extreme caution!And that completes our deep dive into patrol nodes!




💡 Fog color allows maps to have more unique atmospheres, especially with the sun at lower angles. Our lighting and weather systems allows different settings to be used at night, dawn, dusk and daytime. The fog color in the examples above is one of the factors for the "colder" tone during the day, but at dawn and dusk there is a very warm fog effect.Will has also given Small Town a little facelift, improving the texturing and adding details and props. Here are some more comparison shots:



💡 Will continues to work on the new version of 747, as part of the big push to update all of GROUND BRANCH maps to the same visual standards as Depot, Small Town and others.



💡 If you missed last month's Intel Report #023, be sure to give that a look as well!
💡 Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our {LINK REMOVED}.
AI spawn points now have a "Day Spawn" and "Night Spawn" option, determining when the spawn is used
When spawn points are disabled due to day/night settings, they change color
The AI loadout selection has now been streamlined for ease of use and visibility
More logging is provided to help identify issues with mission loadout setups


💡 Traits of AI grenade throws are likely to be further determined by AI "archetypes" in the future.

💡 In V1035, 10 chemlights are automatically added to your loadout on deployment — there's no need to equip them.
New AN/PVS-31A night vision goggles model, seen here with the (also new) AUG A3

💡 When customizing the VSS or Val, the attachments menu will display the correct version of the PSO-1 scope — in this case, the PSO-1M2-1. Conversely, the SVD customization will only display the "regular" PSO-1M2. This is courtesy of Kris' new "tag" system which automatically shows/hides attachments according to what the platform being customized is meant to support.
⚠️ Due to the US holidays this week, Intel Report #024 (November) will be delayed until next week. See you then!