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Build Update #060: Patch V1035.1

[p]We're back with another Build Update β€” this time for our first point release: patch V1035.1!

This patch introduces a few new features (such as a Check Watch function, hand signals and modded skins), as well as various bug fixes and even some small visual upgrades. Keep reading for the full scoop, and don't forget to let us know what you think!

πŸ’‘ Patch V1035.2 is also planned for the near future.
Patch notes

[h2]Performance and stability[/h2]
We have identified and fixed a number of memory leak issues which would create an increasing impact on performance (and possibly online replication) over time:
  • Fixed memory leaks related to inventory items that were not being unloaded on level change Fixed some vehicle blueprints that were leaking memory after level change (they were set to replicate unnecessarily)
  • Fixed leak caused by regenerating navmeshes with our door-swinging logic in Kythera AI
🚧 These should hopefully improve performance degradation over time β€” including some of the server rubberbanding issues β€” but the problem is still being monitored, and we'll continue to work towards a definitive fix. Be sure to let us know how your server is handling these changes!

[h2]Gameplay[/h2]
[h3]Check Watch[/h3]
Gone are the days of free-looking down to your left wrist or picking a foregrip that makes it easy to see it at a glance.

You can still do those things, but now you can also simply use the new Check Watch ability to have your character raise their wristwatch in clear view of the camera while keeping your firearm (if you have one equipped) at ready.

πŸ’‘ To check your watch, double-tap Freelook (default \[Tab]).

The new Check Watch ability can be triggered in any stance, and it stays on while walking and running (but not while sprinting or crawling). Most other actions will cancel it out automatically.

🐞 When prone, the watch face may not be within the frame depending on what item you have equipped, even with a vertical FOV of 58 (default) or wider. We're looking into it.
🐞 You may have issues checking your watch after using it several times while moving around, changing stances or in combination with Freelook. To restore the ability to check your watch, simply use Freelook momentarily.

[h3]First pass on hand signals[/h3]
Players can now use hand signals to silently communicate with teammates.

"Go There" hand signal

To bring up the Hand Signals menu, use default [H].

πŸ’‘ If a default key is not set in your game, manually bind it under Settings β€Ί Controls β€Ί Keybinds (look under the "Communication" header).

Available signals so far are:
  • Cover Me β€” Issued to request covering fire or overwatch from a teammate
  • Rally Up β€” Issued to tell teammates to regroup on your position
  • Go There β€” Issued to order teammates to move up to a location in front of you
  • Need Breacher β€” Issued to request a teammate to breach a door (currently limited to the water Breaching Charge)
  • Halt β€” Issued to tell teammates to stop and hold a position until told otherwise
  • Look There β€” Issued to tell teammates to visually check a position in front of you
🚧 As ever, please keep in mind this is an initial implementation β€” the UI and animations will be iterated on, and more hand signals will be added.
πŸ’‘ Hand signals are issued via the same radial menu style as squad orders β€” press the key to bring up the Hand Signals menu, move your mouse to the desired option, and left-click to issue.
🐞 KNOWN ISSUE: Once used, the Hand Signals menu may require a second press of your assigned key to come up again.

[h3]Other gameplay updates[/h3]
  • Collecting the laptop in Intel Retrieval no longer triggers enemies to rush towards the player ("extraction mayhem"), allowing players to e.g. sneak in and out with the intel
  • Increased the area of extraction zones to better support larger teams
  • Light and laser attachments now behave more naturally:
    • No longer automatically turned on when re-equipped
    • Still turn off when the item is dropped, but with a slight delay β€” allowing you to potentially mislead enemies with dropped weapons
  • Updated reload-related gameplay ability to correctly detect when a round is chambered during a mag check

    • This ensures the appropriate animation plays depending on bolt status (e.g. AR-15 with no bolt lock)
  • Updated the grenade throw ability to no longer allow sprinting or item switching to interrupt it, as well as correctly re-equip the previous item (if the option is checked in Settings β€Ί Gameplay) after the throw

[h2]AI/animation[/h2]
[h3]Dead body inspection[/h3]
Enemies now perform a proper body check animation upon finding a fallen comrade, kneeling at the location of the dead character's head, reaching out and scanning around before standing back up.


[h3]Other AI changes[/h3][p]Updated "bum rush" AI behavior (Terrorist Hunt):
  • AI now runs toward distant targets and walks when nearby
  • AI will now draw their weapon upon entering "bum rush" mode, rather than leaving it slung until enemy contact

[h2]Modding[/h2]
[h3]New Mod Kit version available[/h3][p]The GROUND BRANCH Mod Kit has been updated! If you're a modder (or aspiring modder), make sure to grab it from the Epic Games Store: https://store.epicgames.com/p/ground-branch-mod-kit

Read on to learn what's new in this version.

[h3]Item skin modding[/h3][p]New in V1035.1 is the ability to create proper skin mods for items, with new colors and patterns no longer required to be "baked" directly into the meshes. Here's the first contribution by modder ModernLancer:

πŸ’‘ If you are interested in creating skin mods, see this page from our Modding Wiki for more information (though please bear in mind that it still needs to be updated).

[h3]Bolt-action and belt-fed weapon modding[/h3][p]The Mod Kit now provides example mods for bolt-action and belt-fed weapons.

πŸ’‘ For instructions on how to create new asset mods (such as weapon mods), see this page.

[h3]Other modding changes[/h3]
  • Improved mod filtering behavior in the Server Browser to more reliably display modded servers
  • Optimized mod mounting performance and reliability by skipping redundant blueprint-generated classes and using safer methods to identify primary assets

[h2]Visual updates[/h2]
[h3]Upgraded first-person character textures[/h3]
With the new Check Watch action, we wanted to make sure the most visible character textures in first-person (arms, gloves, sleeves) looked as good as they can, so we bumped up the resolution for their albedo (base color) and normal maps.

The difference can be subtle β€” especially with the gloves β€” but here's a before/after with the Tactical Gloves and Softshell Jacket:


Notice the sharper textures β€” especially around the jacket's shoulder pockets and seams.

[h3]Other visual fixes[/h3]
  • Fixed lighting channel and cull distance issues in Ready Room
  • Potential fix for blurry textures when switching appearances with a balaclava

[h2]Kit restrictions[/h2]
The Kit Restrictions system and menus are being overhauled to use the new tag system and offer more options. As a result, it will be unavailable from this version until we have the new iteration done in patch V1035.2.

πŸ’‘ The new kit restrictions system is expected to return alongside the Hostage Rescue PvP mode.
Sorry for the inconvenience and thanks for your patience, everyone.

[h2]Miscellaneous changes[/h2]
  • Updated VOIP settings in Wwise to improve Radio and Proximity Voice audio dropouts (unfortunately, crashes still occur β€” we are looking into redoing the VOIP system)
  • Fixed issue where the wrong sound was playing for the LVAW assault rifle
  • Fixed Ready Room no longer playing ambient music after closing menus
  • Updated Power Station audio mix and adjusted audio for powered equipment (e.g. radios) (WIP)
  • Updated and cleaned up various gameplay abilities (GAS) for more reliability
  • Removed excessive networking logs to improve performance and clarity
This has been Build Update #060!

Thank you for reading these release notes and keeping up with the development of GROUND BRANCH.

Stay tuned for patch V1035.2, and don't forget to let us know how this version is running and playing for you β€” whether via our Discord, Steam forums or social media.

See you on the next one!

SUMMER SALE: Save 15% on GROUND BRANCH

[p]It's time for another Summer Sale, and GROUND BRANCH is 15% OFF until July 10 @10am Pacific:

[dynamiclink][/dynamiclink][/p][h3]Enjoy the sale, everyone![/h3]

Build Update #059: V1035 Hotfix #5

[p]Just a quick update to fix up the in-game bug reporter and a handful of other minor issues.[/p][p][/p]
Patch notes
  • [p]Fixed in-game bug reporter (Report Bug screen) failing to submit[/p]
    • [p]This was caused by a domain change in our bug tracker, which required the URL to be updated accordingly. Sorry, folks![/p]
  • [p]Added network logging to investigate potential server performance issues[/p]
  • [p]Updated bomb location in northern container on Depot to be accessible in Defuse game mode[/p]
  • [p]Fixed DLSS Super Resolution drop-down menu being duplicated when returning to the Settings menu[/p]
  • [p]Updated UMP45's model and animation assets to fix iron sights[/p]
[p]
[hr][/hr][/p][p]Have a great rest of the week![/p]

Build Update #058: V1035 Hotfix #4

[p]Hey, everyone!

We have another V1035 hotfix for you, including fixes for City crashes and sound issues, Intel Retrieval bugs, and the "bum rush" feature (where the last remaining enemy AI rush the player in Terrorist Hunt) not working.

We have also added a new SVD variant, hooked up the AOR-2 pouches and more. Keep reading for the full scoop.[/p][p][/p]
Patch notes
[p][/p][h2]Gameplay[/h2]
  • [p]Put in a temporary workaround in Intel Retrieval to make laptops pick-upable without hacking (may have some alignment issues causing the laptop to appear in odd places near the expected placement, such as under a box instead of on it); other modes such as Uplink may still have issues (work in progress)[/p]
  • [p]Improved equipment-switching logic relating to restoring the correct previously equipped left/right item when re-equipping (work in progress)[/p]
  • [p]Fixed issues with Tablet raise ability sometimes not working[/p]
  • [p]Improved controller-to-mouse input remapping for UI navigation[/p]
[p][/p][h2]AI[/h2]
  • [p]Fixed up AI behavior for "bum rush" in Terrorist Hunt (TH) and "extraction mayhem" in Intel Retrieval (IR): after getting down to the last few terrorists in TH, and after taking the laptop in IR, all remaining enemy AI will once again swarm towards the players and/or extraction point (if applicable); the behavior remains a work in progress[/p]
  • [p]Adjusted AI grenade usage: reduced frequency, increased verification distance, rebalanced smoke grenade usage, and added checks to avoid friendly fire[/p]
  • [p]Tweaked AI logic to reduce passive behaviors and increase frontal engagement[/p]
  • [p]Improved AI responsiveness and reduced hesitation when closing distance with enemies[/p]
  • [p]Fixed AI sprinting sideways when engaging targets[/p]
[p][/p][h2]Sound[/h2]
  • [p]Fixed crashing and other audio issues in City[/p]
  • [p]Adjusted voice handling for AI room tones and Spatial Audio Volumes (SAVs)[/p]
  • [p]Fixed HRTF channel configuration to restore expected audio playback[/p]
  • [p]Improved volume behavior for grenade explosions[/p]
  • [p]Fixed voice starvation and room tone playback inconsistencies[/p]
[p][/p][h2]Inventory[/h2]
  • [p]Added SVD-90 sniper rifle: a variant of the classic SVD with black polymer furniture (the original SVD was renamed SVD-63)[/p]
  • [p]Tweaked weight value for SVD-63 from 5.3 kg to 4.3 kg (the new SVD-90 variant is a little lighter: 4.0 kg)[/p]
  • [p]Added AOR-2 skin to pouches[/p]
  • [p]Radio pouch skins are now restricted to Black, Tan, Ranger Green and OCP to reflect real-life counterpart and highlight the pouch in most situations (this logic may be applied to other pouches in the future)[/p]
[p][/p][h2]UI[/h2]
  • [p]Refined controller modifier tooltip messaging[/p]
  • [p]Fixed interaction bugs relating to controller navigation and button modifier presentation[/p]
  • [p]Extra validation added to Modding menus, and new prompts to suggest saving of server mod list if user navigates away[/p]
  • [p]Updated SVD-63 icon with more consistent version created from more recent asset[/p]
[p][/p][h2]Visuals[/h2]
  • [p]Improved support for matching pouches when changing platform skins[/p]
  • [p]Updated Plate Carrier (MPC) skins:[/p]
    • [p]All MOLLE sections now have the secondary skin color applied to them (where applicable, as some skins have camo applied to the MOLLE)[/p]
    • [p]OCP now has the camo pattern also applied to MOLLE (instead of tan)[/p]
    • [p]M81 now uses a more accurate color scheme, with olive drab as the secondary color (instead of tan) and camo no longer being applied to certain parts of the vest[/p]
    • [p]MOLLE applied at an angle near armpit area now has the camo pattern follow that angle[/p]
    • [p]Tweaked color of the stitching, bungee cord and snap fastener of some skins[/p]
  • [p]Corrected visuals and collision on Box Truck asset[/p]
  • [p]Eye material fix on dead SWAT characters[/p]
[p][/p][h2]Modding[/h2]
  • [p]Fixed issue where listen server host (Host Game option) would not sync mods unless local mod list was enabled[/p]
  • [p]Listen server hosts (Host Game) no longer send Inactive mods to clients, causing unnecessary mod subscriptions[/p]
  • [p]Mutators menu now displays expected content on opening (rather than broken mutators)[/p]

Build Update #057: V1035 Hotfix #3

We have another hotfix for you β€” and yes, this fixes suppressors in addition to a lot of other things. As always, thank you all for your reports and patience!


Patch notes


[h2]General[/h2]
  • Fixed issue with player characters (and sometimes AI) not ragdolling properly after death, and instead freezing in place when killed
  • Fixed destructing doors to only destroy attached actors that take damage or which are decal actors
  • Rejigged internal stuff relating to Breaching Charge, M67 Frag, MK13 Flashbang, smoke grenades and the big bomb (Defuse game mode), so that the effects replicate properly to all clients on a server
  • Fixed broken debug camera (Ctrl + Home)
  • Fixed crash relating to audio occlusion

[h2]Gameplay[/h2]
  • Fixed Default Post-ADS Weapon Position setting (Settings β€Ί Gameplay β€Ί Combat) not applying correctly
  • Campaign mission now tells you when AI teammates are killed
  • Updated input action bindings for controller modifiers to set the consume input property to false (this allows the key bound to modifier to be bound to an action not bound to the player controller, while still being used as a modifier)

[h2]Inventory[/h2]
  • Fixed suppressor socket bug β€” all appropriate weapons should again be able to equip suppressors (sorry)

[h2]Audio[/h2]
  • Fixed Breaching Charge audio not playing (was only playing tail)
  • Adjusted attenuations of multiple objects
  • Switched spatialized sounds to audio objects to get better spatialization
  • Removed superfluous random spatial sound from City audio
  • Replaced spatial sound actor system with spatial audio volume tag system
  • Fixed a few external volumes’ room tone not playing

[h2]UI[/h2]
  • Added proper icon for NVG Counterweight (formerly "Counterweight", which used the Headset icon)
  • Updated GB skin for the T-Shirt: changed display name from "Ground Branch" to "GB Logo", and updated skin icon
  • Reduced space between consecutive game messages (the ones that pop up centered at the lower half of the screen)

[h2]Visuals[/h2]
  • Server and client random animations synced properly

[h2]Modding[/h2]
  • Added GBBarrelComponent::SetVelocityModifier() to enable changing velocity modifier at runtime in barrel component blueprints; a value of 0.0 or less resets it
  • Custom gameplay tags should now be packaged "in the clear" rather than in mod paks


[hr][/hr]
Have a great rest of the week!