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GROUND BRANCH News

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 #058: 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 — 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 › Gameplay › 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 — 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!

Build Update #056: V1035 Hotfix #2

Here we are with another V1035 hotfix straight out of the oven.

The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.

We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.


Patch notes


[h2]General and gameplay[/h2]
  • Improved controller input logic:

    • Fixed Ctrl, Alt and Cmd modifiers being swapped around
    • Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
    • Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
    • Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
  • Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
  • Some general bug-fixes relating to characters dying

[h2]Maps[/h2]
  • City: patched some holes in the vault walls, and removed old UE4 default navmesh
  • Compound: fixed a railing that could not be shot through
  • Creek: blocked off edge of the map to stop players vaulting over the boundary
  • Depot: increased draw distances of many large props, vehicles, rocks and containers
  • Power Station: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
  • Small Town: Fixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances

[h2]Inventory[/h2]
  • Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
  • Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
  • Updated OCP substitute/attachment skin priorities (tans first, greens later)

[h2]UI[/h2]
  • Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
  • Updated Server Browser list columns:

    • Tweaked column widths to fit longer map/mission names
    • Improved alignments and clipping behaviors to prevent text overflow issues
    • Changed Server is empty. string to No players. to save space and prevent clipping
  • Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
  • Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
  • Build names should now correctly display the abbreviated names for belts

[h2]Audio[/h2]
  • Fixed LVAW missing mechanical audio layer
  • Tweaked some voice lines
  • Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
  • Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
  • Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
  • Conversion settings updated for further optimization and to convert some stereo sounds to mono

[h2]Modding[/h2]
  • Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
  • Updated MK23 test mod to use mod-specific gameplay tags
  • Updated firearm customization screen to support numbered sockets for InvItem.Socket logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
  • Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
  • Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
  • Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
  • Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)

[h2]AI[/h2]
  • Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
  • Reduced chance of retreat with smoke grenade occuring
  • Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
  • Miscellaneous AI bug fixes

[h2]Visuals[/h2]
  • SUV and pickup truck: disabled affect translucent lighting on the spotlights
  • Updated Field Jacket assets to improve rolled sleeve effect (faded camo)
  • Updated Plate Carrier (MPC) assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
  • Color-corrected Battle Belt skins (AOR-1 and OCP) to darken excessively bright tan areas
  • Hooked up missing muzzle effects for AS Val / VSS Vintorez family

[h2]Known issues (new to this release)[/h2]
  • Both the MK24 CAP and M1911A1 pistols are temporarily missing suppressor sockets


[hr][/hr]
Enjoy the weekend, folks!