1. GROUND BRANCH
  2. News

GROUND BRANCH News

Hotfix for V1034.2

This hotfix addresses some issues with yesterday's V1034.2 patch that slipped through testing.

  • Fixed bug that prevented re-equipping primary weapons in certain circumstances (e.g. when picking up laptop in Intel Retrieval)
  • Fixed issues related to front sight post on M17 pistol
  • Fixed various bugs with zeroing sights and some more iron sights not being handled properly
  • Fixed missing weapon reload audio on The Farm
  • Fixed audio diffraction and occlusion not working in some contexts

Patch V1034.2 now available

Hey, everyone!

Patch V1034.2 is now available. Though we have not yet been able to work out the online rubber-banding issue, we had a lot of changes and fixes that were not worth holding back any longer.

Thanks for your patience and reports so far! We hope to have a fix for the rubber-banding soon, along with the official modding implementation.

[h3]πŸ“’ IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

πŸ‘‰ As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.
[h3]❗ KNOWN ISSUE: Ready Room aiming bug[/h3]

Due to complex fixes to weapon zeros, aiming down sights may cause the camera to align with the top rail rather than the sight. This is limited to the Ready Room only.

πŸ‘‰ To fix it, simply re-equip your kit (via locker or workbench) or deploy to the play area.



Patch notes


[h2]AI[/h2]
  • Made suppressed weapons less audible for AI (range reduction by 40% β€” WIP, testing things out)
  • Increased influence of light scale to the overall character visibility: AI should no longer easily spot players in the dark
  • Big AI update:


    • Added AI coordinator system β€” the basis for exchange of information between AI bots
    • Added target handling to GBKytController to register with the AICoordinator
    • Enabled new hearing system for gunshots (now uses same system as footsteps)
    • Gunshot range is treated differently for suppressed and unsuppressed weapons
    • Fixed AI going prone when close to enemy, now require distance > 40 m
    • Fixed a bug where AI wouldn't shoot when advancing towards the target
    • Added new separation between cover behaviors for crouching and when leaning out of cover
    • Reworked engagement rules for AI taking into account the current enemies that are engaging the player through the AI coordinator system
    • Fixed an issue where Guard AI would follow noise but Patrol AI would not (reversed)
    • Adding new behavior sub-trees for firing from cover
    • Updated spatial queries for cover generation
    • Slightly increased hearing distance for AI on 747, Compound and Depot

[h2]Audio[/h2]
  • Major audio overhaul to improve and fix ambient sounds:


    • Improved audio quality conversion β€” more details in the soundscape should now be hearable, and levels should now generally sound better and more "alive"
    • Ensured ambient sounds update correctly when time of day (TOD) is changed
  • Fixed audio-related crash
  • Updated attenuation for third-person footsteps (should no longer be loud and just cut off)
  • Fixed third-person prone movement sounds
  • Added further logic to prevent Ready Room sounds being hearable from play area (and vice versa)
  • Fixed power boxes not emitting the electric buzz on first play


[h2]Animation[/h2]
  • Ongoing rework to improve/fix animation for NVG being lowered/raised in different stances and with different items being equipped
  • Fixed animations to follow the new finger outside of trigger guard
  • Fixed Specter DR 1x/4x lever animation being offset


[h2]UI[/h2]
  • Updated keybinds list in Settings > Controls to improve the names of a few actions and to ensure consistency between Keyboard/Mouse and Controller keybinds
  • Added tooltip hint to "Night Vision Goggles" keybind to reinforce that goggles must be equipped on the character for the bind to be functional
  • Hopefully fixed wibbly-wobbly VOIP indicator issue
  • Attempted fix for reticles not keeping their color and different laser dot effects occurring when using colorblind filters
  • Changed colorblind filter notice text at top-right to be smaller and less obtrusive
  • Made Headcam the default spectator camera, by popular request
  • Returning to Settings menu (from play area) no longer re-selects the Controls screen (now leaves it on whichever settings screen was open previously)
  • Hiding the HUD in Headcam spectator view (default H) now hides the minimap and displays basic player info
  • Tablet now shows player names for everyone, if in Training mode
  • Updated City minimap so as to encompass the bank vault area
  • Fixed bug where clearing an inventory item in character editor did not clear the [CUSTOM] tag and color scheme
  • Cleaned up radial menus:


    • Style consistency pass (background, hover, font, formatting etc.)
    • Renamed attachment functions for better clarity
  • Minor art/style pass on Rangefinder overlay to be closer to reference (increased text size and made it all-caps, tweaked HUD color and position)
  • Updated Patches menu/dialog (Customize Operator screen) to allow hitting Esc to close it


[h2]Gameplay[/h2]
  • Prone is no longer affected by stamina and arm strength (WIP, temporary)
  • Removed ability to re-pin grenades
  • Water: fixed bodies of water blocking projectiles, grenades colliding with water surfaces, and clean water blocking lasers (should still block if dirty water)
  • Dying underwater and/or resurfacing should also correctly clear the underwater effect
  • Fixed retention reloads dropping the first magazine with certain weapons (e.g. M110, MK46)
  • Big cleanup of iron sights and optics zeros β€” let us know if you catch any bad ones still!
  • Fixed some scopes seeing through walls (may require new weapon builds to be created)


[h2]Art and customization[/h2]
  • Art pass on Roster whiteboard (Ready Room):


    • Replaced font with more readable alternative
    • Replaced status icons with text (OK = alive, KIA = dead, Prep = in Ready Room, Spec = in Spectator Mode)
    • Minor alignment and formatting changes
    • Updated text for Team Element selection instructions
  • Changed font for Ready Room locker name plates
  • Fixed Male 04's Short Beard using the wrong mesh (model geometry)
  • Moved FAL rear sight mesh back to 200 m setting (issues with gun zeroing to 600 m)
  • Updated various iron sight meshes to fix zeroing issues
  • Removed suppressor socket from Wz88 as it should not accept one
  • Changed SA58 OSW's suppressor (now uses SureFire FA762K, same as the MK14 EBR's)
  • Created Black skin for the SureFire FA762K (available as an alternate skin for the MK14 EBR and SA58 OSW)
  • Removed socket from AccuPower 1–8x that allowed RMR (Flat Mount) to be attached


[h2]Maps and missions[/h2]
  • Miscellaneous mission fixes:


    • Fixed random barrels in deck in Rig (Defuse)
    • Fixed up some floating laptops in Small Town (Intel Retrieval)
    • Tweaked laptop position in building D basement in Small Town Uplink
    • Minor cleanup on 747 intel retrieval mission (moved laptop off Cessna struct even though placement was FINE really)
    • Tweaked 747 PVE missions to remove AI from the avionics room (collision, clipping into ceiling and pathing seemed a bit tricksy overall)
    • Adjusted OnHit logic in Defuse mission object so as to only run on server and ignore any hits except from bullets (so players can jump on bombs without consequences)
  • Fixed a few light portal bugs in City
  • Turned a few lights on in the City bank for all times of day
  • Fixed a few LOD/mesh culling issues in City and Run Down
  • Fixed a few mesh-culling issues in Rig
  • Overhaul of Mission Editor and mission structure to add version control and fallback AI loadouts:


    • Missions with out of date version number won’t show in mission selection screens
    • Old missions (V1033, V1034.0, V1034.1) need to be loaded and resaved in editor
    • If saved AI kits don’t load, mission loadouts will be used. If they don’t load, AI won’t spawn
    • All standard missions updated via script
    • Lots more changed under the hood, including in kit validation systems
    • Ran script to remove AI spawn points from Deathmatch missions
    • Ran script to convert Deathmatch missions to Last Man Standing versions
  • Optimized and cleaned up collision on some Rig and Docks assets
  • Small tweak to ladders on Small Town to make it less likely that AI gets stuck here
  • Fixed LOD and culling issues on City and Power Station
  • Fixed nasty LOD on building in Compound
  • Added UV offset to conifer LOD materials to fix a strip of ground that would appear on the tree when playing on lower graphical settings


[h2]Miscellaneous[/h2]
  • Fixed problems with ResAtMe and ResNear commands
  • Fixed up player names not appearing on Tablet: slightly changed behavior so names appear whether in play or in Ready Room, but not if not assigned to a team (e.g. when in a free-for-all mode, or in Ready Room reception lobby)
  • Fixed spectator-only players getting stuck at loading screen, not seeing the correct sky, and being shown respawn option
  • Many, many under-the-hood changes and fixes

AI Hotfix

Yesterday's Patch V1034.1 had a couple of issues that caused AI to rush towards players, have perfect night vision and possibly other unintended behaviors.

We've worked overnight to diagnose and fix these issues, and things should now be back to the intended AI changes and behavior described in yesterday's patch notes.

Sorry for the inconvenience!

Patch V1034.1 now available

Happy Thursday, folks!

This initial patch for V1034 fixes various crashes some art-related bugs, and does a little back-end cleanup. It also tweaks audio and AI slightly.

[h3]πŸ“’ IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

πŸ‘‰ As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.

We're currently compiling a list of needs for patch V1034.2, to be released in a few weeks and hopefully fixing the rubber-banding and other major issues.


Patch notes


[h2]General[/h2]
  • Hostage Rescue: fixed restraints and hood not being removed after the hostage was released
  • Fixed issues with kit being applied on top of existing kit in Training mode (such as when in The Farm online)
  • Various crash fixes
  • Cleaned up a lot of under-the-hood logic and log spam

[h2]AI[/h2]
  • Changed how gunshots are processed by the AI: now uses the same system as footsteps, which should make bots more reactive to gunfire (especially when nearby)
  • Tweaked "Untrained" AI difficulty to make it a bit easier

[h2]Maps[/h2]
  • Docks: fixed ramp/boat connections causing bots to get stuck
  • Docks: fixed getting stuck in spools
  • Small Town: fixed visible hole in rocks (southwest spawn area)
  • The Farm: fixed small light above the exit door that wouldn’t turn off when the power box was disabled)
  • Fixed issue in Storage Facility with the landscape LOD covering part of the main tunnel entrance when viewing at distance
  • Cleaned up some collision issues in City subway area

[h2]Art[/h2]
  • Fixed bad normal map on the MPX submachine gun

[h2]Audio[/h2]
  • Possible fix for gunshots and explosions on the map being audible from the Ready Room (NOTE: frags might still be audible)
  • Updated player footsteps: slight attenuation change and volume increase
  • Fixed MK14 EBR reload audio being out of sync with animation
  • Added female voice line for "Covering" comms (G)

[h2]VFX[/h2]
  • Added footstep particles to the forest floor surface type

GROUND BRANCH V1034 is now officially released!

Hey, everyone!

Thank you for your patience and support while we worked on the latest update for GROUND BRANCH V1034. Though this has been a tough testing and debugging season thanks to major system changes β€” particularly AI and animations β€” the official release is now among us!

[previewyoutube][/previewyoutube]

πŸ—’οΈ For a detailed list of changes, please see our patch notes for the V1034 Community Test releases over the last few months here.

For the non-masochists among us, keep reading as we have a more readable summary of the main changes to the game since our last main release (V1033). But first:

[h3]β›” IMPORTANT: Clearing your old files is recommended![/h3]
If you are coming from V1033 or have not downloaded a Community Test build in a while, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game.


Highlights


[h2]DX12 mode and DLSS 3 Frame Generation[/h2]
Once you've updated to V1034 and launched GROUND BRANCH, you'll be greeted with a new pop-up dialog that lets you choose between running the game in either DX11 (the default option we've always had) or DX12 mode (previously available only via the -dx12 launch parameter).



DX12 (DirectX 12) mode is required to use the new NVIDIA DLSS 3 Frame Generation video setting, which users of GeForce RTX 40-series GPUs will benefit from in terms of framerates. If you're one such user, here's how to enable it:

  • Launch GROUND BRANCH in DX12 mode
  • Go to Settings β–Ί Video
  • Under the "Video" section, look for NVIDIA DLSS 3 Frame Generation and select "On" from the dropdown menu
  • Apply the new settings
πŸ’‘ Users of different graphics cards may experience improved performance from running GROUND BRANCH in DX12 mode, regardless of the DLSS 3 Frame Generation setting. We recommend everyone to try it out and see how their system reacts.


[h2]UI, UX, settings and accessibility[/h2]
The user interface and general user experience have received a number of updates in V1034, with multiple new options introduced. Here are some of the main changes to look out for:

  • Pressing [Esc] during single player sessions will now pause the game
  • Added a headcam-style camera to Spectator Mode, also accessible as a debug camera ([Ctrl]+[↑])
  • The portion of the Gameplay settings dedicated to on-screen elements has been split into the new HUD menu
  • Colorblindness settings have been added to Settings β–Ί Video (Advanced)
  • The Server Browser now features an expanded info box (listing players per team, as well as active mods) when a server is clicked
  • The Ops Board in the Ready Room now has a ↻ button to re-randomize objectives and insertion points
  • Players can now volunteer for game mode-specific roles β€” such as the hostage (Hostage Rescue) or flag carrier (DTAS) β€” by clicking the Volunteer button next to their name in the Session Roster
  • Servers can now allow friendly name tags in-game: these only appear when the player is pointing at a teammate from within a certain range; you can disable this feature for yourself in Settings β–Ί HUD
  • Callsign patches will now be displayed on the back of Headgear items
  • The Mission Editor was updated, and validators now check for collision and navmesh issues
  • Skin selection now features standardized swatch-like icons, especially useful for previewing camo patterns


[h3]Server administration[/h3]

  • More comprehensive server admin options/settings, including the option to restart a server in-game and to schedule server restarts for particular times of day
  • Server admins can now lock (disable) the Ready Room test shooting range

[h3]General fixes and improvements[/h3]

  • A plethora of optimizations to various maps and game systems
  • Cleaned up various UI elements to improve readability, formatting and consistency
  • A load of bug fixes, including not being able to change the enemy count via Ops Board


[h2]AI[/h2]
We have now made the switch to the Kythera AI middleware, replacing the stock Unreal Engine 4 AI system. We had paused AI development in a less-than-ideal state for a few updates in anticipation of this change, but luckily nobody noticed or brought it up ever.

Kythera is not a complete AI solution, but a tool that allows us to implement AI in more flexible and effective ways. We still had to do a whole ton of work behind the scenes to get everything working properly, and a lot of work remains as we'll explain further.

πŸ’‘ Thanks in particular to Chris, who has cemented his reputation as our official AI guy, and to Kythera for working closely with us and helping iron out the odd AI wrinkle.

You will notice a wide variety of changes in how the AI behaves. Overall, the AI should now be more "life-like" and more challenging in some aspects, but without having as much of an aimbot feel to them. AI senses (sight and hearing) have been continually tweaked, and benefit from improved pathing and more sophisticated actions: AI will return fire and take cover as before, but they may now crouch and go prone in certain contexts (e.g. lack of nearby cover), use suppressive fire to keep players pinned down, form spontaneous squads, hold close to guard points (as close as mission designers specify), react to dead bodies, and use a few more call-outs.

At lower difficulty levels, AI will now also fire tracers β€” with higher frequency at lower skill levels β€” and have more frequent muzzle flash effects to help less hardcore players figure out where they're being shot from.

https://youtu.be/-0NQznSKII0

Stance and movement should also have a greater impact on detection, so be sure to move slowly and keep a low profile if you're trying to be sneaky.

Missions have also been given a once-over to check specifically for collision and navmesh issues, so the AI should now flow around maps more easily in existing missions.

πŸ’‘ One important aspect of AI presentation still missing is more varied animations, as the lack of specific motions to convey all the different AI behaviors makes bots retain a lot of their "roboticness". The lack of natural "idle" animations also contributes to this.

We'll of course continue to iterate on that an other aspects of AI as things progress, including providing friendly AI support (that is, AI teammates) as well as more sophisticated and natural-looking enemy AI.

New voice lines are also recorded and waiting to be implemented in a future update cycle.


[h2]Prone and animation overhaul[/h2]
Prone (a.k.a. lying on the ground) has been on our to-do list for a while, but we didn't want to do it until we could do it rightβ„’. After another extensive and necessary under-the-hood overhaul to support the new stance, it is now in and working thanks to the combined efforts of Kris and Mike.

There are still some kinks to work out, but even so, we think we have created a solid base to build upon. Here's how it currently works:

  • To toggle between your current stance and prone, hit the Prone key (default [Z])
  • Going prone while sprinting will perform a dive
  • Pressing Jump while prone will immediately switch to standing, regardless of your stance before going prone
  • Once prone, you will not be able to aim beyond a limited horizontal arc, while vertical aiming will be limited by the ground at the bottom and a fairly modest upwards angle
  • Pressing any movement key while looking/aiming off to either side will rotate your character in place to align their lower body with their upper body
  • You can crawl in all directions by using your movement keys. You can crawl faster by holding the Run key (default [Shift])
While prone, the limited aiming angles require rotating your character to cover different areas

By assigning keys to the new Stance UpΒ and Stance Down keybinds, you may also use an alternative control scheme that sequences between Standing ↔ Crouched ↔ Prone instead of transitioning directly to/from prone.

[h3]Keep in mind![/h3]
❌ Going prone will interrupt certain actions, such as reloading β€” if you hit the dirt while reloading, make sure you have a magazine in the well and a round in the chamber!

❌ Most actions (shooting, reloading, changing items etc.) will interrupt movement while prone, and you cannot start crawling while these actions are being performed.

❌ While prone, you're also unable to perform most world interactions, such as opening doors, deploying breaching charges or interacting with mission objectives.

❌ You will not be able to go prone if there's not enough room for your character's full body length.

[h3]Other changes in animations[/h3]

  • Characters now react to weapon recoil against their upper body when firing
  • Death animations have been created for crouched and prone stances
  • Death animations from the standing position received some polish as well
  • Leaning now uses actual poses that look more natural
  • The Breaching Charge now has an animation for setting up the charge on doors, as well as for triggering the detonator
  • Switching weapons got a polish pass
  • Improved animations and hand poses for AK-type rifles
  • Hand poses in general β€” such as how your character holds grenades β€” were also slightly updated
  • Lastly, animations and poses were created for the new and updated weapons (we'll get to those!)
🐞 Your character's support (left) arm will bend in unnatural ways when moving while holding various primary weapons with no foregrip equipped. This is due to the animation rework and will be fixed in a point release.


[h2]Focus Zoom[/h2]
Another notable addition to gameplay is the Focus Zoom ability. As the name suggests, it allows you to zoom in on your sight picture, giving reticles and targets more pixels to work with on your screen and making ranged shots a better experience.

Focus Zoom is bound to Hold [Ctrl] by default (same key as Steady Aim) but can be changed in Settings β–Ί Controls.

πŸ’‘ Keep in mind that the Focus Zoom function will disengage if you move, or if you move your weapon too fast.


[h2]Customization and inventory updates[/h2]
We are very pleased to welcome playable female characters to the Ready Room, in the spirit of the classic Ghost Recon and Rainbow Six games that inspired GROUND BRANCH.



The addition also encouraged us to finally get some hairstyles implemented, and so we did. Here's what's new:

  • 7 new characters (Females 01–06 and Male 06), selectable under the APPEARANCE tab
  • 4 male hairstyles (Crew Cut A, Crew Cut B, Caesar Cut and Long Cut) under the new HAIR tab
  • 4 female hairstyles (Straight Bun, Textured Bun and Buzzcut) under the new HAIR tab
  • 1 new beard style (Short Beard) under the FACIAL HAIR tab
πŸ’‘ Additional hairstyles and customization options (such as hair color) will follow in future updates.


[h3]New and updated skins[/h3]
In addition to a big revision of gear and outfit skins to look more authentic and consistent, a handful of new skins were also created for the following items:

  • Tactical Pants: Coyote Brown
  • Ball Cap / Ball Cap (Reverse): DCP / AOR-1 / M81
  • Boonie Hat / Boonie Hat (Folded): UCP
  • Helmet (HC): OCP / AOR-1 / AOR-2
  • Headset: Foliage Green

A new version of the Flannel Shirt with the popular "Buffalo plaid" pattern was also added in 8 different colors.

πŸ’‘ The old pattern shirt is still available β€” we renamed it Light Flannel Shirt.
🏳️ In case you missed the Intel Report and discussion: most country flag patches have been removed from the game. More details in this post.


[h2]New weapons[/h2]
SA58 OSW (top) and Galil ARM (bottom)

As is tradition in our main releases, V1034 introduces a few new blasters to the armory:

  • SA58 OSW battle rifle ([Battle Rifle / DMR / Sniper Rifle] category)
    This modernized, highly compact version of the FAL battle rifle features multiple accessory rails. Magazine capacity is 20 rounds of 7.62 mm NATO ammunition. Can be fitted with a suppressor.
  • Galil ARM automatic rifle ([Machine Gun] category)
    A 5.56 mm NATO rifle created for the squad automatic weapon role, the Galil ARM can fit either 35- or 50-round magazines.
  • FAL battle rifleΒ ([Battle Rifle / DMR / Sniper Rifle] category)
    The FAL with wooden furniture (based on the very rare FAL G-series) last seen in V1033 as the FAL (Vintage) is now replaced with a more appropriate and far more common variant fitted with a polymer stock and handguard. It still fires 7.62 mm NATO ammunition from a 20-round magazine.
πŸ’‘ The MPX 9 mm submachine gun has also been updated with a new model.

[h3]Radio (cosmetic)[/h3]
A radio pouch and PTT (push-to-talk) module are now a fixed part of most Platform items in the game, with the exception of the Ballistic Vest. While mostly a cosmetic addition that helps build up the characters visually and get players more immersed, the radio pouch has taken the place of a customizable pouch slot in some platforms β€” so keep that in mind when re-creating your builds. The presence of the radio system on your character has otherwise no gameplay effect.


[h2]Modding[/h2]
Official GROUND BRANCH modding is… coming. Callum has put in a lot of work to create an SDK (Software Development Kit) for the game, and a lot of the internals of the game have been rejigged to facilitate the use of third-party mods via Steam Workshop.

We still have some hoops to jump through before we can officially release the SDK, but that should be sorted soon and allow the release in a V1034 point release (patch).

πŸ’‘ Initial SDK release will include the ability to add new weapons, with further modding coming later.


[h2]Map and mission updates[/h2]

  • The classic Small Town map has been extensively overhauled by Will, who returns to the team after a brief hiatus
  • The Farm has had cosmetic updates to bring it into consistency with (and indeed proximity to) Small Town β€” canonically establishing both maps as part of the same training complex in Camp Peary
  • City was extended with a fun new bank area and a few other new enterable buildings
  • Lots of other maps have had touch-ups and plenty of bug fixes here and there


We are also laying the groundwork for more interactive and interesting maps and missions. For example, Compound now has a call to prayer at (approximately) correct astronomically-based times of day. City is now overseen by a nosey news helicopter that can be scared away with sprays of gunfire. And now that players can crawl underwater in prone, Creek and various other maps have been outfitted with brand new underwater effects.

🐞 The animation for City's helicopter bailing out may not be playing correct. We're looking into it.

Missions have also been tweaked, bug-fixed, and in some cases new missions have been added. Rig now sports a new Hostage Rescue mission set in the accommodation block, for example, and new mission variants for Hostage Rescue and Terrorist Hunt have been created for City.

πŸ’‘ With the new AI and prone capability, even existing missions may play quite differently from V1033 β€” give them a try!


[h2]New game mode: Defuse (Lone Wolf / Online Co-Op)[/h2]
V1034 launches with the return of the Defuse game mode, now also available in co-op.

In Defuse, you'll race against the clock to defuse a number of explosives around the mission area, guarded of course by AI enemies.

  • The default amount of explosives to defuse is 2, with the default timer at 15 minutes and a default defuse time of 10 seconds per bomb. These can all be customized via Ops Board before deploying.
  • To defuse a bomb, look at the LED display and hold Use/Interact (default [F]) when the prompt appears. You should see a progress bar filling up in LED display.
  • Throw a careless grenade or shoot wildly at the bombs and you may find yourself making a lot of new friends.
πŸ’‘ The Extraction game mode β€” essentially a PvE version of Hostage Rescue β€” is slated for a V1034 point release (a small update or patch), building on the new AI and animation work. Stay tuned for updates on this as well.

[h3]A small change to Intel Retrieval[/h3]
While we're talking game modes, the laptop in Intel Retrieval is now automatically grabbed and put away after finishing the search β€” just a little streamlining to make things less redundant and frustrating.

🐞 Due to changes in underlying systems, Hostage Rescue is in a work-in-progress (WIP) state, with some bugs remaining in relation to leading and restrained behaviors. However, the core gameplay should still work (including the new Volunteer function).


[h2]Audio updates[/h2]
In addition to all of the sound work done to support prone movement, the new weapons and female voice lines (via Comms Menu), audio was also updated in these areas:

[h3]Soundtrack[/h3]
As announced in Intel Report #017, we have partnered up with composer and sound designer Venus Theory, who is authoring the soundtrack for GROUND BRANCH. This release already features a few of his tracks in the main menu, transition screens, and the Ready Room. We're excited to hear your thoughts on them!

[h3]Environmental audio[/h3]

  • Optimized audio occlusion and diffraction when inside buildings
  • Indoor audio now reacts to whether a door is open or closed (this can now be expanded to account for the material of the room/building)
  • Fixed missing ambient sounds for all maps
  • Updated attenuation for various distances to provide more spatial awareness and distance for varying sounds
🐞 When playing online, The Farm does not play audio for various actions. We have been unable to fix this so far, but are working on it.

[h3]Event SFX[/h3]

  • Power boxes now have a distinctive electric "hum" when active, and will also play a sound when switching the lever on/off
🐞 In some cases, the hum will not play at the start of an online round.

  • Added localized beeping and explosion SFX for Defuse's bombs, as well as sound effects for closing and putting away Intel Retrieval's laptop
  • Implemented and fine-tuned news helicopter audio and attenuation (City)

[h3]Mixing[/h3]
Updated overall mix for gunshots, reloads, character foley and environment:

  • Character movement (e.g. footsteps) now sounds quieter and more balanced in the mix
  • Reloads are less sharp and overpowering compared to other sounds
  • Gunshots are slightly less loud in general, with suppressed gunshots now also being slightly quieter than their unsuppressed counterparts
  • Weapon sounds now have more room reverb compared to the environmental audio and character movement


[h2]VFX[/h2]
Visual effects have been generally reworked in V1034:

  • Blood splatter on surfaces has been re-introduced, with new decals created
  • Grenade effects and bullet impacts


    • New particles for smokescreen and frag explosions were created
    • New material-based bullet impacts were added
    • Various props and materials not displaying correct bullet impacts were fixed

  • Muzzle and weapon effects


    • Muzzle flash and smoke have all been updated, and a shockwave effect was added
    • Ejection ports now also generate smoke when shooting

  • Light fixture effects


    • Outdoor light fixtures now attract bugs at night
    • Shooting out lights now generates sparkle particles
    • Most light fixtures now have a proper "destroyed" version when shot out
Frag explosion

Light bugs

Light fixture destruction

[hr][/hr]

This has been Build Update #047!

By the time you're done reading this, we're already fixing pending issues and on the lookout for reports like a pack of airport security dogs.

We'll most likely push the first patch (V1034.1) in about a week, so give this build a good kick in the tires and let us know if you find any bugs we haven't mentioned.

As always, thank you for reading and continuing to play, follow and support GROUND BRANCH. See you on the next one!