BUILD UPDATE #013: Jumbo + SALE (-25%)

It's been 48 days since our last blog entry, and almost 3 months since our last game update, and while we're sorry we kept you all waiting that long, we hope Build Update #013 makes up for it.
As predicted in the last Intel Update, #013 has taken a lot longer than usual due to an engine update and a bunch of new things we've been putting into GROUND BRANCH that simply required the extra time to get implemented, tested, fixed, re-tested and so on. To summarize, this version includes the long-awaited first sound update, a new PvP game mode, new modes for new maps, some obligatory new gear and a sizeable list of fixes we'll go over in a bit.
We cannot stress enough how grateful we are for all you guys sticking around and patiently supporting us while we do our best to put this thing together. As always, thank you so much!
Before we go over the highlights, we figure we should let you know that…
🚨 GROUND BRANCH is 25% OFF on the Steam® Summer Sale! 🚨
We're right on time with this update for the Steam® Summer Sale 2019. If you haven't already, this is your chance to grab GROUND BRANCH with a magnificent 25% discount—our biggest discount yet—or maybe convince a few stubborn friends to join you in the tacticool bonanza. You're now armed with compelling case of a juicy update and a sale launching at the same time, so let's fill up them servers!
https://store.steampowered.com/app/16900/GROUND_BRANCH/
All locked and loaded? Let's move out.
› We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn't a bad idea either. If you have control, loadout or other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.
› NOTE: Some Controls/Gameplay settings have been reset with this build, regardless of whether you removed config files as suggested. Make sure to reconfigure them to your preferences and sorry for the inconvenience!
BUILD HIGHLIGHTS
Finally, new sounds!
Mikson's diligent work can finally be experienced in-game as the first batch of (mostly) weapon sounds goes public, along with an ominous main theme to kick off soundtrack and ambience work, and several small soundscape adjustments to volume, attenuation and occlusion values.
https://youtu.be/TWPEQUoi4R4?t=21
JustinRed87 aka Cobra493 previews some of the new sounds. Sounds and menu aren't up to date despite the video being recent, but should help you get an idea of where they're headed
Weapon sounds
The following weapons have received their own sound effects, with individual gunshot (with indoor and outdoor tails) and reload SFXs, as well as suppressed versions where applicable (marked with [SD]):
Primary
- MP5N [SD]
- MP5SD5, MP5SD6
- MP7A1, MP7A2 [SD]
- SDASS Custom
- MK 18 Mod 1 [SD]
- AK-74M, AK-74 MI [SD]
- MK 14 Mod 2 EBR [SD]
- MK 48 Mod 0
- M1911A1 [SD]
- MK 25 [SD]
Why do all weapons sound different than before, then? Well, we're carrying over these finished sounds to the other guns while they're not done, hence the similarity between several of them too. All submachine guns not listed above are now using the MP5N effect as a placeholder, for instance. Similarly, for now all pistols (M1911 aside) are using the MK 25 sounds, all ARs share the MK 18 sounds, the AKS-74U uses the AK-74M sounds and so on.
Keep in mind that this is a first iteration. Mikson will be fine-tuning everything and updating the rest of the armory (and the entirety of the game's sound design) as we go, and you can expect actual reverb and things like individual tails for urban vs. rural vs. forested environments.
› Sounds that were previously demoed, such as the M4A1/Block II effects, are being reworked with newly acquired libraries for maximum fidelity.
Other sound changes
- The M67 Frag explosion sound has been updated with a better placeholder that doesn't have birds chirping in the background. Chirp-less BOOM.
- While footstep sounds haven't been updated yet, they now have proper attenuation, volumes and occlusion depending on movement pace, stance and environment, so you will no longer be hearing them across the map or through multiple floors.
- Radio and local VOIP have been similarly updated.
- Local VOIP (default V) falloff distance is now 15 meters, so make sure you're within hearing range—otherwise, switch to radio comms (default B).
Known issues
We realized too late that bullet whiz sounds aren't replicating online. Balls. (We'll try to hotfix that soon.
NEW GAME MODE: Defend [WIP]
Currently available for Small Town and Power Station (both Day and Night versions), this adversarial (PvP) game mode has one team defend an objective (a laptop), while the other team needs to find and secure it.
DEFENDERS
- Objective: Eliminate all Attackers or prevent the objective from being secured within the time limit (default* 10 min).
- Spawns near the objective (which can be in several nearby locations around the selected insertion point) and has a 30-second head start to prepare for the attack.
- Objective: Eliminate all Defenders or secure the objective within the time limit (default 10 min).
- Can move freely after 30 seconds. This time can be used for last-moment preparations and plans.
- Once the objective is found, one team member must secure it by holding Use/Interact (default F) while facing it for 30 seconds (default time*).
› Needless to say, this game mode is a major work-in-progress. It will be refined with further testing and community feedback, and then ported over to more maps.
Known issues
Although we could not replicate the issue, we once had multiple objectives spawning in a single round. If you experience this bug, be sure to report it. Thanks!
NEW MAPS: 747 and City [WIP]
Previously playable under the "Development" game mode, 747 and City are now further along in development and playable on Terrorist Hunt, Team Elimination and Deathmatch. They're not finished maps, however, so expect some unfinished areas and general bugs and issues. John is on them.
747



City



› Yep, they will be getting a night version later on too. Speaking of which…
Storage Facility (Night)
Storage Facility now has a night version, playable on Terrorist Hunt. Don't forget your NVGs.
Adjusted A.I. behavior
- Enemy A.I. sight and threat detection distance have both been changed from 50 m to 150 m. This was done to make up for longer engagement ranges, particularly on 747. We're looking into map-specific values (short term) and a more robust system that accounts for more than a binary distance switch (long term).
- The distance at which they hear footsteps has been changed from 50 m to 25 m.
Movement speeds
- Walk and Run speeds have been increased and adjusted slightly. (We're evaluating adding a slower "sneaking" pace.)
- These values are experimental and, as everything, subject to change.
Gear
NEW SIDEARM: MK 25
A SEAL favorite, the MK 25 (P226) is a 9 mm service pistol carrying 15+1 rounds.

NEW ATTACHMENT: Sidearm Suppressor
Not really a surprise at this point, but you can now attach a suppressor to any pistol and be all… [starts mimicking several copyrighted stealth action characters]

› As with primary weapons, sidearm suppressors are selectable under the "Muzzle Device" tab.
Foregrips are now gripped
We've rigged up a basic implementation of "functional" foregrips. They are now gripped by the character's support hand—as long as you place within reach, anyway.

Known issues
- Foregrips will cause a floating hand (as well as a wobbling, dislodged arm) if placed too far forward along the bottom rail. It's only a first pass, damnit!
- The hand poses have a generic grip that doesn't really fit the foregrips yet. Don't worry—we'll be tackling that in due time too.
Other gear stuff
- Pistol holsters are no longer stuck in the 2000s and are worn on a belt extension rather than a thigh rig. We might make it an option in the future.
- We've added a basic suppressor for the MK 14 Mod 2 EBR.
- The AN/PEQ-15 and AR suppressor have been re-scaled to more accurate dimensions.
MISCELLANEOUS
- Tired of having to run around the Ready Room between rounds? You now spawn back directly at the Ops Room of your selected team and might save up to a whopping 352 calories in a single session.
- Fixed targets not coming back up on Shooting Range. Or was it them not going down this time?
- A long, long list of little things you can check out below.
CHANGE LOG
Build version: 1027
Client
Steam Build ID: 3953210Size: 2.8 GB
Dedicated server
Steam Build ID: 3953219Size: 141 MB
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Full change log is too big for Steam, so we'll be linking to our Dev Blog post for those who want to read the whole thing: GROUNDBRANCH.com / Dev Blog / BUILD UPDATE #013: Jumbo