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Intel Update #008: Reinforcements

As underscored by last month’s publisher announcement, development for upcoming release V1032 is still chugging along, and as we work on putting the game back together with the new character rig, assets and animations, another Intel Update is coming at you with everything that’s happening behind the scenes.


Reinforcements are here


It is no secret that the development of GROUND BRANCH has been rocky, and in many ways too ambitious for its own good. Nevertheless, it has endured, and thanks in no small part to our community’s continued trust and support, we have finally reached a point where we can more comfortably go after professionals that can help us stay on track and take this project where it needs to be.

[h3]Tech backup[/h3]
One such example is Bad Rhino Studios, an independent studio from Kansas City that we just partnered with as a means to get more eyes and hands on the game’s overall performance, code, online networking (netcode), and general implementation. As we progress, the studio will also be helping us fix major lingering issues and improve other areas of development.





The fine developers at Bad Rhino have previously lent their expertise to the likes of Epic Games (Unreal Engine, Fortnite), Bohemia Interactive (Arma, DayZ standalone) and even Facebook, so they are more than capable of helping us take GROUND BRANCH to the next level from a more technical standpoint.


Some of the companies Bad Rhino Studios has worked with

It goes without saying that we’re very excited for this partnership’s future, and we’ll hopefully be seeing its repercussions soon enough!

For anyone interested, you can learn more about Bad Rhino Studios and what they do in their website right here.

[h3]Art backup[/h3]
We have also gotten dedicated vegetation artist Paul Brousse on board in a contractor capacity. For starters, Mr. Brousse will be building assets for 4 different biomes (i.e. trees, bushes and ground cover): Eastern Europe, Horn of Africa, Middle East, and Mexico–United States border.


Just a sample of Paul’s work in UE4, from his ArtStation portfolio (link)

In addition to granting environments an extra layer of authenticity, these new custom biomes will generally make maps look better and more consistent. If we’re lucky, they might even improve performance too.

[h3]Further backup[/h3]
We are also looking for a dedicated VFX artist and a producer/project manager type, in addition to a few other roles we may disclose later. At this time, we are only considering close recommendations, but we’ll be sure to let everyone know if we end up expanding our search.


[h2]Other areas of assistance[/h2]

[h3]GPU manufacturers[/h3]
In order to improve performance in the future, we have submitted GROUND BRANCH builds to Nvidia and AMD for profiling. This may lead to potential assistance in optimizing the game, as well as GPU driver enhancements for better compatibility with it.

[h3]Localization[/h3]
Our new publishing partner MicroProse has been helping us localize (that is, translate) the content of our Steam store page to several languages, so that non-English speakers can make better informed purchases and potentially have a minor positive impact on the player base.

Localization of the game itself will also begin as soon as we have a large enough portion of the UI locked down.


Some V1032 sneak peeks


Now for what you’re actually here for—taking a look at how V1032 is coming along and getting eyes on some sweet sneak peeks. We get it, and we got you covered.

Here’s some media, starting with this quick audio and animation preview:

[previewyoutube][/previewyoutube]➥ Mmm, crunchy

In addition to all these new reloads, our animator Mike has also put together this satisfying recoil animation that adds a lot of immersion to shooting:

[previewyoutube][/previewyoutube]➥ Notice the more natural “bounce” to the recoil when compared to the basic back-and-forth motion currently in the game. Weapon stances are a work in progress and subject to change.

On the modeling front, trusty contractor and 3D artist extraordinaire Pau Peñalver continues to bang out amazing models to get our character art up to date, and to make sure we don’t have brand-new assets mixed up with really old ones.

Below are some of Pau’s latest creations:


The new Helmet (AF)


… and here with the camo cover (patterns pending, but they will be there)


Four new types of footwear


The new Combat Boots


New NVG arm mount on helmet shroud


Detail of the new NVG arm mount

Keep in mind that although these previews are already of the game-ready models (yep, no joke), they are generated from rendering tools that have lighting capabilities far beyond UE4’s real-time lighting. You know we like being transparent, so here’s what we really mean by that: they will not look necessarily this amazing in-game, but they will still look pretty good and certainly better than the assets they will be replacing.

In the level design department, Will has put some work on the night lighting and skybox for the still untitled compound map:






Really makes it seem alive, doesn’t it?

In case you missed it, there are a bunch of pretty previews of the upcoming compound map on MicroProse’s GROUND BRANCH product page (click). We know what you’re thinking and yes, it’s going to be totally sick, lit and dare we say, based.


And that's it for today's Intel Update!


We know—waiting for V1032 sucks. But hopefully this helps ease the wait a little, and reassures everyone that we’re still here, working hard, and expanding the team so that we’re able to improve GROUND BRANCH’s experience at a faster pace.

We’ll have more details and previews for you in a few weeks, so stay tuned and don’t forget to let us know what your thoughts are on today’s intel.

See you on the next one!

Build Update #031: Patch V1031.3

🆔 GROUND BRANCH V1031.3
Build ID: 6684573 (Client) / 6684579 (Dedicated Server)
Download size: 63 MB (Client) / 32 MB (Dedicated Server)
🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


Our last game update, patch V1031.2, arrived with more bugs than we anticipated. Luckily we were able to diagnose and fix most of them relatively easily, packaged and tested a new build, and are now rolling it out as a hotfix for you all.

Hopefully this will take care of most of the recent reported issues—if it doesn't, you know what to do, but please check the known issues listed at the end of the fixes list to make sure it hasn't already been noted.


[h2]Changes and fixes[/h2]

[h3]Ready Room[/h3]
  • Fixed Ops Board "In Progress" overlay not always showing up.
  • Fixed Ready Room team wall not always being removed for PvP modes.
  • Fixed the player character in the Customize Operator screen disappearing if the round started mid-customization.
  • Increased sound occlusion in the testing range.
  • Added spatial audio volume for the Customize Operator screen's background to block all sounds while customizing character.
  • Fixed round time not being cleared when round stage timer is.

[h3]Weapons and attachments[/h3]
  • Fixed M9A3 magazine's display name (was listed as 15 rounds when it's actually 17).
  • Fixed NVG effect not being loaded correctly sometimes and displaying no green tint.
  • Fixed shotguns preventing players from changing items when fired.
  • Updated collision on optics to allow placing the Offset Rail and low-mount RMR where applicable.

[h3]Spectator Mode[/h3]
  • Fixed Show Player Names / Show Enemy Blips not being applied immediately while the spectator overlay is shown.
  • Fixed spectators having the ready status set to NotReady when sent to the RR even if they had been WaitingToReadyUp earlier.

[h3]Maps & level design[/h3]
  • Fixed grenades colliding with foliage—they should now go right through leaves.
  • Fixed foliage protecting players from grenade explosions.
  • Fixed various bugs on Tanker dealing with collision on pipes and some visual issues with the internal stairs.

[h3]Admin[/h3]
  • Changed in-game menu Admin button to a drop-down list containing an option to open the Admin Panel, as well as a list of quick admin commands (thanks, Prowlaz!).
  • Fixed Admin Panel spamming console/log with admin commands.
  • Fixed StartRound command not working in ReadyCountdown round stage.
  • Fixed dead bodies being created when StartRound and RestartRound commands are used.

[h2]Known issues[/h2]

These audio-related issues were reported, but not yet diagnosed or successfully fixed:
  • Occasional lack of gunshot SFX.
  • Long bursts with the MK48 machine gun can cause the sound to bug out.
🐞 One common issue that we have been unable to fix yet is related to VOIP and microphone usage, from stuttering all the way to freezing or otherwise being unable to communicate via voice. For a list of possible fixes, please see this post: ⚠️🎙️ Microphone/VOIP issues!


[hr][/hr]
[h2]This has been BUILD UPDATE #031![/h2]
Thank you for all the reports! This patch wouldn't be out so soon without all the feedback and we continually receive from the community. If this patch survives first contact, expect a new Intel Update in a few week's time to get everyone up to speed with how V1032 is coming along.

[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Build Update #030: Patch V1031.2

🆔 GROUND BRANCH V1031.2
Build ID: 6669244 (Client) / 6669250 (Dedicated Server)
Download size: 119.8 MB (Client) / 60.2 MB (Dedicated Server)
🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


Patch V1031.2 is now live on the regular GROUND BRANCH Steam® app!

The second patch for release V1031 includes UI/UX and quality-of-life updates, general bug fixes, and a lot of under-the-hood work to better support game modes in the future. Let's break it down:


Quality of life

[h2]Mission Settings (Ops Board)[/h2]
The Ops Board (the old LED screen where players can change mission parameters and select insertion points in the Ready Room) has been changed from an in-world UI to a pop-up window with the same functionality—except a little easier to use.

Server admins (or any local player in Lone Wolf) now can simply click the right-hand half of the Ops Board to change mission settings in a UI overlay, and then submit all changes in one go:



The mission setting values will continue to be listed on the in-world board until they are replaced with a system that integrates them into the objective descriptions.

[h2]Show Remaining Threats[/h2]
The HUD counter for remaining enemies (in Terrorist Hunt) was moved away from the center of the screen and back to the top-left corner, as well as made optional once again.

Use the Show Remaining Threats mission setting to change how it behaves:

  • The number set in this option represents how many enemies are left before the counter starts displaying (e.g. when set to 8, the counter will start displaying when there are 8 enemies left).
  • Setting it to 0 disables the counter entirely.

[h2]Dedicated server spectators[/h2]
It is now possible to join a server as a spectator without it affecting the max player count.

The maximum amount of spectators is controlled by a MaxSpectators option and is currently capped at 16. While this does mean you could have up to 32 people on one server—16 players, 16 spectators—remember to talk with your server provider first to get more slots.
[h2]Improved spectator experience[/h2]

  • First-person view should use correct sight lines and look smoother.
  • Better handling of toggle HUD command.
  • Show Player Names and Show Enemy Blips selections are now saved to config files.
  • Minimap rotation should now be correct on all maps.

[h3]New watch face[/h3]
The wristwatch has been updated with improved readability:


➥ The new fonts and adjusted sizes should make the watch face cleaner and easier to read. We've also temporarily removed the heartrate (BPM) display until that functionality is actually in place.

[h2]Gunfire loop fixed[/h2]
The dreaded gunfire loop has breathed its last, with Mikson coming to the rescue with the insight Kris needed to find and kill it once and for all… hopefully. Fingers are crossed.

[h2]Net cull distance increased[/h2]
We doubled the net cull distance from 150 to 300 meters to ensure that, while playing online, characters are visible at a distance to clients. This is particularly relevant on maps with longer sightlines, like 747.

This is a stop-gap method until we get the chance to start using the replication graph system.

[h2]Weapon kit validation system[/h2]
Due to the large number of bugs related to improperly placed sights and firearm attachments in general, a lot of work went into improving the kit validation logic related to them.

⚠️ Oops! All your stuff is gone :(
As a result of the kit validation system, the kit version number has been changed to help prevent the use of existing kits that would no longer be considered valid. This means all existing kits and builds will no longer be loaded, so make sure to rebuild your go-to kits in-game before hopping online! We're very sorry for the inconvenience.

The validation process includes making sure that:

  • Magnifiers (i.e. G33 Magnifier) are placed behind non-magnified optics.
  • Night vision scopes (i.e. AN/PVS-22) are placed in front of magnified optics.
  • Rear (iron) sights have a matching front sight post.
  • A sight is not blocked by another attachment.
  • Only one type of optic can be placed on a sight line (i.e. no optic "conga lines").
  • Only one iron sight or front sight post can be on a sight line.
  • All attachment mounting points are in contact with a rail.
  • A riser is placed directly on a rail or adapter and not another riser.
  • Attachments are not overlapping each other.

Trying to save a weapon build that fails any of the above will prompt players with what needs fixing, as well as prevent the loadout from applying:



🐞 The system will need fine-tuning to not be overly restrictive with certain combinations. Please let us know if you come across any such configurations that should be both possible and usable, but are not.

[h2]New Admin Panel[/h2]
Due to changes related to mission settings and game rule handling, the Admin Panel (F8) has been updated and received a first pass of the new UI style:



Yes, you can finally unban people and see a list of team-killers!

[h3]Whitelist support[/h3]
To keep a server private, servers admins can now choose to use a whitelist instead of a password.

The system checks the whitelist file periodically, allowing updates to happen just by replacing or updating the file. The file itself in standard CVS format, making it possible to use a common spreadsheet program and export the results.

As with most admin task, it is also possible to update this via Admin Panel while connected as an admin.

[h3]Game rules are now stored next to other server options[/h3]
Along with the mission setting changes, this change removes the need to remember the associated command line, while still allowing them to be changed on the fly or overridden by a map list entry.


Audio

  • Fixed Tanker's engine sound occlusion stuttering when moving to upper decks.
  • Replaced outdated tire bullet impact SFX.
  • Fixed ground power unit interaction sounds on 747.
  • Minor under-the-hood optimizaton changes.



Maps


[h3]City[/h3]

  • Removed leftover ladder from subway car that allowed players to mount it.
  • Added glass to alleyway building fronts.
  • Added doors to central square buildings.
  • Added power switches to central square buildings, alleyway buildings and underground station.
  • Added AI cover nodes to cars: bots will now use them for cover.

[h3]Paintball[/h3]

  • Replaced the old texts saying "RED TEAM" and "BLUE TEAM" on each side's entrance with flags on poles of the respective team's color.
  • Changed the color of the lights on each side to reflect the teams as well.

[h3]General map cleanup[/h3]
John has also done some minor miscellaneous cleanup (LODs, landscapes, collision, lighting etc.) on most maps.


Miscellaneous

  • Fixed a whole bunch of crashes.
  • Fixed MP5SD burst mode having no sound.
  • Fixed NVG effect being inconsistency across maps.
  • Made drop-down menus stand out better against other menus and text when opened.
  • Mouse sensitivity settings now allow decimal digit values for fine-tuning. You can still click and type a specific value instead of clicking and dragging.
  • New icons for Settings screen and Ready Room player status.

[h3]Under-the-hood game mode work[/h3]
What originally started as changes to ensure mission settings and game mode rules were being read from the command line properly soon expanded to include a lot more.

This culminated in working closely with community member (and GB proto-modder) fatmarrow to fix, update or outright rewrite existing game mode logic. Many of these changes are mentioned in the raw changelog here, and more can be gleamed by looking through the existing .lua files for those interested.

A number of these changes will make it into various community guides in time, and a new game mode by fatmarrow—Dynamic Take and Secure (DTAS)—is currently being implemented and tested (with tentative release in V1032) thanks to them.


Known issues

  • Sound occlusion in the Ready Room appears to be broken again. We'll get that patched up as soon as we can.
  • The NVG effect has been reported to be missing the green tint on The Farm (Training map), but not consistently. Please report a bug if you experience this issue on a map!
  • When playing Uplink, the round start dialog may disappear too fast to read.

[hr][/hr]
This has been BUILD UPDATE #030!

We appreciate you taking the time to read our release notes! Quick remindeer that you can read the raw change log here, and don't forget to let us know about any issues you find that are not listed here. Til the next update!

[hr][/hr]

Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

MicroProse is now the publisher for GROUND BRANCH!

As we get the next hotfix patch ready and continue to work on upcoming release V1032, we make a little pause in development for a major announcement: BlackFoot Studios has officially partnered with MicroProse, now the actual publisher for GROUND BRANCH!



If this logo doesn’t give you a warm, fuzzy feeling, we salute your enviable youth


Having left a very big mark in the industry, the MicroProse name is no stranger to fans of strategy and simulation—or, in fact, just about any player old enough to remember many of the titles published and developed by the company throughout most of the ’80s and ’90s: from Civilization, Pirates! and X-COM all the way to its myriad combat flight sims like Falcon 4.0.

Founded by retired USAF pilot Bill Stealey and programmer (and now legendary developer) Sid Meier, the company has gone through several acquisitions and changes before being purchased and revived in 2019—almost 20 years after it was last associated with a game—by David Lagettie, owner of TitanIM. You can learn more about MicroProse’s history and revival in this article.

Here is the announcement trailer their team put together with some footage and assistance from our community manager Prowlaz and his UN1T team, as well as creators Karmakut, Controlled Pairs and Ceb Cin. The soundtrack is by community member mrbombastic:


[previewyoutube][/previewyoutube]➥ Thank you very much to all involved!


[h3]What does this mean for GROUND BRANCH?[/h3]
Only good things. We’ve had plenty of rough patches over the years, and MicroProse brings us some much-needed stability as development continues in earnest towards v1.0. The MicroProse crew will also be handling a good chunk of the marketing and helping us extend our reach not only to their established community, but also to new audiences out there. That means expanding the player base, generating more funding for development, and getting to where we want to be a little faster.


[h3]Is BlackFoot Studios selling out?[/h3]
Not at all. Even if we had not retained complete creative freedom and full rights to the GROUND BRANCH franchise—which we have!—MicroProse has been taking a pretty hands-off approach to all titles under its brand, ensuring not only the integrity of the developers’ core vision, but also of the company’s legacy:

[h3]"Sid [Meier] always said you need to make games with limited information, that are time critical with significant outcomes, and reward players that made the right decisions. […] It’s real enough that you feel you actually accomplish something, and not because you got a power-up."[/h3]
Bill Stealey (co-founder, former CEO, and currently a consultant for MicroProse) for GamesIndustry.biz

As you can tell from the quote above, GROUND BRANCH fits right into MicroProse’s ecosystem.


[h3]Sneak peek: upcoming maps[/h3]
As part of the partnership announcement, MicroProse has uploaded a whole bunch of brand-new screenshots to their website, including many from a still unannounced map. Below is just a little tease—you can check out the full gallery here.



YES… HA HA HA… YES! (Full gallery here)


[h2]🔥 SALE: Get -15% on GROUND BRANCH![/h2][h3]Ends in 48 hours![/h3]
To celebrate our partnership with MicroProse, we’re doing a small sale: buy GROUND BRANCH on Steam within the next 48 hours and get a 15% discount off your regional price!

https://store.steampowered.com/app/16900/GROUND_BRANCH/

If you prefer buying it from our own official GB store (via PayPal, fixed USD price) so that we get the full cut from your purchase, use discount code MICROPROSE15 during checkout: https://www.groundbranch.com/index.php/store/

Spread the word, grab an extra copy, seize the opportunity.


[h2]MicroProse Community[/h2]
If you’re an old fan of MicroProse or just a big strategy or simulation buff, be sure to join their growing Discord community right here!

To learn more about all of the games currently under the MicroProse brand, follow this link.


[hr][/hr]
Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Build Update #029: Patch 1031.1

🆔 GROUND BRANCH V1031.1
Build ID: 6402952 (Client) / 6402972 (Dedicated Server)
Download size: ≈340 MB (Client) / 32 MB (Dedicated Server)
🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


V1031.1 is a patch to fix some of V1031's more pressing issues, along with some general cleanup. Here are all the changes, fixes and updates:


[h2]Performance and audio[/h2]
Kris and Mikson worked together to tackle the big performance drops caused by higher bot counts running on non-dedicated server sessions, i.e. Lone Wolf and self-hosted games.

Although the difference might not be as drastic across all setups—your mileage may vary depending on your system specs, in-game settings and bot count—our playtesters saw framerate gains in the10–20 FPS range when running with 30 bots, compared to before the fix.

Keep in mind that optimizations will be an ongoing process and you'll still inevitably experience lower performance when playing against higher bot counts, especially when going beyond 30.

Here's the list of what was done to achieve the improvements straight from Mik:

  • Reduced the number of sound sources per character.
  • Sounds below -60 dB are not played or are sent to virtual voice.
  • Limited the maximum amount of simultaneous voices to 128.
  • Added different priority values to a few categories of sound effects to help the sound engine determine which voices should be killed or sent to virtual when the limit is reached.

If you notice sounds cutting off, let us know via the in-game bug reporter ([Esc] > Report Bug button in the top bar). It's most likely due to the limit and priorities mentioned above.

[h3]Other audio changes[/h3]

  • New MK18 Mod 1 and M4A1 Block II unsuppressed gunshots and bolt movement sounds (work in progress).
🐞 Known issue: Occlusion for the Tanker's engine sound is buggy. As players move up the floors, the noise may fade out, then suddenly go loud again for a second, and then continue to fade.

[h2]General[/h2]

  • Fixed non-magnified optics allowing players to see through smoke.
  • Fixed not being able to draw weapons on The Farm (Training map).
  • Another update, another shot at fixing the item switch bug (the one that breaks items, makes characters hold rifles like pistols etc.) 🤞
  • Fixed Training game mode logic attempting to send players to non-existent Ready Room.
  • Fixed crash related to "dummy character" used for loadout validation on clients.
  • Fixed crash related to movie player plugin and loading screens.
  • Fixed timers firing after related game mode script is no longer in use, causing log spam.

[h2]Game modes and laptops[/h2]
The laptop objective present in both Intel Retrieval and Uplink has received a few updates:

  • Blue battery indicator LED lights and an animated screensaver were added to make it easier to locate.
  • In Intel Retrieval, once the correct laptop is successfully searched, it will fold down before players can deliberately pick it up.
  • Still in Intel Retrieval: unless picked up, the folded-down laptop will now display flashing blue lights to make it easier to locate if dropped.
🐞 Known issue: If players are killed while carrying the laptop and then resurrected (using the admin command), the laptop will respawn at its original location.

[h2]Level art/design[/h2]

  • Fixed incorrect decals on the bay dividers of the indoor shooting range (The Farm).
  • Rotated shoothouse target that was in an awkward, hard-to-hit angle when facing the nearby doorway from the adjacent room.
  • Added collision to The Farm's aircraft shoothouse stairway to prevent players from getting into plane side.
  • Fixed bug in Run Down where breaching charges would be placed on the wrong side of basement doors.
  • Also made Run Down's staircase collision volumes into ramps, like it is on other maps. No more bumpy stair climbing.
  • Cleaned up a lot of collision in Run Down: should make walking through the level much smoother for both players and AI.
  • Moved Depot's Train Bridge insertion point from down on the road (where players spawned in exposed) up to the top of the hill.
  • Cleaned up some landscape/navmesh issues, collisions and AI cover nodes on Depot.
  • Fixed missing collision on the 2nd floor ceiling of City's central building.
  • Fixed outside areas at the Tanker's rear section where lighting would change for no reason as you moved.
  • Expanded bound for base architecture meshes on Run Down, Small Town and The Farm to decrease pop-in due to occlusion culling (seeing white when turning corners)
  • Finally cleaned up Ready Room's wall texture UVs so the bricks are properly aligned.
  • Added power switches to the tunnel area in Power Station.
  • Fixed some general collision bugs on 747 and Tanker.
  • Fixed grass coming through some of Depot's warehouse floors.

[h2]UI and settings[/h2]

  • Players can now set game mode/mission parameters straight from the Lone Wolf, Host Game, Admin and Vote screens. They can still be changed on the Ops Board inside the Ready Room, of course.
  • Hid the Co-Op/PvP/Team filters from the Host Game screen, as they were mostly redundant.
  • Updated Session Roster listing to sort players by name and team when appropriate.
  • Fixed VOIP icon and name in the Session Roster pulsing even when the associated player is not talking.
  • Removed framerate limit under Settings > Video. Be advised that higher FPS limits were known to cause rubberbanding/teleporting/lagging in the past.
  • Added warning prompt when applying Video settings with a horizontal FOV greater than 90°. Can be set to not display again.
  • Spectators can now use VOIP with active players if the server-side option is enabled. It is disabled by default in most game modes, with the exception of Training.
  • Also added text to VOIP HUD to inform spectators whether active players can hear them speak in the server.
  • The Invite Friends prompt (displayed when a self-hosted server is launched) now has a checkbox to not show again.
  • Fixed Ops Board parameters not updating properly for some players online.
  • Added remaining OPFOR notification for Terrorist Hunt when 10 or less enemies are remaining.
  • Added enemy blips back to Spectator minimap based on previous setup.
  • Updated Server Browser list to hopefully prevent entries from displaying under columns Map and Game Mode.
  • Fixed server details not being updated and showing wrong map, player count etc.
  • Fixed controller icons appearing on keyboard/mouse keybinds list and vice-versa.

[h2]Admin and servers[/h2]

  • Fixed game mode settings added by script not respecting those set in command line.
  • Removed .ini setting that prevented creating and joining a dedicated server on the same computer.
  • Simplified dedicated server command line to support launching servers without a pre-defined map list. Servers will simply load a default and allow admins to setup a map list and other options once connected.
💡 Need dedicated server help?
Kris has updated his guide with all of the recent stuff, so be sure to check it out if you're trying to set up your own dedicated server: Dedicated Server Help (Steam Community • Guides)

[h2]Controller input[/h2]
Still very much a work in progress:

  • General cleanup of the controller binding logic.
  • Started updating the default controller binds to be more in line with modern FPS conventions.

[hr][/hr]
This has been BUILD UPDATE #029!

Thanks for playing V1031 and taking the time to read our release notes! We have a long way to go, but we hope this patch makes everyone's experience a little smoother. Keep the feedback coming and we'll keep fixing what we can. See you on the next one!

[hr][/hr]

Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook