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BUILD UPDATE #022

Build Update #022 is here with version 1029.2, a hotfix patch that should take care of the connectivity issues that have been keeping multiplayer rather broken, as well as a few other miscellaneous fixes.

[h3]› This is a crucial update for online play![/h3]
If you're a server admin, be sure to update your dedicated server. In other news:



🔥 SALE: Save 25% on GROUND BRANCH 🔥

This year's Steam® Lunar New Year Sale will run from January 23rd (1pm EST / 6pm GMT) to January 27th, during which time GROUND BRANCH will be 25% OFF.

Spread the word, maybe even gift a copy, and let's get that player count up!

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


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!



Fixes and changes

[h3]Server connectivity[/h3]
  • Being stuck while requesting rules, servers requiring frequent restarts and other related connectivity issues have been fixed. As always, thanks for all the reports that helped Kris zero in on the problem and purge it.

[h3]A.I.[/h3]
  • A bug in the enemy A.I. perception has been mitigated to make it more reactive, particularly at close quarters. Their detection at range may have been compromised in the process, but we haven't been able to determine for sure. (We opted to not hold the connectivity fix back any longer, so we'll be fixin and tweakin' this bit of the A.I. as we go.)

[h3]Miscellaneous[/h3]
  • Hitting Cancel when requesting rules now stops the request and removes the overlay instead of kicking you back to the Main Menu.
  • [Online] Sidearm holsters are once again visible.
  • General cleanup on Depot map—mainly collision and things that defied gravity.
  • Bushes have been optimized for better collision and overdraw.
  • Tweaked placement of the suppressor on the M17 pistol to line up properly.
  • [Online] Magazines make a sound again when dropped, and only become interactive (i.e. able to picked up) after they collide with something.
  • FIxed SDASS Custom not cycling the action when firing mid-reload.
  • Updated old Breaching Charge blueprints to ensure the correct number of charges is carried.



What's next?
Big update 1030 is still under development and we're estimating to have it ready within the next few months. Version 1030 is set to bring in all-new character assets (arms, apparel, camos…), new animations by seasoned Arma 3 community modeller and animator Toadie—as well as the accompanying actions/functions for them—and other sweet stuff like new gear, ambient map sounds, and more.

We'll get an Intel Update or two out in the meantime to keep everyone posted and provide some sneak peeks. Stay tuned!



[h3]This has been Build Update #022![/h3]
The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Also, have you checked out the official GROUND BRANCH FAQ yet? It's got a comprehensive insight into what's coming and what isn't, and should answer most questions newcomers have.

Oh, and don't forget:

[h3]🔥 GROUND BRANCH is 25% OFF until January 27th![/h3]
So let your friends know and grab an extra copy if you're feeling generous! Every purchase helps us take the game further.

We hope 2020's been treating you well so far, and we'll see you on the next update.

—The BlackFoot Studios Team



Version info & change log
Game version: 1029.2

[h3]Client[/h3]Steam Build ID: 4598942
Size: 416 MB

[h3]Dedicated server[/h3]Steam Build ID: 4598947
Size: 40 MB

FIXES

* FIXED Depot issues
* Possible to get into river at boat spawn
* Large rocks around river area do not extend into ground
* Various trees not properly grounded and sticking above terrain
* Hovering wall section above ground
* Barrels hovering above ground
* Electrical box hovering above ground
* Various places getting stuck on collision along river edge
* Various large rocks no properly grounded with terrain
* FIXED M17 suppressor not lined up properly
* FIXED missing polygons in end of Depot bridge (remade section)
* FIXED wall clipping issues on User Arena 2 map
* FIXED map list generator using "GameMode" instead of the "Game" to specify which game mode class a map should use
* FIXED Admin UI not displaying message overlay when executing a command or filling a request
* For whatever reason, the existing version would not be visible on screen no matter what you did (replacing it with a copy of the pre-connect overlay used by the server browser fixed the problem)
* FIXED encoding/decoding GBHolster in relation to replication
* FIXED Server Browser filtering by game mode
* FIXED being able to place the EBR Extended Rail on another EBR Extended Rail
* FIXED WBP_UseItemMenu overriding mouse left/right, causing mag dumps if used while firing
* FIXED dropped magazines not being interactive or making noise on client due to previous changes to GBDroppedItem class


CONTENT

* Optimized polygons on bush models for better line check collision and reduced overdraw


CODE

* added info to RelativePriority >= EBTNodeRelativePriority::Same error in UBehaviorTreeComponent::RequestExecution()
* cleaned up and named all Blackboard Based Condition decorators in attempt to locate buggy bEnemyLOS one
* removed duplicate Has bEnemyLOS? decorator – hope it doesn't break the BT
* updated FSightGroup::AddSight() to add IsValidLowLevel() check to each GroupdSightComponent, as they keep getting GC'd or something while be added

* updated GBFirearm
* added IsLowLevelCheck() checks to GroupedSightComponents usage
* added FMath::Max() check to prevent possible divide by zero in FSightGroup::AddSight().
* added additional logging to AGBGameSession::ApproveLogin() to help track connection issue
* modified AGBGameMode::PreLogin()
* now call Supe::PreLogin() before call GBGameSession->ApproveLogin(), if error message is empty
* added additional logging to help track connection issue
* updated WBP_ServerBrowser
* added timeout when getting rules to auto-fail after 10–15 seconds
* hitting cancel when requesting rules now stops the requests and removes the overlay instead of kicking you back to the Main Menu
* added hack to UZKMapList::Init() to replace usage of "GameMode" with "Game" in existing map list entries
* added bGameModeParamRequired member variable to UZKSettings class
* Makes sure that "Game=" is always included in any command related to changing the map
Defaults to true. Made optional so that if the plugin is used with a game that only has one game mode etc., it'll skip the check
* updated UZKCommands::HandleChangeMap( ) to check if "Game" option exists before allowing command to execute if bGameModeParamRequired is true
* updated UZKMapList::GetNextMapListEntry() to check if "Game" option exists in an entry before considering it as valid if bGameModeParamRequired is true
* updated UZKMapList::StartMapList() to use the first valid map entry instead of the first entry
* updated UZKAdmin::FileRequest() to return true if the request is valid, but there are no lines to return
* updated GBPouch encode/decode implementation based on recent changes to GBHolster
* updated BP_BreachingCharge & BP_Pouch_BreachingCharge
* cleaned up or removed old logic
* moved handling of detonator to pouch
* made sure detonator exists when pouch is decoded or refilled
* moved AGBItem::OnBeingDropped() call to GBDroppedItem class so that it is called on both the server and client
* updated GBFriearm
* created OnBeingDropped() so that client has a chance to force audio loops to end when firearm is dropped (in case OnBeingUnequipped() fails)
* updated OnRemovedFromCharacter() to ensure that SetRecoilCount() is call on the OldParentCharacter
* updated AM_Reload_PumpAction to try and improve pump action reload syncing
* updated BP_SDASS_Martial
* added timer when fired without hand on foregrip that will loop back to pump when hand has been placed back on the foregrip.
* forced reload to always use ChamberSingleRound due to the ChamberRound section always failing to sync properly :(


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

BUILD UPDATE #021

This is a small patch mainly intended to fix the various game crashes and connectivity issues introduced in version 1029.


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!



Fixes
  • Kris went over the code side of things to fix the crashes and connectivity issues brought on by 1029. Thanks for all the reports and crash logs!
  • Cleaned up some bad navmeshes in Depot, Small Town and 747 so bots won’t get stuck in (or not go to) certain areas. Bad navmeshes!



What's next?

Patch 1029.2 will fix a few less pressing issues from 1029 that didn’t make the cut.



[h3]This has been Build Update #021![/h3]
The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can. Also, make sure you check out our official FAQ—it’s guaranteed to have some As for your Qs.


[h3]🎄 Holiday break 🎄[/h3]
We’re taking a little time off the game for a week or two to enjoy the holidays. You may still see some of us around here and there—can’t leave y’all unsupervised that long—it just won’t be as common. Afterwards, we’re back to working on the 1029.2 hotfix and the big 1030 update.

Thank you all so much for a great year in the development of GROUND BRANCH. We feel like it’s really coming together and we wouldn’t have gotten this far if you all hadn’t hopped on board. Sharing our vision in this passion project with new players, veterans, streamers, content creators and orphans of the genre alike has been fantastic and we’re nothing but thankful for all the support.

Happy Holidays, everyone! We’ll see you in 2020.

—The BlackFoot Studios Team



Version info & change log
Game version: 1029.1

[h3]Client[/h3]
Steam Build ID: 4502655
Size: 119 MB

[h3]Dedicated server[/h3]
Steam Build ID: 4502665
Size: 28.1 MB

FIXES

* FIXED various AI navigation issues in 747, Depot and Small Town


CODE

* cleaned out unused functions from GBGameViewportClient
* removed usage of ConstructorHelpers from GBBotManager to fix related crash
* updated GBFirearm
* moved some logic from OnBeingUnequipped() to OnRemoveFromCharacter() to ensure that logic is called even if the firearm being equipped isn't detected.
* added check in BeginDestroy() to prevent it trying to stop sounds on a dedicated server to hopefully fix a crash related to the server removing listeners in Wwise when there are none.
* updated GBItem::UpdateSkin_Implementation() to try to fix crash related to a MID not being created correctly by engine due to the primitive component owner being invalid in some way.

* created M_Widget3DPassThrough based on suggestion to correct washed out look for web-based MOTD
* see https://forums.unrealengine.com/development-discussion/rendering/91810-browser-3d-widget-looks-washed-out
* created UGBGameplayStatics::IsNetReady()
* takes PlayerController, finds the matching net connection (if any) and returns the value of IsNetReady()
* updated GBGameMode
* moved adding players to waiting queue from HandleStartingNewPlayer() to PostLogin().
* updated NewPlayerWaitingTimer() to use UGBGameplayStatics::IsNetReady() to make sure a player can received RPC's before attempting to call ClientInitialSync().
* updated GBCharacter::NetMulticastPlayVoice_Implementation()
* added IsAlive() check to prevent trying to start playing voice for dead/dying character
* changed check(VoiceAudioComponent) to return if VoiceAudioComponent is a nullptr instead.
* VoiceAudioComponent could be null if the character is out of range of any players that can hear it or sound is disabled :|
* Fixes crash related to VoiceAudioComponent coming back as null and the check() failing.
* updated GBPlayerController to only created a VOIPManager if sound is enabled.
* updated GBVOIPComponent
* instead of emptying entire audio queue into buffer if not enough samples are ready, it will now only dequeue enough to meet the current requirements.
* also changed loop to use !IsEmpty() instead of return value of Dequeue().
* hopefully fixes Dequeue() causing crash for some reason :neutral_face:
* updated GBGameMode
* removed call to PlayerController->ClientInitialSync() in HandleStartingNewPlayer().
* added !WaitingPlayer->IsUnreachable() check to NewPlayerWaitingTimer()
* Should fix crash related to calling ClientInitialSync on a player who did not connect correctly resulting in the "Unreachable" flag being set and no RPC's working (hence the crash).
* updated GBFirearm
* moved sight sorting to FSightGroup::AddSight()
* updated FSightGroup::GetActiveSight() to use IsValidLowLevel() instead of nullptr check and IsValidLowLevelFast()
* added UPROPERTY() macro to SightGroups member variable
* hopefully these changes fix the crash related to GetActiveSight()

* attempted fix for crash related to using ConstructorHelpers in GBGameMode
* classes used by game mode are now null by default when game mode is created.
* PostLoad() and PreSave() will check if these classes are still null and set if them to the proper defaults they actually are.
* removes the need for the ConstructorHelper function that was failing, so fixes the crash


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

BUILD UPDATE #020

After a lengthy, grueling period of bug smiting since the last UE4 engine update broke way too many things (we're now on UE4.23.1), version 1029 of GROUND BRANCH is finally rolling out.

Name of the game for this update is content: We have both added and updated several weapons and attachments, made a few map improvements and rebuilt Depot from scratch with dynamic lighting. But it's not all content—enemy A.I. sight is more complex and no longer spots players in a binary fashion, audio has been added to and improved further, and a first pass on the Mission Summary screen has been implemented, among many other smaller and under-the-hood changes and fixes that you can check out in the highlights below and the raw change log at the end of the page.

Sit tight \ and buckle up, 'cause there's a lot to cover.


🚨 N O T I C E 🚨

Your saved Platform loadouts may have been lost. Make sure you have ammo and grenade pouches equipped on your vest or battle belt before deploying!
⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
  • …/steamapps/common/Ground Branch
  • %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!



Build highlights

[h2]A.I. perception tweaked[/h2]
Previously a binary system, the enemy A.I. sight has been upgraded to no longer spot and engage players immediately upon seeing, for example, a glimpse of the character's arms, head or leg sticking out of cover from a light-year away. This new setup takes different body parts into consideration and applies an individual value to them based on distance and amount of exposure—so you may be able to pop your head out from afar and not be instantly recognized by tangos as a hostile.

On the flip side, they should now react more appropriately to loud noises and are more likely to investigate and adjust their search location if they hear gunfire and explosions.

It's all a first pass and a work in progress, but it should make things a lot less frustrating. Oh, and Kris says "[The system] is setup to allow further adjustments based on lighting, camo etc." We'll still have to figure out a good approach for those.


[h2]Audio[/h2]
[h3]Gunshot sounds[/h3]
Mikson has added/updated gunshot sound effects for the following weapons:
  • MK 25 / MK 25 (Suppressed)
  • M1911 / M1911 (Suppressed)
  • G22 Custom / G22 Custom (Suppressed) [model since replaced by the G19 Customs, which will use the G22 sounds for now]
  • MP5 / MP5 (Suppressed)
  • MP7 / MP7 (Suppressed)
  • MPX SBR
  • UMP45 / UMP45 (Suppressed)
  • M16A4
  • M416D
  • MK 18 Mod 1
  • AK-74M / AK-74 MI
  • MK 14 Mod 2 EBR / MK 14 Mod 2 EBR (Suppressed)
  • MK 48 Mod 0
  • M1014


[previewyoutube][/previewyoutube]
Note: the G22 Custom has since been replaced by the G19 Custom, which is using these same sounds for the time being


[h3]Footstep and movement sounds[/h3]
A first pass on brand-new, all-original footsteps has been implemented and we can officially kiss the de-synced horseshoes and clogs goodbye. Gear "rattle" from movement has also been updated and it's all sounding real nice.


[h3]Other audio changes[/h3]
  • New bullet impact sounds.
  • Added sound for reticle brightness change on non-magnified optics.
  • Fixed burst fire sound not stopping when magazine empties mid-burst.
  • New grenade bounce sound (WIP!).
  • New, more authentic radio squelch and filter effects.
  • Decreased falloff distance for gear rattle sounds.



[h2]Depot 2.0 (aka Depot v2)[/h2]
River Bend insertion point

Northeastern area of the compound wall

Arguably the biggest deal about 1029, the rebuilt Depot map now features a completely new and expanded surrounding area, as well as several big changes to the central compound—including a new internal layout for one of the warehouses. It has a very different atmosphere, not only because of the new woods, but also because of the…


[h3]Dynamic lighting[/h3]
Depot 2.0 is our first map to use fully dynamic lighting, which offers benefits such as more stable framerates, uniform lighting across the map (meaning no jarring lighting scheme changes between separate sections like it happens with "baked" static lighting) and a much easier time making shootable lights in the future. But dynamic lighting is not without cons: it may worsen the "ghosting" effect that Temporal Anti-Aliasing (TAA) has, offers less control over interior lighting—which may appear bland/flat/overly lit—and may affect overall performance negatively, particularly on lower- to mid-end PCs.

We are still testing things out and will be adjusting according to feedback, but be prepared to upgrade your rig or turn video settings down if your specs are too far in the low end.

Train Bridge insertion point: the expanded map boundaries include the now accessible bridge over the tracks


[h3]Known issues[/h3]
  • When using FXAA, you may notice "shadow flickering" on foliage and vegetation. Using TAA instead will help blend that in, but as noted, will cause "ghosting" effect associated with it—most visible with scopes. We will be tweaking things to try and address these issues.
  • Dynamic lighting can affect the appearance of reticles, night vision and scopes considerably when compared to static lighting (which is what they've all been made to work with originally). We'll be tweaking those as we move maps to the new lighting scheme so that everything is consistent.
  • The map is still a work in progress, so there may be gaps in the play area, places you may get stuck in and parts that are missing collision. If you come across any of those, please file a bug report.


[h3]Other map shenanigans[/h3]
[h3]Small Town[/h3]
Small Town's Bravo (B) building has received a reworked staircase with roof access, a roof hatch door and a catwalk joining its roof to building Charlie's (C). You'll find some sandbags up there as well so you're not too much of a fish in a barrel for the enemy while prone isn't in the game.

More places to shoot and get shot from? Sign me up

The map now also uses dynamic lighting for both day and night scenarios, so let us know how it runs for you.


[h3]747[/h3]
In addition to several refinements and asset updates, the map's eponymous aircraft has received an enterable upper deck with a fully modelled cockpit.

Credits: Prowlaz (captured with NVIDIA Ansel)


[h3]City[/h3]
The previously empty pub's upper floor is now a roomy lounge…

Pretty comfy

…and you can look near the alleyway insertion point for a little workout room too:




[h3]NEW MAP: User Arena Two[/h3]
A new User Arena map is now available for quick Terrorist Hunt and PvP games.

moar cqb pls


[h3]New and updated gear[/h3]
[h3]No gear?[/h3]
The Platform, Primary and Sidearm item slots now have a "None" option, so you can choose to play without a vest or either of the weapons. This should aid the role-players and "custom" game mode crowds while we haven't added more official game modes, as well as allow players to voluntarily handicap their loadouts.


[h3]NEW SIDEARMS: G19 Custom[/h3]
The venerable G19 comes in two flavors, both with custom Agency Arms® slides: the G19 Custom (Patrol) has a Patrol Series slide and regular-height iron sights for a more traditional look, while the G19 Custom (Urban) is fitted with the Urban Combat slide and suppressor-height sights (taller sights to clear the added height of a mounted suppressor).

Bottom-left: G19 Custom (Patrol) with standard-capacity magazine and sights / top-right: G19 Custom (Urban) with extended magazine and suppressor-height sights. Not gonna lie, this shot took way too many attempts and it kinda turned out just okay

The G19 Custom pistols have replaced the G22 Custom as the G19 is a far more common sidearm in the special operations community, due both to its more compact size and its vastly more popular 9 mm ammunition. The models are also of a better quality, so it's a win-win.

Both handguns have a standard capacity of 15+1 rounds. If fitted with the Taran Tactical® extended base pad magazine, capacity goes up to 20+1.


[h3]NEW SIDEARM: M17[/h3]
Another new sidearm in the armory: the U.S. Army's new service pistol M17. It carries 17+1 rounds of 9 mm ammo and also has a rail for mounting lights under the barrel.

"No, you're ugly but functional" —The M17, probably


[h3]NEW SIDEARM: M9A3[/h3]
The latest model in the M9 series has also been added: the M9A3 has a 17-round magazine, accessory rail and Vertec-style thin grip.

Fifty shades of FDE version when


[h3]NEW SIGHT: Vudu 1–6x[/h3]
The Vudu 1–6x is an LPVO by EOTech®. This variable-power scope goes from no magnification (1x) all the way to 6x. Like the AccuPower 1–8x, its first focal plane reticle scales with the zoom. At 1x, you see the recognizable EOTech® reticle shape for fast target acquisition, and as you zoom in the reticle expands to reveal the detailed crosshair with MIL/MRAD hash marks.

Left: sight picture at 1x / right: sight picture at 6x. Both shown with max reticle illumination


The Vudu is equipped with the same mount as the AccuPower, meaning you can also attach an RMR (Flat) on top of it. Like the AccuPower, it also offers 10 levels of reticle brightness, including a no-illumination setting.


[h3]NEW SIGHT: Micro T-2[/h3]
Younger sibling to the T-1, the Micro T-2 can now be selected under Sights. Both Micros are functionally identical, so pick the one you feel the most tacticool with.




[h3]NEW/UPDATED SIGHT: M68 CCO[/h3]
We've replaced the very ancient CompM2 model with a CompM4s—the current red dot sight under the U.S. Army's M68 CCO designation.

New M68 CCO (CompM4s) seen here alongside the also new Tac Light (WMLx) model

▶ If you had any saved loadouts that included this item, make sure to re-equip it. It's an entirely new item entry, so the previous version will be gone!


[h3]NEW SIGHT: EKP-8-18[/h3]
The EKP-8-18 is a Russian optic from the Kobra series of red dot sights. This particular version is meant for Picatinny rail mounts. Although the real thing offers 4 reticle patterns that can be changed on the fly, we'll be sticking with just one option until we can work that functionality in.


[h3]UPDATED SIGHT: HWS EXPS3[/h3]
The EXPS3 holographic sight has received a worthy model with EOTech® branding and all. Farewell, "V3 NavTech".

Yes…


[h3]NEW ACCESSORY: Tac Light (M300C)[/h3]
A new compact light has been added and it looks damn good. Look for Tac Light (M300C) under Accessories.

Tac Light (M300C) seen here mounted on an Offset Rail alongside the new AN/PEQ-15 (read on) and Stubby Grip (keep reading, keep reading)


[h3]UPDATED ACCESSORY: Tac Light (WMLx)[/h3]
Another model that was updated is the Tactical Light (Compact), now called Tac Light (WMLx). It was an old model, so we replaced it with a much more detailed one, complete with Inforce® branding.

▶ If you had any saved loadouts that included this item, make sure to re-equip it. It's an entirely new item entry, so the previous version will be gone!


[h3]NEW/UPDATED ACCESSORY: Tac Light (X300)[/h3]
The handgun light is a brand-new model: the Tac Light (X300) has replaced the Tactical Light (Pistol) attachment.


[h3]UPDATED ACCESSORY: AN/PEQ-15[/h3]
The trusty "PEQ box" also has an updated model, which you've just seen. You can also check out the tan/FDE version if you select the Snakeskin camo on either the MK 18 Mod 1 or the M4A1 Block II carbines.

▶ Attachments will have multiple skins you can select individually in the future.

Also, the IR laser now shoots out of the correct hole orifice aperture. It was previously projecting out of the IR illuminator lens, and now emits from the right-hand side (from the shooter's perspective), next to the visible laser.


[h3]NEW FOREGRIPS: Vertical Grip (RVG) and Stubby Grip[/h3]
Two new foregrip models are available in the Underbarrel category of weapon attachments: Vertical Grip (RVG) and Stubby Grip (pictured a few items above).

Tac'd out M416D CQB: Vudu 1–6x + RMR (Flat), AN/PEQ-15, offset Tac Light (M300C) and Vertical Grip (RVG)


[h2]Mission Summary[/h2]
At round end, a Mission Summary board will now appear upon being transported back to the Ready Room. It displays a randomly generated codename for the mission, as well as map name, time elapsed and a few individual stats (from left to right: player name, status, number of kills, hit percentage, shots fired and number of hits) along with the team's average stats:



The Mission Summary board is a first pass in every sense: the overall appearance, as well as which stats are shown to whom and in which game mode are all subject to change.


[h2]Miscellaneous fixes and updates[/h2]
  • The different versions of the RMR red dot sight have been renamed RMR (Flat), RMR (Short Rail) and RMR (Tall Rail).
  • Only the RMR (Flat) can be mounted on the flat RMR mounts available on the ACOG 4x32, Specter DR 1x/4x, AccuPower 1–8x, Vudu 1–6x etc. The other versions are fitted with Picatinny mounts and can only be mounted on Picatinny accessory rails.
  • Enlarged the interaction box around dropped items so that they're easier to interact with.
  • Lots of map cleanup (collision, textures, gaps etc.).
  • No more doing a slow 360° when mounting certain ladders like an awkward square dance move.
  • A.I. should now leg it if reloading out in the open, as well as look down sights when engaging beyond 15 meters.
  • Adjusted the scale and texturing of a few items.
  • Renamed the "Risers" tab of weapon attachments to "Rails" as it included rail covers, offset mounts and other items that weren't risers.
  • Attempted to make night vision a bit more consistent across maps and sections thereof.
  • A whole lot of stuff you can check out in the raw change log.


Other known issues

Here are the main known issues introduced in this version. Most should be fixed or improved in an upcoming hotfix:

[h3]Audio[/h3]
  • When playing online, gunshot tail sounds sometimes don't update properly and result in the external (outdoors) tail being triggered inside buildings.
  • When playing online, the sound effect from magazines dropping to the ground is missing.
  • Occlusion for the grenade bounce sound effect is faulty.

[h3]Cosmetic and customization[/h3]
  • The Offset Rail cannot be mounted over the receiver portion of weapons, only over the handguard/fore-end.
  • The stupid holsters have gone invisible (online).
  • When accessed via the Ready Room lockers, the operator customization screen will display a weird background.
  • The Watch Cap is not accepting the Headset attachment, but you can still use the combination from previously saved loadouts.

[h3]A.I.[/h3]
  • The perception tweaks can cause varying degrees of unresponsiveness and odd behavior from enemy bots. Please bear with us.


What's next?

A hotfix patch or two in the upcoming weeks should hopefully take care of most of the issues that slipped and/or weren't worth holding back the release for.

In the meantime:

Toadie has been working on animations for 1030 (here's another WIP one); Mikson's shortlist has a few sound bugs to fix and some dedicated weapon sounds for newly added weapons to implement. In the longer run, he'll be restarting work on ambient sounds; John will keep working on optimization, tech, maps and new content (we've got a few more pieces of gear in the pipeline); and Kris will continue to assist everyone in implementing stuff while code-slashing his way through all the nasty bugs we keep flinging at him.


[h3]This has been Build Update #020![/h3]
Stay in touch with us and the GROUND BRANCH community via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram or Facebook—hit us up and we’ll get back to you as soon as we can. For those with a lot questions and not enough answers, we’ve also put out an official FAQ that is well worth checking out.

As always, we’re extremely grateful for all your patience and support. See you on the next update!

—The BlackFoot Studios Team



Version info & change log
Game version: 1029

[h3]Client[/h3]
Steam Build ID: 4479668
Size: 4.3 GB

[h3]Dedicated server[/h3]
Steam Build ID: 4479675
Size: 199 MB

⚠️ Change log too long for Steam! Read the full, raw list in our GB.com Dev Blog post.


Stay connected
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BUILD UPDATE #019

Last patch was meant to be the last update to version 1028, but we've decided to put out another hotfix to fix some lingering issues and improve a couple things while version 1029 is in the oven. Build Update #019 here will detail the changes, so keep scrolling for the highlights and raw change log ↓

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH.



BUILD HIGHLIGHTS
  • Mouse sensitivity for the Engaged (ADS) position works again.
  • Fixed new G33 Magnifier (3x) being off-center.
  • You can now place most red dot and holographic sights on the closest rail slot to the G33 and still see the reticle; T-1 Micro is the exception, but we'll figure that out.
  • Corrected issue with the A.I. being able to see through foliage at certain angles.
  • Cleaned up the code for PvP insertion points for better stability and selection.
  • Improved randomization for Team Elimination insertion points.
  • Also cleaned up code for dead bodies and dropped items, which should now consistently stay in the map for the remainder of the game for round-based modes.
  • Grenade throwing code has been reworked for stability and faster/more responsive throws.
  • Rebuilt lighting on all maps to ensure everything is up to date. This is the culprit for this update's file size, if you were wondering where to point that pitchfork.
  • Removed invisible ramp from Nature Area map and mailed it back to Rockstar Games.
  • A lot of under-the-hood schtuff.



IN OTHER NEWS…

John has been working diligently on the rebuilt Depot, Mikson has been tweaking gunshot sounds [video], Kris has been body-slamming all kinds of code into submission as usual, and toadie2k has officially begun work on the new character poses and animations, which is heckin' excite.

Next up is version 1029 (for real this time!) and we're psyched about it. How about you?



CHANGE LOG
Build version: 1028.3

Client
Steam Build ID: 4244997
Size: 1.5 GB

Dedicated server
Steam Build ID: 4245005
Size: 37 MB

FIXES

* FIXED crash relating to null Blackboard component
* FIXED Engaged sensitivity not being used
* FIXED binoculars not obeying selected aim mode
* FIXED G33 magnifier being off-center and not rendering reticles if too close (fingers crossed)
* FIXED NatureArea ramp by syncing Perforce depot to local depot.
* FIXED UserArena night lighting scenario
* FIXED TE-UserArena missing lighting scenarios
* FIXED URBSurfaceLinkManager::GetLinkedClass() failing due to incorrect name of physical material water (was PhysMat_Water - should have been PM_Water)
* footsteps, body impacts etc. all work in water now.


CONTENT

* built lighting on all maps to make sure everything was up to date (been a while on some)
* City map
* changed skylight setting to Stationary so dynamic parts of BPs (vehicle doors, for example) don't render as black
* cleaned up some lightmap UVs on vehicles
* set Double-Sided Geometry flag on foliage meshes
* corrects issue where AI could see through foliage at certain angles when they shouldn't


CODE

* updated AGBGameMode::GetBestLateComerInsertionPoint()
* added IsActive() and ONSAMETEAM() checks against selected insertion points.
* added brute force method if no selected insertion points are found
* changed InsertionPointCounts sort to be randomised if two counts are the same
* will now log a warning instead of randomly picking an insertion point if one isn't found with previous methods.
* updated all affected Blueprints
* updated BP_TeamElimination
* changed SetupInsertionPoints from an event into a function.
* predetermines how many insertion points each team is allowed, compensating for odd amounts by rounding down.
* randomisation now done in a more brute force method in one pass, using the predetermined values from SetupInsertionPoints().
* insertion points within appropriate ranges are set to active with team 0 or 1.
* the left over insertion point (if any) is set to inactive and team 255 (no team).
* all insertion points have ForceNetUpdate() called immediately.
* updated AGBInsertionPoint::SetActive()
* if an insertion point is no longer active, it will automatically make sure not one has us selected as an insertion point.

* added checks to AGBPlayerState::SetInsertionPoint() when selecting an insertion point to make sure it is active and on the same team.

* removed AGBGameMode::RemoveDeadBody() - redundant logic since AddDeadBody() runs the same checks before adding new dead body.
* added Max() to various AISettings in GBAIController to prevent possible divide by zero errors.
* updated AGBGrenade
* changed usage of GetViewRotation()/GetControlRotation() to GetBaseAimRotation() to make things more universal
* made CheckWantsToThrow() timer value configurable
* renamed CheckWantsToThrow() to WindupTimer
* changed default WindupDelay from 0.5 to 0.29 to more closely match animation and make grenade throws quicker.
* ensured that all timers for a grenade are cleared when it is dropped or the pin is replaced.
* changed several public functions to protected to prevent using them incorrectly.
FIXME - logic could still be clearer. Damn industrial blindness.
* removed unused BP_AnimNotify_PostGrenade
* updated GBGameMode
* delayed dead body / dropped item handling to improve performance when dealing with many instant calls.
* ensured dead body isn't tracked when leaving ready room
* updated GBWaterVolume
* disabled bPhysicsOnContact - actually needs actor inside volume before messing with your movement.
* changed brush component collision to ensure bullet collision against water.
FIXME - anything hit while inside a water volume will currently be **immune** to bullets :(
* updated NatureArea_Geo to correct placement of water volumes
* removed duplicate primary / secondary ammo listings from Ammunition List when editing platform.
* added icon for MP444 mag.
* changed game mode dead body handling to only worry about players/bots with valid player states.
i.e. not AI controller NPCs/terrorists, but players and fake players.
* changed game mode dropped item handling to only worry about players/bots with valid player states.
i.e. not AI controller NPCs/terrorists, but players and fake players.


Stay connected
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BUILD UPDATE #018

The second and final hotfix update for GROUND BRANCH Alpha v1028 is now available with general fixes, some cleanup and a little dash of content update. But before we go over this Build Update, gather around the bonfire and allow us to do a little recap.
› Not in the mood? Keep scrolling to Build Highlights
Recap: 1st Early Access Anniversary
August marked the first anniversary of our Steam® Early Access (EA) launch. It was far from a smooth launch, with many players feeling the game wasn't EA-worthy, turned off by the lack of polish and limited content. Others immediately became active members of the community—some even forming units for regular sessions—but, overall, not many stuck around. Regardless of player adherence, however, one word was common throughout the vast majority of reviews: potential. Whether or not players "got it" and kept playing, GROUND BRANCH's potential was clear to most fans of the tactical shooter genre that tried the game.

The decision to release GB to the general public at the time was a very risky one, but the fact that so many players shared our vision and saw the same potential we did was enough encouragement to keep working on it as hard as we could. It goes without saying that the financial support brought on by sales (even if very modest in comparison to immensely more popular games) has greatly helped us along the way, allowing us to purchase development assets, hire contractors and get a little compensation for all the effort we've been putting in. So if on the one hand we might have come out in the open too soon, Early Access has also exposed GROUND BRANCH to a much larger audience and feedback pool, forcing us forward—right out of the "closed doors" development comfort zone—and providing essential funding.

At the time of Early Access launch, we were 5 team members. A.I. programmer Phil Carlisle (aka zoombapup) has since departed the team, with A.I. work since circa October 2018 having been done by Kris. But Early Access has also brought us sound man Mikson straight from the community, and we've just recently secured the long-coveted animator: she goes by toadie2k, is based in Australia, and you might know her from the prolific Arma 3 modding scene. All in all, we feel like we've made steady progress since launch, but things should hopefully pick up pace a lot more from here on out.

In conclusion, we'd like to thank everyone who ever gave GROUND BRANCH a try—but especially everyone who stuck with it and have kept our community alive over the last 12+ months. We truly appreciate your support.

· · ·

How do you feel GROUND BRANCH has progressed over the last year? Let us know in the comments! Also…

Please consider updating your Steam® review! (Or leaving one)

For many players, the decision to buy or pass on GROUND BRANCH lies heavily on customer reviews. The game has changed considerably since EA launch, so make sure you customer review reflects the most recent feature set, stability and content. And, most importantly, your most recent opinion.

We currently hold a "Mostly Positive" rating for All Reviews (recommended by 78% of them), and a "Very Positive" rating for Most Recent (92% approval over the last 30 days). Your review update might make a difference!

· · ·

Are you interested in following development a little closer or interacting with us?
You can do that via our Discord, Steam, Reddit, Twitter, Instagram and Facebook presences.

· · ·

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH.



BUILD HIGHLIGHTS
Content updates
UPDATED: MP5 family
  • MP5 models and textures have been updated to be consistent across all variants.
  • Added MP5A4: fixed-stock variant with 3-round burst capability.
  • MP5A5 (sliding stock, 3-round burst) has replaced the MP5N.


UPDATED: AN/PVS-22 UNS textures

The AN/PVS-22 UNS night vision optic has received new textures that include markings and improved materials.




UPDATED: G33 Magnifier model and textures

A new model and textures for the G33 Magnifier have been added. It now features the EOTECH® logo and markings.



KNOWN ISSUE: The front lens has a texturing error, but please remember it's rude to stare.


Optic placement

The placement of optics has been further adjusted to reduce instances of clipping.

› Keep in mind that weapon builds created before this version will not be affected.


Ultra-widescreen support for NVG/Binoculars overlays

The screen overlays for the AN/PVS-15 and Binoculars should now display correctly on ultra-widescreen monitors.


General cleanup and bug fixes

Fixes and cleanup form the bulk of this update. You can read the full list in the raw change log, but here are some of the main ones:

  • The sound bug where a full auto loop goes off forever should hopefully be gone. Again.
  • The grenade throw arc should no longer be affected while holding Use/Interact (default [F]) + [Mouse Wheel] for incremental door opening.
  • Aim / Use Off Hand (default [Right Mouse Button]) should now consistently close the top Inventory bar.
  • Magazines will no longer take their skin from the pouch/vest color and should now match the weapon's skin selection—when applicable, of course.
  • Fixed Shooting Range targets not dropping consistently. (Told you this f***er keeps creeping back in!)
  • Power Station has two less exploits: being able to jump over fence out of bounds and being able to look through ceiling inside A tunnel.
  • You will no longer go through the wall when jumping off the ladder in City. Thanks for the reports!
  • City has also received a little optimization pass for textures.
  • Window panes on 747's namesake aircraft no longer appear through other elements in map (e.g. the aircraft's wings).
  • Hints should now always display at the top layer on the screen.
  • Added hints for the Binoculars usage (zooming in/out and NVG incompatibility).
  • After Grenade Throw option should again correctly follow player settings under Gameplay › Firearm; in particular, "Switch to Previous Item" should now do as it says.
  • Improved foregrip hand pose and location for the MP7A1.
  • Various crash fixes.
  • A bunch of code and under-the-hood stuff only Kris really understands.


WHAT'S NEXT?

Version 1029 will be a big gear-oriented content update. Expect a lot of new and updated attachments, a remade Depot map and maybe a taste of the new character assets.

The groundwork for the new character skeleton—which will allow for new, clean animations—continues to be implemented in a separate development branch and is still set to have its first working iteration ready for the big v1030 update.

Stay tuned!


CHANGE LOG
Build version: 1028.2

Client
Steam Build ID: 4171971
Size: 258 MB

Dedicated server
Steam Build ID: 4171975
Size: 32 MB

FIXES

* FIXED spawn protection actor not removing its "ignore use input" entry
* FIXED GBPlayerController not resetting the ignore use input array when reset on map change
* FIXED ZooKeeper server settings not updating without restarting server when changed at runtime by admin
* FIXED Shooting Range targets not falling consistently
* FIXED Power Station – view through the ceiling when on top of the box in the A tunnel nears the stairs to A hallway
* FIXED Power Station – being able to jump over the fences into the areas considered outside of the map
* FIXED 747 – invisible obstruction in front of car that blocks way forward
* FIXED little crack on the wall on Power Station stairs (east side)
* FIXED distorted texture on Power Station wall near stairs
* FIXED binocular overlay ultra-widescreen support
* FIXED night vision overlay ultra-widescreen support
* FIXED calling switch items on an item you're already switching to
* FIXED grenade switching to primary firearm instead of last used item
* FIXED binoculars not scaling sensitivity
* FIXED hints being displayed behind other widgets
* FIXED being unable to holster sidearm
* FIXED UseOffHand not hiding inventory bar
* FIXED log spam about invalid player states in WBP_GameInfo
* FIXED order in which night vision post process is enabled and overlay is faded in/out.
* FIXED incorrect target hands for dropped firearm and magazine
* FIXED PrevEquipped[X] being cleared incorrectly as item was put away
* FIXED AGBCharacter::PlayNextSwitchItemStage() called equip montage if item still in target hand.
* FIXED AGBCharacter::PickupItem() not clearing equip hand targets
* FIXED possible usage of nullptr in UGBItemDragDropOperation::CreateTargetProxyFromItem()
* FIXED crash in lambda used by AGBPlayerState::OnRep_InReadyRoom() to delay event call
* FIXED crash in IUWorks::StartupModule() due to SteamGameServerUtils() returning nullptr
* FIXED bad logic in AGBGameMode::HasReachedTimeLimit()
* FIXED looping full auto sound when firearm is destroyed while full auto sound is playing
* changed PostEvent calls to set stopWhenAttachedToDestroyed to 'true'
* added C++ code to call UAkGameplayStatics::StopActor() when firearm is destroyed
* FIXED AlaskaCedar_Desktop_Branch_Mat blocking bullets
* FIXED Next/Prev Position input working on door even if Use/Interact isn't held down due to overlap not resetting last Use/Interact time
* FIXED grenade showing arc on Next/Prev Position input even if door was being interacted with
* FIXED placement of flashlight handguard on MP5A4 and A5
* FIXED incorrect icon for MP7A1
* FIXED clipping through wall when jumping off ladder in City map
* FIXED 747 windows and doors rendering through wings and other geometry in map
* FIXED gap in City map pub area wall
* FIXED grass showing through City map street
* FIXED MP7A1 grip pose and location
* FIXED magazines taking skin from pouch/platform instead of related firearm (at least with modular pouches)
* FIXED BP_MP5SD5_SuppressorRail bottom rail acting as top rail
* FIXED UGBSightComponent::GetMatchingFrontSightPost() finding the lowest front sight post instead of the front sight post with the closest matching height to the rear sight post
* FIXED grenade arc being adjusted while Use/Interact key is held down
* stops arc changing while opening door incrementally


CONTENT

* exposed shootable target's take hits variable so can be set per placed target in maps by level designers
* finished off AN/PVS-22 textures
* City map
* texture usage optimizations
* downsized a lot of 4k textures that were being used
* reworked flashing light setup on SWAT truck to look a lot better… and actually flash
* adjusted blocking socket on ACOG 6x and M233 scopes to stop clipping
* adjusted AK-74 sight rails to be a bit more forward
* removed development version of User Arena map
* adjusted placement of various optics
* updated MP5 models to be consistent in design, scale and material usage
* no longer have the MP5_Navy
* added MP5A4 and MP5A5 versions
* updated G33 Magnifier mesh and materials


CODE

* updated handling of switch items, pickup item and drop items
* more unified approach that is more brute force in its handling
* added hints for binocular usage – zoom and not working when night vision goggles are down
* updated GBGameMode to make it wait until round stage is WaitingForReady before ending game based on time limit
* added TimeLimit > 0 check to AGBGameMode::HasReachedTimeLimit() to stop it thinking we've hit a time limit when none was ever set (oops)
* changed usage of DetachFromComponent() to ensure UActorComponent::Modify() is NOT called
* removed erroneous usage of TWeakObjectPtr in various classes
* replaced them with UPROPERTY() versions
* added additional checks when required
* should fix crash related to TWeakObjectPtr - can't crash if it doesn't exist
* ensured UniqueId.ToString() uses same logic
* created UGBGameplayStatics::GetUniqueIdAsString() for those that use PlayerState
for all others, made sure they followed the same logic
* should fix crash related to IsValid() error in UniqueId somewhere…
* updated BP_ANPVS_15
* rearranged logic to fix bug introduced by animation change
* cleaned up turn on/off play raise/lower animation events
* updated GenerateBuildNumber.bat to use P4_Tickets as password if defined for both login check and change list info
* updated C++ & Blueprints to change references to RoundLength and RoundDuration to RoundTime
* changed "roundlength" entry in DefaultGame.ini to RoundTime
* updated DefaultZooKeeper to add "roundtime" as a valid command
* updated BP_TacLight_MP5 to look for socket on potential parent rather than at the class of the potential parent
* updated GBRailComponent to use different colors to show rail face
Blue = top
Orange = bottom
Green = side
Cyan = angled
* created AGBGameState::CanChangeLightingScenario() event to allow/disallow lighting change mid-round
* removed unused WBP_StunOverlay
* updated BP_StunAffect to disable itself when destroyed
* changed CanChangeLightingScenario() from BlueprintImplementableEvent to a BlueprintNativeEvent and created native implementation in GBGameState C++
* removed ExampleDeviceProfileSelector from EnabledPlugins array in DefaultGame.ini
* removed additional Tilde (~) key from ConsoleKeys array in DefaultInput.ini
* removed support for MouseSensitivityMagnified2-8 – no longer needed
* added bDisableInputScaling setting to GBPlayerSettings
* allows you to disable the 2.5 scaling that is done to all input by default
NOTE: may simply scale mouse/controller sensitivity to compensate later
* added ControllerSensitivityScale variable to GBPlayerController
* scales controller input based on the sensitivity change caused by aiming/using magnified optics
* removed hint time limit constraint
* hint manager now supports multiple hints and removes any hint of a similar class if another one is added
* moved grenade hints to same location as all other hints
* updated all hints to flow same format
* heading, then description with button usage, if any
* added support for TeamKillWarning
* uses hint system to warn the player when they have teamkilled
NOTE: means it only comes up 3 times before not showing up anymore


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