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Patch V1034.3 now available

Edited May 24th @ 5:42pm UTC to correct the omission of the new Lean Roll (POV) feature — now listed under the Gameplay and animations section.


Happy Thursday, everyone!

Patch V1034.3 is now available. While it downloads and installs, please take a moment to read the patch notes below — that should help you figure out what changed, what to be on the lookout for and what to report.

[h3]📢 IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

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

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


General notice

In preparation for the official release of modding via Steam Workshop and the GROUND BRANCH SDK in the near future, we undertook a major reorganization of game assets and code. This has taken a lot of time and work, and though we have put most of it back together, there are still a few unresolved bugs out there — most noticeably visual issues (e.g. ghosting) relating to rendering and overlays.

We also had a lot of important fixes (and a lot of AI changes) that we couldn't wait any longer to tackle. Of course, any big change to the code base always has knock-on effects, so please bear with us while we hunt down and squish any remaining issues relating to the code rework.


Patch notes


[h2]AI[/h2]
As promised, we have spent a lot of time in V1034.3 giving the AI behavior a new iteration. Most of this is Chris bug-fixing and evolving AI behavior to be more plausible and consistent with player expectation, as well as more noticeable variations between difficulty levels.

However, we have also spent some time going over the existing maps to AI-proof staircases and other trouble areas, and otherwise to improve the interface between AI and level geometry. Some AI audio issues have been fixed, but some remain. In more detail, AI has had the following changes:

  • AI difficulty settings have been updated

    • Adjusted Untrained and Trained to compensate for better hearing
    • Untrained AI are generally easier to fight
    • Changed aiming bone for Untrained AI so they are less likely to headshot the player
    • Adjusted difficulty settings and reaction time for Veteran AI
    • Veteran AI are now more reactive to footsteps than other difficulties and are more likely to engage faster
  • Updated doors to allow for Kythera navlink override position, which removes the need for some of the old door bits and bobs
  • Adjusted auto-firing timings (duration and firing pause) for full auto when the AI is very close, to accommodate recent balancing changes
  • Updated behavior for Guard AI when investigating noises: they will now walk a short distance (guard radius), multiple times, then return to their current guard point
  • Distance and target point varies based on noise loudness and distance

    • Loud noise up to 10 m away: will walk directly to the noise
    • Up to 25 m away: will walk a short distance towards target
    • Above 25 m: will just look in the direction (distances are subject to change upon further testing)
  • Prevented AI from crouching when engaging up close (minimum distance of 25 m is required)
  • AI logic has been updated in relation to aiming and tracking targets; AI will no longer fire into the direction where footsteps are coming from
  • Adjusted how the AI reacts to losing sight of targets; this is now different for Veteran AI than for others
  • Added new variable AddedMissDeviation to AI settings which prevents Untrained and Trained AI reaching 100% shot accuracy even after a long period of time
  • Exposed skill level to behavior tree to enable different behavior patterns based on skill level
  • Added more switches between High and Low Ready weapon positions, especially when following GoTo command, to reduce issues with getting stuck on edges
  • Adjusted how AI approaches near targets (e.g. gunshots close by):
  • Will approach more deliberately
  • Veteran AI will approach faster (more likely to sprint) than other difficulties
  • Adjusted searching for previously known targets:
  • Patrol AI are now more likely to approach faster
  • Guard AI will still hold back and not engage very far
  • Added MissTarget threshold (for first shot to miss) to AI settings, adjusted settings for different AI difficulties
  • Reduced angle which AI scans when they hear a gunshot, will now look more closely towards the source of the noise
  • Updated parameters for advance towards target (NoCoverAdvance) to always have a minimum distance of 2 m, so that the AI doesn't get too close
  • Updated fallback spatial query for NoCoverAdvance to move away from target (in case we are too close) and enforce a minimum distance; prefers greater distances now
  • Updated .bot files: removed bad magwell names; removed country patch flags, missing or otherwise; removed bad pouch attach point names

[h3]AI bug fixes[/h3]
  • Fixed reaction time variable being ignored in close proximity when AI would move towards the player
  • Fixed prone and crouch not resetting on AI when it loses sight of target for a brief period of time
  • Fixed AI shooting each other, now doing a check whether another AI is in front of them before firing
  • Fixed incorrect rotation for AI after engaging an enemy at a different height level
  • Fixed an issue where aim miss deviation was calculated incorrectly for Untrained AI
  • Fixed an issue where aim values were not being applied properly based on skill level
  • Fixed AI characters being rotated in weird angles

[h2]Gameplay and animations[/h2]
  • New Video setting: Lean Roll (POV)

    • Allows tweaking how much to roll the camera when leaning left/right (0 = no roll; 10 = camera fully rolls along with character animation)
    • Currently available under Settings › Video › Camera
  • New anti-cheat measures:

    • Disabled some cheaty console variables
    • Metadata for stamina and sway variables removed from config files
    • Night vision overlay is one and the same with the post-process effect now, making it harder to remove
  • Another attempt to fix the “gun shake” bug (commonly appeared after sprinting)
  • Re-enabled collision between dead bodies


[h2]UI[/h2]
  • The Main Menu has received a beauty pass
  • Cleaned up and did a minor style pass on all pop-up hints
  • Created new pop-up hints:

    • No NVG equipped — for when players try to activate NVG without having any equipped on their character
    • NVG proximity blur — to alert players that the NVG’s fixed focal range make them difficult to use with most sights
    • Fallback patches — to instruct players that any custom (modded) patches equipped require a fallback stock patch selection to display to players that choose not to see modded patches
  • Cleaned up teamkill warning: added support for handling multiple teamkill victims at a time; resets names if detects a player a second time
  • Updated Customize Patches dialog:

    • Style consistency and update pass
    • Added hint for custom (modded) patch visibility
    • Added [MOD] tag and tooltip to specify custom patches
  • Created Patch Visibility setting under Settings › Gameplay: this allows players to determine the visibility of other players’ custom patches online
  • Minor visual update to radial menus (partial, WIP)
  • Various small visual and text tweaks to a lot of UI elements for better appearance and consistency
💡 When using the new Patch Visibility settings, please bear in mind that your preferences will not be updated on other players until you restart the level, leave or enter the ready room, or reconnect. There may be a few other quirks with this system that we will hopefully iron out in V1034.4.

[h2]Modding[/h2]
  • Modding menu now opens on the first tab by default
  • [PREVIEW] New tab under Modding: the Quick Create menu allows simple (non-asset) mod types to be easily created and uploaded to the Steam Workshop
Fatmarrow has taken the time to record a quick tutorial for this new feature:

[previewyoutube][/previewyoutube]
🛑 Although the Workshop is not yet public, mods can already be uploaded to it via the Quick Create menu, and installed via Local Mods and Server Mods (as long as the Mod ID is known).
💡 There may also be some unresolved kinks in the mod sync system, especially if you cancel a download mid-update or spam subscribe and unsubscribe requests, and so on. We are not kink-shamers, but we will nevertheless look to eradicate these issues in V1034.4. Usually the game needs to be restarted after a brief pause to make sure your modding settings are up to date regarding Steam Workshop downloads and housekeeping.

[h2]Maps[/h2]
  • Updated Ready Room signage to static lightboxes
  • Re-enabled volumetric fog in Small Town, Compound, Rig and Storage Facility
  • General cleanup and addition of blockers to navmeshes for better AI navigation
  • Rebuilt navmesh on all maps
  • Fixed tree coming through wall in Run Down
  • Removed glass shards with bad material from Run Down
  • Replaced foliage in Run Down due to poor collision setup with existing meshes
  • Fixed "double pane" glass in City that was showing incorrect bullet holes when shot out
  • Fixed floating sign on generator in 747
  • Fixed some navigation and collision issues in 747 (stairs in main building and in lower level of aircraft)

[h2]Game modes[/h2]
  • Fixed bad laptop under stairs in City (Intel Retrieval)

[h2]Inventory[/h2]
  • Fixed NVG Head Mount not having any NVG mounted by default
Known issues
  • Attachment points are sometimes incorrectly highlighted in the Customize Operator screen (e.g. visible attachment point is gray, and attachment point on opposite side of the rail is white); only happens when accessing the customization screen via Main Meu
  • Ability to equip anything while on the ladder (players can draw their primary, secondary, and items like grenades)
  • Toggling NVG on/off while prone may require multiple attempts
  • [Spectator Mode] Headcam feed text will appear in other camera modes (fixed next update)
🐞 Hostage Rescue remains in a provisional state. Technically it is more fixed up now in terms of functionality, but there are some lingering issues with the sacks persisting on the hostage after they are released (but the hostage can see OK) and some lingering/broken UI prompts afterwards. Please bear with us, and hopefully it will be back to full fighting fitness in V1034.4.

Hotfix for V1034.2

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

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

Patch V1034.2 now available

Hey, everyone!

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

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

[h3]📢 IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

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

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

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

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



Patch notes


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


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

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


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


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


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


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


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


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


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


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


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


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


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

AI Hotfix

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

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

Sorry for the inconvenience!

Patch V1034.1 now available

Happy Thursday, folks!

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

[h3]📢 IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

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

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

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


Patch notes


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

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

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

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

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

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