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Intel Report #025: Road to V1035 (January 2025)

Hey there! We hope 2025 has been treating you well so far.

Over here on the GROUND BRANCH team, we’ve been hard at work pushing towards the official release of update V1035.

As usual, we would like to thank you — our amazing community — for your patience and support while we get on with this. There are still a few gremlins stalking our code base, and a few things that turned out to be incredibly… not straightforward when we got around to implementing them, but we are working as hard as we can to get things fixed. This has taken longer than any of us would have liked but, on the plus side, it also gives us a chance to continue to stuff cool new things into V1035.

We look forward to share the update with you when it’s ready. Don’t worry — you’ll definitely be invited to join the fun before that happens, once it’s ready for public testing. In the meantime, we’ve put together a fresh batch of previews and deep dives to keep you entertained and in the loop.

💡 If you missed our Intel Report #024 for November, go read it!
💡 Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our roadmap.
Updated customization UI

One notable update we've worked on over the last couple of months is the operator customization, with a special focus on the Customize Item screen layout.

Whereas in V1034 and earlier we had the rather unwieldy nested categories, the new layout looks something like this:

[previewyoutube][/previewyoutube]
As you can see, attachments are now displayed in a larger size and organized into category checkboxes that are always in view. Multiple categories can be checked with a right-click, in case you'd like to (for example) see all sight options. There's also a search bar, which will be especially useful for the Steam Workshop fans out there who like to stock up on mods.

💡 This new layout integrates with the new tag system (briefly mentioned in our last dev blog), wherein items can fit into multiple UI categories. This applies particularly to main items, as shown in the Primary Weapon selection. Note that the "Suppressed" category, which groups weapons that are integrally suppressed, includes weapons from various other categories. Similarly, some weapons fit both the "Precision Rifle" and "Battle Rifle" category, and so on.

When customizing weapons, attachments are laid horizontally in the bottom of the screen in up to 2 rows of 8 attachments each. That is so longer weapons can take up more of the screen without being as obscured by menus. However, when customizing headgear, platforms, and belts — which tend to be taller or do not require as much horizontal space — attachments are laid vertically in the right corner of the screen.

Vest platform and belt customization will now also display your loadout summary in the bottom-left, reducing guesswork and back-and-forth. (Please note that there's a little bug in the video wherein the loadout summary displays the name of the pouches rather than their content!)

One very welcome change for weapon attachments is that sights have finally been broken down into multiple categories, reducing clutter and making everyone's life much easier:


  • Iron Sights (non-optical sights)
  • Red Dot (reflex and holographic 1x optics)
  • Scopes (magnified optics)
  • Accessory (magnifiers, image intensifiers and whatever else may fit in the future)

Attachments will also finally support skin selection, removing the need for duplicate items with different skins — such as "Suppressor (Black)" and "Suppressor (FDE)" — being listed as separate items. As the video shows, we stuck a few new FDE skins in there for you. Lastly, you may have noticed a little more of an atmosphere going on, thanks to some lighting tweaks and the addition of some particle effects.

💡 One major element still missing from the customization UI is detailed information about each item — some kind of infobox so players don't have to guess what every item is and does. Rest assured that will be coming in due time!
💡 An update to the click-and-drag mechanic is not planned for this update due to other priorities, but we're aware it needs a revision too.

Everything is subject to change (and your feedback), but it already feels much easier to use and navigate.

AI patrols

This month, programmer and frequent dev blog contributor Matt "Fatmarrow" Farrow takes a deep dive on how AI patrols work in missions. One reason is that V1035 will improve on this system — which we'll explain in detail below — to provide more wide-ranging and unpredictable AI patrols. Mission modders may find this of particular interest.

[h3]⚠️ NERD ALERT[/h3]
This deep dive is for the nerds. If you're not a nerd, what are you even doing here? you may want to skip this section (and go watch sports or whatever).




Figure 1 shows a collection of patrol nodes, which are placed and linked together in the Mission Editor (see section 2.6.3 of the Mission Editor page of the GROUND BRANCH Modding Wiki for more details on how to set those up). These define arbitrary paths for patrol AI to follow, and may contain junctions, loops and dead ends. During a round, patrol AI initially go to the nearest patrol node, and then pick a new destination patrol node every time they reach their current target.



Figure 2 shows the historic method of picking an exit link from a patrol node for junction patrol nodes (that is, a node having more than 2 links). The link which is the most "forward"-facing (that is, requires the minimum deviation from the current path) is always chosen. This prioritizes avoiding sharp turns and possibly unnatural route choices when patrol AI is navigating a mesh of patrol nodes.



Figure 3 shows how, in practice, the historic link selection method can result in undesirable patrol paths. In this case, patrol AI who are on either Path A or Path B in Figure 1 will continue to follow that path indefinitely, because the most "forward" link at junctions will always be within the same path (in this example at least). It could be that the patrol AI will start on Path C in Figure 1, but after the first junction, they will get into an infinite loop as before.



Figure 4 shows a new method that we are adopting in V1035 for selecting onward links at patrol node junctions. Links are divided into "good" (anything that is remotely in a forward direction, e.g. up to a 90-degree turn) and "bad", and also "used" and "unused". Each patrol node keeps a record of which links are recently used; when all the links are used, the list is reset. A link is deemed used if it has been used either to enter or to exit a node. When a patrol AI enters a junction node, the entry link is removed from consideration, and the remaining links are categorized into "good unused", "bad unused", "good used" and "bad used". The first non-empty group in that descending order of priority is selected, and a random link is picked from that group. In Figure 4, there are shown two "good unused" links, so that group would be picked and the exit link selected randomly from it.



Figure 5 shows a more complex version of the method shown in Figure 4, in which 30% of the time, "good used" links are prioritized over "good unused" links, but otherwise the priorities are the same, with "bad unused" links taking precedence over "good used" and "bad used" links, respectively. The effect of this is just to muddy up the probabilities a little and to avoid the patrol AI getting stuck in different and exciting new infinite loops based on the new algorithm. The 70% chance of picking a "good unused" link is shared between the two links in question, leading to a 35% probability in following either. There is a 30% chance of picking the sole "good used" link.



Figure 6 shows the same setup as Figure 5, but with all of the forward links being marked as "good used". This means that the next group in the list is "bad unused", with the method normally prioritizing "unused" over "good". The single "bad unused" link therefore has a 70% chance of being selected. The "good used" links collectively have a 30% chance of being selected, as explained above. The precise probabilities are not important, but what is important is how the probability of links changes as the AI moves through the patrol node network.



Figure 7 shows the new method of selecting patrol node links in practice. The AI may follow loops, sometimes more than once, but what is now prioritized is travelling over the full extent of the patrol node network. After the first couple of junctions, the location of the patrol AI should be relatively unpredictable, at least compared to the old version. Also, the patrol node junctions are rarely as complicated as those shown in Figures 5 to 7; normally, junctions have only 3 links.

Various parameters of this method can be varied, and it is quite likely that we will be refining those during testing, so take the figures shown here with a pinch of salt. We hope that mission makers have not been too frustrated by the patrol logic in previous versions, and will benefit from this rejig of the system. We are making one or two further changes to the AI patrols that you may notice when you start playing V1035, but we will let you discover those for yourself.

💡 Pro tip: if you want to vary your patrol AI behavior from the method described here, one way is to incorporate "one-way" links into or out of junction nodes (manually delete links in the patrol node actors in the Mission Editor). Proceed with extreme caution!

And that completes our deep dive into patrol nodes!

Other AI improvements and a bit of Ranch gameplay
Enemy AI continues to be worked on by Chris, and although a lot of it is happening under-the-hood or is otherwise difficult to showcase, we're happy to report enemies react to grenades much more appropriately in V1035, as shown in this clip:

[previewyoutube][/previewyoutube]
And here's a little co-op footage to show off a little more of new map Ranch and its audio ambiance, as well as the G36K in action:

[previewyoutube][/previewyoutube] 
Map performance, lighting and color tweaks

Environmental artist Will has taken a break from the 747 remake to do an optimization and visual pass on maps.

Although subtle in some ways, this iteration greatly improves the look and atmosphere of the maps by carefully tweaking the lighting, color-grading materials and textures, and adjusting the fog intensity and color. Vistas (the distant parts of maps that are not accessible) were also upgraded here and there.

Let's take a look at some before (left) vs. after (right) shots:









As you can see, colors are more consistent (with fewer instances of bright colors standing out), and the fog adds a greater sense of depth — making it easier to judge different planes of the scene (near vs. far) and "softening" the more distant parts of the map which are naturally rendered in less detail.

💡 Fog color allows maps to have more unique atmospheres, especially with the sun at lower angles. Our lighting and weather systems allows different settings to be used at night, dawn, dusk and daytime. The fog color in the examples above is one of the factors for the "colder" tone during the day, but at dawn and dusk there is a very warm fog effect.

Will has also given Small Town a little facelift, improving the texturing and adding details and props. Here are some more comparison shots:







💡 Will continues to work on the new version of 747, as part of the big push to update all of GROUND BRANCH maps to the same visual standards as Depot, Small Town and others.
Another look at some of the new primary weapons

For your appreciation, media wizard Rangda has put together a few gifs of the LVAW, G36K and AUG A3 being fired and reloaded. That's it — just a little eye candy:







[hr][/hr]
This has been Intel Report #025!

And that's all we have for you today.

As mentioned earlier, there is more going on in V1035 than we're showing here. Some of the other stuff we've already shown you in past intel reports (be sure to check them out if you haven't already), and there are a few other things that we're choosing to not reveal before the actual release, because we feel it's important to keep a sense of mystery in our relationship.

Stay tuned, and we’ll see you again soon!

Season's Greetings: Happy Holidays!

As the year comes to a close, the GROUND BRANCH team is making the most of the holidays — spending time with family and friends, tying up tasks during the quieter days, or a bit of both.

We get ever-closer to the release of our next major update (V1035), and will have more updates and previews to share with you in January. Until then, Happy Holidays!

Thank you for your patience, support, and presence throughout 2024.

Here’s to an exciting 2025,

—The GROUND BRANCH Development Team

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Intel Report #024: Road to V1035 (November 2024)

Hey, everyone!

Our Intel Report for November was delayed due to the US holidays, but it is now ready for consumption.

💡 If you missed last month's Intel Report #023, be sure to give that a look as well!
💡 Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our roadmap.
GAS (Gameplay Ability System)

The migration to the new Gameplay Ability System framework (better known as GAS — more information here), continues to be implemented in several areas of GROUND BRANCH. Though it has the benefit of providing a more flexible and reliable structure for many of the game's systems, as well as making new systems — or gameplay abilities — easier to implement, it does have the unfortunate side-effect of requiring a lot of things to be rebuilt or reworked… which has caused delays in V1035 despite our best efforts to do a smooth transition.

However, as mentioned in September, this should be the last major hurdle before we're able to develop both new and existing systems at a much more consistent pace — with far fewer setbacks — towards V1.0. We're sorry it's taking this long and we hope it's worth the wait for everyone!

AI and Mission Editor updates

[h2]Bedtime but for bots[/h2]
Matt has added logic for a new setting that allows PvE game modes — including player-created ones — to use different spawn points for the enemy AI during daytime and nighttime. As an example, missions in V1035 can have more idle bots spawning inside buildings at night, or perhaps have a larger number of possible spawn points during daytime. Compound is an example of a set of missions that has been adjusted to include a lot of daytime- and nighttime-only spawns, as can be seen below:

AI spawn points now have a "Day Spawn" and "Night Spawn" option, determining when the spawn is used

When spawn points are disabled due to day/night settings, they change color

The editor allows the "bedtime hours" to be set manually, allowing for finer control over what is to be considered day and night for the AI:

The times when day and night transition occurs are set in the mission settings panel. They can be linked to astronomical time (standard hours), e.g. linked to sunset and sunrise

This new setting will be part of a broader system for the AI which will eventually include routine events such as sleeping in specified bed meshes and other human-like idle behaviors. No, we don't think that sentence makes us sound like robots at all.

The AI loadout selection has now been streamlined for ease of use and visibility

More logging is provided to help identify issues with mission loadout setups

Idle tasks can now be set in the spawn point settings (work in progress)

[h2]Navblocks: a deep dive and a fix[/h2]
We have done some maintenance on navblocks in V1035. What are navblocks? They are pieces of the mission setup that block parts of the navmesh. What is the navmesh? It is the means by which AI navigate around maps.

In the screenshot below, you can see how in the 747 (Plane and Nearby) Terrorist Hunt mission, navblocks have cut out a rectangular portion of the navmesh (shown here in orange) around the plane. This means that any AI that spawn in or around the plane can move around their local area, but won't pursue you to the terminal building, hangar or hills area.


As you can see below, navblocks are also integral to some mission objects, such as Defuse bombs (left), Intel Retrieval and Uplink laptops (middle) and mission meshes (right). If navblocks aren't there, the AI doesn't know that the objects exist, and may try to walk through them. In practice: that doesn't work so well.


Navblocks can also be turned on and off during a mission. This feature is used, for example, in the bum rush at the end of Terrorist Hunt missions. When the bum rush begins, all navblocks are turned off, so the AI can then rush you from anywhere via anywhere. Terrifying.

So that's what navblocks can and should do. Unfortunately, in V1034 it seems we slightly broke them. But, in V1035, they should be back and working great. Sorry about the inconvenience in the meantime.

[h2]Where is the AI at[/h2]
Both enemy and friendly AI continue to be worked on behind the scenes and a lot of new work is needed to integrate AI systems with the GAS system mentioned above.

That work notwithstanding, Chris is moving forward with a new feature originally planned for V1034: grenade-throwing AI. He's currently hooking up our bots with a basic throwing animation and the ability to throw frags, flashbangs and even smoke grenades when their morale drops and they start retreating. Throws are being limited to 30 meters for the time being, and Chris is looking into linking max throw distances and the likelihood of grenade throws to difficulty settings.

💡 Traits of AI grenade throws are likely to be further determined by AI "archetypes" in the future.
Glow-stick; or, the chemlight
Chemlights, also known as glowsticks, are also being implemented in V1035. Chemlights are plastic tubes filled with two isolated substances that, when combined — by cracking the tube — generate light through chemiluminescence.

In GROUND BRANCH, chemlights can be used to mark a location for various purposes, such as indicating that a room or objective has been cleared, or designating a rally point.


For our first implementation, we'll be tying the color of your chemlights to the team (or element) you're currently part of. In other words: in PvE, chemlight color is determined by your current team element (green for Alpha, yellow for Bravo, blue for Charlie and red for Delta); in PvP, your team (blue or red) determines the color of your chemlights. We may or may not make chemlight colors more deliberate/flexible as we go.

💡 In V1035, 10 chemlights are automatically added to your loadout on deployment — there's no need to equip them.
'Tis the seasons for new toys

[h2]New model for dual-tube night vision goggles: AN/PVS-31A[/h2]
For years, you had to put up with our old NVG model, which was based on… whatever it was based on. We've finally replaced it with the far more authentic AN/PVS-31A, widely used by US SOF.

New AN/PVS-31A night vision goggles model, seen here with the (also new) AUG A3

[h2]VSS and AS family[/h2]
As teased in previous posts, V1035 will be adding the VSS Vintorez and AS Val to GROUND BRANCH, in addition to their modernized variants VSSM and ASM which are equipped with accessory rails. These integrally suppressed rifles of Soviet origin are chambered in 9x39 mm and have select-fire capabilities.


Due to their very quiet but underpowered subsonic ammunition, these rifles have a special version of the PSO-1 4x scope (called PSO-1M2-1) specifically calibrated for it. Here's what it looks like with illumination turned on:

💡 When customizing the VSS or Val, the attachments menu will display the correct version of the PSO-1 scope — in this case, the PSO-1M2-1. Conversely, the SVD customization will only display the "regular" PSO-1M2. This is courtesy of Kris' new "tag" system which automatically shows/hides attachments according to what the platform being customized is meant to support.

[h2]DBAL-PL: a PEQ for you pistol (don't read this out loud)[/h2]
Lastly for today's sneak peek, a demo run of The Farm's aircraft shoothouse using the new DBAL-PL — a laser and light module for your sidearm, with both visible and IR modes. Let's take a look:

[previewyoutube][/previewyoutube]
[hr][/hr]
That's a wrap for Intel Report #024!

As always, thanks for keeping up with GROUND BRANCH and reading through our little dev blog for V1035. Your support is immensely appreciated, and we hope to have more news for you soon. See ya then!

AUTUMN SALE: Save 30% on GROUND BRANCH!

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The Autumn Sale will run for a week — until December 4 @ 10am Pacific (6pm UTC). Don't miss it!

⚠️ Due to the US holidays this week, Intel Report #024 (November) will be delayed until next week. See you then!