Scopey

Intel Report #021: Road to V1035 (August 2024)

Folks,

It’s been a busy year, but our Intel Reports are finally back for the big V1035 update cycle. Like last time, we’ll try to publish these reports monthly until community testing begins so you get an idea of how development is going, as well as a little taste of what’s to come.

💡 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.

Quick disclaimer before we get to it:

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The publisher sale runs until September 2nd.

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Miscellanews

Welcome, Travis!

Travis Rose, who you might know from our community moderation team as consecrated2718, has been working with us for a while in a Quality Assurance (QA) role, helping us keep the bug database in order and organizing testing sessions. He has since taken on more responsibilities within BlackFoot Studios, assisting the team in managing tasks, keeping the roadmap updated, and helping define the scope and scheduling of releases.

We are happy to announce Travis is now officially a Project Manager for GROUND BRANCH, which should no doubt be a relaxing and straightforward job. Welcome aboard, Travis!

Thank you, Callum!

In case you missed our last Build Update (for Patch V1034.5): Callum Coombes, one of our programmers, has moved on from GROUND BRANCH to pursue development of his own games full-time. We were lucky to have him as long as we did, as Callum has taken the GROUND BRANCH Mod Kit from a concept to a finished product, unphased by the near-total absence of documentation and official support from Epic Games.

Callum, we salute you! Good luck in your future projects.

🕹️ Are you into VR games? Then be sure to check out Callum's game Space Docker VR!

Speaking of Mod Kit

As explained earlier this month in Build Update #052, the official Mod Kit, though ready to release — at least as far as we were concerned — has found some snags in Epic’s approval process. The application had to be rebuilt in a different interface, and from that point on Epic engineers became more involved in assessing further requirements.

Long story short: we’re still working on checking all the boxes to get the approval for publishing, which should hopefully happen in the next few weeks. Fingers crossed!

💡 For more information on the current state of modding (including the Modding Wiki and several weapon mods you can download right now), see Build Update #052.

V1035 news

And now for what you’re really here for: V1035 previews.

Round Ranch

The Ranch map, first mentioned about a year ago, is one of the earliest pieces in V1035, having been taken on by environmental artists Elliot and Will. Though their part of the job — the art — has been done for a while, maps require a good amount of setup work from other members of the team whose plates were full with V1034 and subsequent patches. And while the setup is still underway, we’re happy to be able to give you a sneak peek — without spoiling too much:

As some of you have guessed, Ranch is set somewhere near the Mexico–US border and will have players go up against members of a drug cartel.

💡 Elliot has since moved on to an exciting new map (provisionally called "Checkpoint"), while Will has been busy with a massive overhaul of Power Station. Both maps will launch in V1036, expected to release sometime next year.

New character assets

GROUND BRANCH V1035 will be bringing a handful of new character assets to the inventory, including a new and updated field jacket, a softshell jacket, and four new balaclava styles. Let’s take a look.

New Field Jacket: remaking the ACU Coat

Our original ACU Coat was never a very popular item, having been modeled with its mandarin collar up and closed — a wearing style that is challenging to find in any reference photo from real-life deployments. The style frustrated some players looking for authenticity and those looking for a more BDU-style field shirt or jacket, which are almost exclusively worn with the collar folded down.

With that issue in mind (coupled with a few others we’ll detail in a bit), we decided to order an updated model from our trusty freelance artist Pau Peñalver. Here’s a comparison:

Another issue with the old model was that each variant — regular and rolled-sleeves — used its own texture set, which is sub-optimal in terms of performance as well as maintenance (for instance, when we want to tweak skins and materials on our end it’s twice as much work).

Lastly, the shoulder pockets had little pull tabs that prevented velcro patches from being applied to the appropriate area: the pocket’s flap. Due to the patches using a decal system, any patch applied will conform (and deform) according to the underlying geometry, meaning they need to be applied to more-or-less flat surfaces — which the pull tab did not allow. To illustrate:

While we were at it, we also asked Pau to include tucked-in variants. Here are all the versions we ended up with:

In order to reflect other clothing items using more generic names, the updated ACU Coat is being renamed Field Jacket. It will be available in the same colors and patterns as the old model.

💡 As a bonus, we've also set it up to use a system that more accurately simulates the seams of the garment by interrupting and/or changing the direction of camo patterns.
Softshell Jacket

Another asset we ordered from Pau is the Softshell Jacket, based on the second generation (aka Block I) of the “Level 5” softshell jacket that is part of the seven-layer Protective Combat Uniform (PCU) system. A breathable, stretchable, water-repellant and windproof garment, the Level 5 jacket is the most widely used and versatile PCU item.

The Softshell Jacket is coming in two versions: a regular one with the hood retracted into the collar, and another one with the hood out. It also features velcro on the shoulder pockets for patches, as well as four different skins: Gray, OCP, AOR-1 and AOR-2.

New balaclava styles

The new balaclavas created by Pau last year are also confirmed for V1035. Though we do not yet have them fully set up to mask out the correct areas of the head for each style, the four variants below will be available in the same colors as the old V1034 balaclava model:

New weapons

V1035 will feature a varied host of new weapons, from bullpup to specialized suppressed rifles. If you’re among those who find GROUND BRANCH’s arsenal too focused on AR-15 and AK platforms, V1035 should mitigate that a little. Here’s what is being added:

AUG A3

The AUG A3 is a bullpup assault rifle chambered in 5.56 mm NATO. It is a modernized variant of the AUG featuring a top Picatinny rail (instead of the built-in optical sight), as well as a small accessory rail mounted at a 45-degree angle on the right-hand side.

Mike has a few AUG reload animation previews right here.

💡 The AUG A1 is likely to be added in a later update.
💡 The AUG will also serve as a template to facilitate the modding of other bullpup weapons into GROUND BRANCH.
G36K Custom

Our first G36K will be a custom model featuring aftermarket parts including a low-profile top rail, a quad-rail handguard, and an adjustable stock.

For a preview of G36K reload animations straight from Mike, click here.

💡 A "factory" variant of the G36K (with the classic carry handle + optics combo) will be added in a future update.
LVAW

The LVAW (Low Visibility Assault Weapon) is a specialist variant of the MCX series of rifles adopted by JSOC (Joint Special Operations Command). It was developed as a rifle-caliber substitute for the MP5SD submachine gun, with superior ergonomics, range, accuracy and lethality while being just as quiet.

For that goal, the LVAW features a large thread-on suppressor (meant to be always on) and fires a subsonic load of .300 AAC Blackout (.300 BLK), an intermediate cartridge with the same overall dimensions as 5.56 mm NATO — meaning it can use the same magazines.

The LVAW model was created by the amazing Bakr Asaad, who has also modeled our custom M1911 and a number of other assets

Reload previews right here.

AK-103 Alpha

Many of you have requested a modernized AK in 7.62×39 mm, and the AK-103 with Zenitco furniture will be arriving in V1035 to deliver it. Think of it as a tacticool AKM.

MK24 CAP

The MK24 CAP (Combat Assault Pistol) is a variant of the HK45CT compact pistol adopted by the US Navy. It fires .45 ACP rounds from a 10- or 12-round magazine.

Our MK24 was created by the very talented Cody Cudmore, whose models can be found throughout GROUND BRANCH’s arsenal

Like most pistols in GROUND BRANCH, the MK24 features an under-barrel accessory rail and a threaded barrel for suppressors.

AI

We’re working on all relevant fronts to deliver a considerable upgrade to how AI looks, sounds and fights in V1035. While much of V1034 was spent porting the existing AI logic over to the new Kythera AI system — leaving little room for big changes — V1035 will begin more noticeably expanding and improving the feel of our AI.

And since no decent AI lives on code and logic alone, animator Mike and sound designer Zack are joining Chris’ efforts to add much-needed life to our bots, with a first pass on more natural poses and movements, as well as entirely new voice lines.

Animations

AI that moves robotically will feel robotic no matter how human-like it might be under the hood. Which is why we’re starting to add AI-specific animations in V1035: to better convey the different AI states, as well as visually set OPFOR factions apart from players. This will be an ongoing process, but Mike has already rendered a handful of WIP examples for us to check out:

Voice lines

As detailed in Intel Report #019, last year we recorded 18 voice actors in four different languages: US English, Russian, Spanish Mexican and Modern Standard Arabic (MSA).

Zack has processed and mixed all of the Russian and Spanish Mexican lines, meaning we should have enough material to start shaping up both the Russian PMC and Mexican cartel factions. We’ll be sharing a preview in next month’s Intel Report.

Behaviors

The AI in V1035 isn’t getting updated on the outside only; existing behaviors are to be improved, and new behaviors added. Things like grenade-throwing (which didn’t make V1034), better self-preservation (including fleeing from grenades), being blinded/stunned by flashlights, and spotting not just the source of player lights but also the projected lights themselves… are all currently planned for the big release. Go Chris!


This has been Intel Report #021!

Thank you for taking the time to read our little dev blog. Any comments, questions or suggestions? Leave them below and get the discussion going.

As always: thank you for your support, and we’ll see you next time!

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    Happy sale, everyone!

    Build Update #047: GROUND BRANCH V1034 is now live!

    Hey, everyone!

    Thank you for your patience and support while we worked on the latest update for GROUND BRANCH V1034. Though this has been a tough testing and debugging season thanks to major system changes — particularly AI and animations — the official release is now among us!

    🗒️ For a detailed list of changes, please see our patch notes for the V1034 Community Test releases over the last few months here.

    For the non-masochists among us, keep reading as we have a more readable summary of the main changes to the game since our last main release (V1033). But first:

    IMPORTANT: Clearing your old files is recommended!
    
    If you are coming from V1033 or have not downloaded a Community Test build in a while, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar):
    
    1️⃣ %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
    2️⃣ Documents\GroundBranch
    
    Not doing so may cause various asset and input issues in your game.

    Highlights

    DX12 mode and DLSS 3 Frame Generation

    Once you’ve updated to V1034 and launched GROUND BRANCH, you’ll be greeted with a new pop-up dialog that lets you choose between running the game in either DX11 (the default option we’ve always had) or DX12 mode (previously available only via the -dx12 launch parameter).

    DX12 (DirectX 12) mode is required to use the new NVIDIA DLSS 3 Frame Generation video setting, which users of GeForce RTX 40-series GPUs will benefit from in terms of framerates. If you’re one such user, here’s how to enable it:

    • Launch GROUND BRANCH in DX12 mode
    • Go to Settings ► Video
    • Under the “Video” section, look for NVIDIA DLSS 3 Frame Generation and select “On” from the dropdown menu
    • Apply the new settings
    💡 Users of different graphics cards may experience improved performance from running GROUND BRANCH in DX12 mode, regardless of the DLSS 3 Frame Generation setting. We recommend everyone to try it out and see how their system reacts.

    UI, UX, settings and accessibility

    The user interface and general user experience have received a number of updates in V1034, with multiple new options introduced. Here are some of the main changes to look out for:

    • Pressing Esc during single player sessions will now pause the game
    • Added a headcam-style camera to Spectator Mode, also accessible as a debug camera (Ctrl+)
    • The portion of the Gameplay settings dedicated to on-screen elements has been split into the new HUD menu
    • Colorblindness settings have been added to Settings ► Video (Advanced)
    • The Server Browser now features an expanded info box (listing players per team, as well as active mods) when a server is clicked
    • The Ops Board in the Ready Room now has a ↻ button to re-randomize objectives and insertion points
    • Players can now volunteer for game mode-specific roles — such as the hostage (Hostage Rescue) or flag carrier (DTAS) — by clicking the Volunteer button next to their name in the Session Roster
    • Servers can now allow friendly name tags in-game: these only appear when the player is pointing at a teammate from within a certain range; you can disable this feature for yourself in Settings ► HUD
    • Callsign patches will now be displayed on the back of Headgear items
    • The Mission Editor was updated, and validators now check for collision and navmesh issues
    • Skin selection now features standardized swatch-like icons, especially useful for previewing camo patterns

    Server administration
    • More comprehensive server admin options/settings, including the option to restart a server in-game and to schedule server restarts for particular times of day
    • Server admins can now lock (disable) the Ready Room test shooting range
    General fixes and improvements
    • A plethora of optimizations to various maps and game systems
    • Cleaned up various UI elements to improve readability, formatting and consistency
    • A load of bug fixes, including not being able to change the enemy count via Ops Board

    AI

    We have now made the switch to the Kythera AI middleware, replacing the stock Unreal Engine 4 AI system. We had paused AI development in a less-than-ideal state for a few updates in anticipation of this change, but luckily nobody noticed or brought it up ever.

    Kythera is not a complete AI solution, but a tool that allows us to implement AI in more flexible and effective ways. We still had to do a whole ton of work behind the scenes to get everything working properly, and a lot of work remains as we’ll explain further.

    💡 Thanks in particular to Chris, who has cemented his reputation as our official AI guy, and to Kythera for working closely with us and helping iron out the odd AI wrinkle.

    You will notice a wide variety of changes in how the AI behaves. Overall, the AI should now be more “life-like” and more challenging in some aspects, but without having as much of an aimbot feel to them. AI senses (sight and hearing) have been continually tweaked, and benefit from improved pathing and more sophisticated actions: AI will return fire and take cover as before, but they may now crouch and go prone in certain contexts (e.g. lack of nearby cover), use suppressive fire to keep players pinned down, form spontaneous squads, hold close to guard points (as close as mission designers specify), react to dead bodies, and use a few more call-outs.

    At lower difficulty levels, AI will now also fire tracers — with higher frequency at lower skill levels — and have more frequent muzzle flash effects to help less hardcore players figure out where they’re being shot from.

    Stance and movement should also have a greater impact on detection, so be sure to move slowly and keep a low profile if you’re trying to be sneaky.

    Missions have also been given a once-over to check specifically for collision and navmesh issues, so the AI should now flow around maps more easily in existing missions.

    💡 One important aspect of AI presentation still missing is more varied animations, as the lack of specific motions to convey all the different AI behaviors makes bots retain a lot of their "roboticness". The lack of natural "idle" animations also contributes to this.
    
    We'll of course continue to iterate on that an other aspects of AI as things progress, including providing friendly AI support (that is, AI teammates) as well as more sophisticated and natural-looking enemy AI.
    
    New voice lines are also recorded and waiting to be implemented in a future update cycle.

    Prone and animation overhaul

    Prone (a.k.a. lying on the ground) has been on our to-do list for a while, but we didn’t want to do it until we could do it right™. After another extensive and necessary under-the-hood overhaul to support the new stance, it is now in and working thanks to the combined efforts of Kris and Mike.

    There are still some kinks to work out, but even so, we think we have created a solid base to build upon. Here’s how it currently works:

    • To toggle between your current stance and prone, hit the Prone key (default Z)
    • Going prone while sprinting will perform a dive
    • Pressing Jump while prone will immediately switch to standing, regardless of your stance before going prone
    • Once prone, you will not be able to aim beyond a limited horizontal arc, while vertical aiming will be limited by the ground at the bottom and a fairly modest upwards angle
    • Pressing any movement key while looking/aiming off to either side will rotate your character in place to align their lower body with their upper body
    • You can crawl in all directions by using your movement keys. You can crawl faster by holding the Run key (default Shift)

    While prone, the limited aiming angles require rotating your character to cover different areas

    By assigning keys to the new Stance Up and Stance Down keybinds, you may also use an alternative control scheme that sequences between StandingCrouchedProne instead of transitioning directly to/from prone.

    Keep in mind!
    
    ❌ Going prone will interrupt certain actions, such as reloading — if you hit the dirt while reloading, make sure you have a magazine in the well and a round in the chamber!
    
    ❌ Most actions (shooting, reloading, changing items etc.) will interrupt movement while prone, and you cannot start crawling while these actions are being performed.
    
    ❌ While prone, you're also unable to perform most world interactions, such as opening doors, deploying breaching charges or interacting with mission objectives.
    
    ❌ You will not be able to go prone if there's not enough room for your character's full body length.
    Other changes in animations
    • Characters now react to weapon recoil against their upper body when firing
    • Death animations have been created for crouched and prone stances
    • Death animations from the standing position received some polish as well
    • Leaning now uses actual poses that look more natural
    • The Breaching Charge now has an animation for setting up the charge on doors, as well as for triggering the detonator
    • Switching weapons got a polish pass
    • Improved animations and hand poses for AK-type rifles
    • Hand poses in general — such as how your character holds grenades — were also slightly updated
    • Lastly, animations and poses were created for the new and updated weapons (we’ll get to those!)
    🐞 Your character's support (left) arm will bend in unnatural ways when moving while holding various primary weapons with no foregrip equipped. This is due to the animation rework and will be fixed in a point release.

    Focus Zoom

    Another notable addition to gameplay is the Focus Zoom ability. As the name suggests, it allows you to zoom in on your sight picture, giving reticles and targets more pixels to work with on your screen and making ranged shots a better experience.

    Focus Zoom is bound to Hold Ctrl by default (same key as Steady Aim) but can be changed in Settings ► Controls.

    💡 Keep in mind that the Focus Zoom function will disengage if you move, or if you move your weapon too fast.

    Customization and inventory updates

    We are very pleased to welcome playable female characters to the Ready Room, in the spirit of the classic Ghost Recon and Rainbow Six games that inspired GROUND BRANCH.

    The addition also encouraged us to finally get some hairstyles implemented, and so we did. Here’s what’s new:

    • 7 new characters (Females 0106 and Male 06), selectable under the APPEARANCE tab
    • 4 male hairstyles (Crew Cut A, Crew Cut B, Caesar Cut and Long Cut) under the new HAIR tab
    • 4 female hairstyles (Straight Bun, Textured Bun and Buzzcut) under the new HAIR tab
    • 1 new beard style (Short Beard) under the FACIAL HAIR tab
    💡 Additional hairstyles and customization options (such as hair color) will follow in future updates.
    New and updated skins

    In addition to a big revision of gear and outfit skins to look more authentic and consistent, a handful of new skins were also created for the following items:

    • Tactical Pants
      Coyote Brown
    • Ball Cap / Ball Cap (Reverse)
      DCP    AOR-1    M81
    • Boonie Hat / Boonie Hat (Folded)
       UCP
    • Helmet (HC)
      OCP    AOR-1    AOR-2
    • Headset
      Foliage Green

    A new version of the Flannel Shirt with the popular “Buffalo plaid” pattern was also added in 8 different colors.

    💡 The old pattern shirt is still available — we renamed it Light Flannel Shirt.
    🏳️ In case you missed the Intel Report and discussion: most country flag patches have been removed. More details in this post.
    New weapons

    SA58 OSW (top) and Galil ARM (bottom)

    As is tradition in our main releases, V1034 introduces a few new blasters to the armory:

    • SA58 OSW battle rifle (Battle Rifle / DMR / Sniper Rifle category)
      This modernized, highly compact version of the FAL battle rifle features multiple accessory rails. Magazine capacity is 20 rounds of 7.62 mm NATO ammunition. Can be fitted with a suppressor.
    • Galil ARM automatic rifle (Machine Gun category)
      A 5.56 mm NATO rifle created for the squad automatic weapon role, the Galil ARM can fit either 35- or 50-round magazines.
    • FAL battle rifle (Battle Rifle / DMR / Sniper Rifle category)
      The FAL with wooden furniture (based on the very rare FAL G-series) last seen in V1033 as the FAL (Vintage) is now replaced with a more appropriate and far more common variant fitted with a polymer stock and handguard. It still fires 7.62 mm NATO ammunition from a 20-round magazine.
    💡 The MPX 9 mm submachine gun has also been updated with a new model.
    Radio (cosmetic)

    A radio pouch and PTT (push-to-talk) module are now a fixed part of most Platform items in the game, with the exception of the Ballistic Vest. While mostly a cosmetic addition that helps build up the characters visually and get players more immersed, the radio pouch has taken the place of a customizable pouch slot in some platforms — so keep that in mind when re-creating your builds. The presence of the radio system on your character has otherwise no gameplay effect.

    Modding

    Official GROUND BRANCH modding is… coming. Callum has put in a lot of work to create an SDK (Software Development Kit) for the game, and a lot of the internals of the game have been rejigged to facilitate the use of third-party mods via Steam Workshop.

    We still have some hoops to jump through before we can officially release the SDK, but that should be sorted soon and allow the release in a V1034 point release (patch).

    💡 Initial SDK release will include the ability to add new weapons, with further modding coming later.

    Map and mission updates

    • The classic Small Town map has been extensively overhauled by Will, who returns to the team after a brief hiatus
    • The Farm has had cosmetic updates to bring it into consistency with (and indeed proximity to) Small Town — canonically establishing both maps as part of the same training complex in Camp Peary
    • City was extended with a fun new bank area and a few other new enterable buildings
    • Lots of other maps have had touch-ups and plenty of bug fixes here and there

    We are also laying the groundwork for more interactive and interesting maps and missions. For example, Compound now has a call to prayer at (approximately) correct astronomically-based times of day. City is now overseen by a nosey news helicopter that can be scared away with sprays of gunfire. And now that players can crawl underwater in prone, Creek and various other maps have been outfitted with brand new underwater effects.

    🐞 The animation for City's helicopter bailing out may not be playing correct. We're looking into it.

    Missions have also been tweaked, bug-fixed, and in some cases new missions have been added. Rig now sports a new Hostage Rescue mission set in the accommodation block, for example, and new mission variants for Hostage Rescue and Terrorist Hunt have been created for City.

    💡 With the new AI and prone capability, even existing missions may play quite differently from V1033 — give them a try!

    New game mode: Defuse (Lone Wolf / Online Co-Op)

    V1034 launches with the return of the Defuse game mode, now also available in co-op.

    In Defuse, you’ll race against the clock to defuse a number of explosives around the mission area, guarded of course by AI enemies.

    • The default amount of explosives to defuse is 2, with the default timer at 15 minutes and a default defuse time of 10 seconds per bomb. These can all be customized via Ops Board before deploying.
    • To defuse a bomb, look at the LED display and hold Use/Interact (default F) when the prompt appears. You should see a progress bar filling up in LED display.
    • Throw a careless grenade or shoot wildly at the bombs and you may find yourself making a lot of new friends.
    💡 The Extraction game mode — essentially a PvE version of Hostage Rescue — is slated for a V1034 point release (a small update or patch), building on the new AI and animation work. Stay tuned for updates on this as well.
    A small change to Intel Retrieval

    While we’re talking game modes, the laptop in Intel Retrieval is now automatically grabbed and put away after finishing the search — just a little streamlining to make things less redundant and frustrating.

    🐞 Due to changes in underlying systems, Hostage Rescue is in a work-in-progress (WIP) state, with some bugs remaining in relation to leading and restrained behaviors. However, the core gameplay should still work (including the new Volunteer function).

    Audio updates

    In addition to all of the sound work done to support prone movement, the new weapons and female voice lines (via Comms Menu), audio was also updated in these areas:

    Soundtrack

    As announced in Intel Report #017, we have partnered up with composer and sound designer Venus Theory, who is authoring the soundtrack for GROUND BRANCH. This release already features a few of his tracks in the main menu, transition screens, and the Ready Room. We’re excited to hear your thoughts on them!

    Environmental audio
    • Optimized audio occlusion and diffraction when inside buildings
    • Indoor audio now reacts to whether a door is open or closed (this can now be expanded to account for the material of the room/building)
    • Fixed missing ambient sounds for all maps
    • Updated attenuation for various distances to provide more spatial awareness and distance for varying sounds
    🐞 When playing online, The Farm does not play audio for various actions. We have been unable to fix this so far, but are working on it.
    Event SFX
    • Power boxes now have a distinctive electric “hum” when active, and will also play a sound when switching the lever on/off
    🐞 In some cases, the hum will not play at the start of an online round.
    • Added localized beeping and explosion SFX for Defuse’s bombs, as well as sound effects for closing and putting away Intel Retrieval’s laptop
    • Implemented and fine-tuned news helicopter audio and attenuation (City)
    Mixing

    Updated overall mix for gunshots, reloads, character foley and environment:

    • Character movement (e.g. footsteps) now sounds quieter and more balanced in the mix
    • Reloads are less sharp and overpowering compared to other sounds
    • Gunshots are slightly less loud in general, with suppressed gunshots now also being slightly quieter than their unsuppressed counterparts
    • Weapon sounds now have more room reverb compared to the environmental audio and character movement

    VFX

    Visual effects have been generally reworked in V1034:

    • Blood splatter on surfaces has been re-introduced, with new decals created
    • Grenade effects and bullet impacts
      • New particles for smokescreen and frag explosions were created
      • New material-based bullet impacts were added
      • Various props and materials not displaying correct bullet impacts were fixed
    • Muzzle and weapon effects
      • Muzzle flash and smoke have all been updated, and a shockwave effect was added
      • Ejection ports now also generate smoke when shooting
    • Light fixture effects
      • Outdoor light fixtures now attract bugs at night
      • Shooting out lights now generates sparkle particles
      • Most light fixtures now have a proper “destroyed” version when shot out

    Frag explosion

    Light bugs

    Light destruction

    This has been Build Update #047!

    By the time you’re done reading this, we’re already fixing pending issues and on the lookout for reports like a pack of airport security dogs.

    We’ll most likely push the first patch (V1034.1) in about a week, so give this build a good kick in the tires and let us know if you find any bugs we haven’t mentioned.

    As always, thank you for reading and continuing to play, follow and support GROUND BRANCH. See you on the next one!

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    Intel Report #020: Dev News for November 2023

    Hey, everyone!

    We’re back with another Intel Report as the development of GROUND BRANCH V1034 continues diligently behind the scenes. Here’s the usual reminder:

    ⚠️ This report is not an exhaustive list of V1034 features!
    For the most up-to-date list of expected V1034 and later features, see our roadmap. You may also want to check out our Intel Reports for June (#015), July (#016), August (#017), September (#018) and October (#019).

    And with that out of the way, we got just one more thing before we can take a look at what’s been cooking since our last dev blog:

    🍂 Steam Autumn Sale: GROUND BRANCH is 25% OFF!

    We weren’t planning on it, but Valve approached us with a nice exposure deal to participate in the Steam Autumn Sale, and so we accepted at the last minute.

    If you have a PayPal account and are willing to pay the game’s USD price, consider buying your Steam key from our official store using code GBFALL23 at the checkout to apply the same 25% discount.

    🚨 The Autumn Sale ends November 28 — don't miss it!

    Alright, on to the report!

    Preparing for (and fixing things around) prone

    We’ve mentioned it a lot before, but just in case this is your first Intel Report: upcoming release V1034 will introduce the new prone stance into GROUND BRANCH.

    And as much as we would’ve liked to be proven wrong, adding prone has been as massive an undertaking as we predicted, with entire systems being reworked to support it.

    In addition to all of the things necessary for prone to be implemented on the character side alone, care is being taken to support it within maps (environment interaction) and to generally make sure it doesn’t break various areas of gameplay. For example: did you know that preventing the characters’ legs from clipping right through a wall if you crawl backwards towards it requires additional programming? Regular character collision used while standing or crouching doesn’t automatically apply to prone, so extra logic has to be created specifically for it.

    The same is true for something as seemingly simple as making the character conform to sloped surfaces while prone (instead of disregarding the terrain and always looking like it’s lying on a perfectly flat surface) — all of that requires intricate logic to happen. Take a look:

    Arm and weapon collision also had to be reworked for prone, as the short-stocking and other collision animations don’t just carry over for the stance. For the time being, obstacles will simply prevent players from turning their aim beyond a certain point (this may or may not change as prone develops and feedback is received).

    Before collision

    After collision

    Another factor we had to account for: what happens if you go prone in water? Which leads us to…

    Underwater effects

    Section by Matt “Fatmarrow” Farrow

    One consequence of bringing prone into the game in V1034 is that it is now possible to go underwater in areas that were previously not accessible.

    We are still not decided as to whether we want to let players go prone underwater; it is not something we intended as a core gameplay feature, and it is probably something we would like to prevent entirely (older players might remember 2001’s Ghost Recon line “Too deep” whenever you tried to lower your stance in waters that would submerge your character).

    Nevertheless, as an interim solution in V1034, we have added some underwater effects for those players who want to leopard-crawl their way through the watery deep.

    In our interim solution, you can hold your breath for a short while, but when you start seeing pulsing effects on screen, you will soon be out of breath. At that point, the game forces you out of prone to take a breath (and too bad if you are in front of an enemy). While underwater, you cannot shoot, use items, or aim down sights. It may turn out that this is a game mechanic we are happy to keep, but until then, have a go and see what you think. See below for a demonstration of the new underwater effects in Creek (as well as a demonstration of the new smooth time of day transitions).

    💡 Even if we end up preventing players from going underwater, the effects will be useful for non-gameplay camera purposes such as Spectator Mode and screenshots.

    Though prone is currently highly functional — in the sense that the foundation is there and it allows all essential actions (moving, shooting, aiming, reloading, switching items) — there’s still plenty to fix and refine, even if we’re not expecting to release a fully fleshed out iteration straight away.

    AI development

    New enemy AI systems continue to be developed, with existing features also having to be rebuilt within the new Kythera AI middleware. This month, we’ll be focusing on more sight detection.

    Take a look at this first video:

    In the video above, a character walks into the cone of vision of an AI bot, quickly raising its Alertness Level from “Idle” (Alertness = 0) to “Suspicious” (Alertness > 0). Once Alertness reaches 1.0, the bot goes into the full “Alert” state and is instructed to engage the enemy.

    When the character is no longer visible, the AI goes into a “Cautious” mode and is instructed to start searching for the target after a short period of time. (This, of course, is just the basic behavior, which will be expanded over time.)

    💡 Why are there 2 cones of vision?
    › The wider cone (gray) is the actual visual perception cone for the AI: any enemy activity picked up within it will raise alertness.
    › The smaller cone (red) is used for target selection: targets within this cone will be engaged according to priority — more on that in a future report.

    But how does visibility work? Well, target visibility is determined by various factors such as:

    • Distance: the closer to the target, the faster the AI will identify it
    • Angle: targets that are in the primary cone of vision (red) will raise suspicion more quickly than targets in the secondary cone (gray)
    • Time of day: broad daylight makes detection easier by increasing the range/length of the cone, while nighttime makes it shorter
    • Light sources: proximity to artificial light sources can make targets more easily detectable

    To illustrate the last two points (time of day and light sources), here are two quick demos:

    In the demo above, the player character is outside of the AI’s cone of vision for nighttime. As time of day is changed to daytime, the cone expands and the player is now within the AI’s visual range.

    But nighttime isn’t the only factor to consider:

    Above, the player is initially invisible to the AI. As the character steps into the light, however, you will notice how the Alertness value quickly increases until the AI is alerted and starts engaging.

    💡 Please note that these videos and visualizations are merely for demonstration purposes and don't necessarily represent final AI detection behaviors or values.
    💡 For earlier AI-related news and demos including grenade usage, shooting out of windows, cover system and world interactions, make sure you've checked out Intel Reports #017, #018 and #019.

    Although we have basic light detection in the game currently (in V1033), these systems had to be rebuilt with the move to the new AI middleware. They should hopefully be more consistent and efficient than the current implementation, as well as better integrated with other AI behaviors.

    Time of Day alarm system

    Section by Matt “Fatmarrow” Farrow

    We have now implemented what we call a time of day alarm system in order to implement an appropriately timed call to prayer in the Compound map.

    Islamic prayers are not synchronized with hours of the day, but are aligned relative to astronomical phenomena like sunrise, midday and sunset. Luckily, we have already established an internal system which maps a “standard day” to an actual day of the year, where hour 6 is designated sunrise and hour 18 is designated sunset (this system is what already allows you to use shorthand like “sunrise” instead of a specific time of day). Of course, the times of sunrise and sunset depend on the date and latitude, but this is also taken into account in the system.

    For example, the Fajr prayer (the first of the day) takes place at the first light of dawn. Through trial and error, we determined that a “standard” hour of 5.5 or so (a little bit before the standard sunrise at 6:00am) reasonably satisfies this criterion. In the Compound level itself, a blueprint plays a call to prayer sound effect on receiving an alarm event from the time of day system.

    💡 The system can also be rigged to work with "normal" or "actual" hours, for example to have a bell sound every hour.

    One reason for this deep dive is to point out one of many features that modders will soon be able to use to help them bring their own maps and props to life (though map mods will not be available just yet, as we are focusing on weapon mods in V1034). There is an eclectic but relatively extensive library of features that will be available to player-authored blueprints. In due course, we will provide documentation to assist with this.

    Other developments

    Female voices coming to the Comms Menu and other audio updates

    With the introduction of playable female characters, V1034 needs basic call-outs for the Comms Menu (default G). Here’s a quick look:

    🔊 Audio reverb is also being updated. Whereas in V1033 the reverb is essentially binary, accounting only for whether you're "outdoors", in a "large room" or in a "small room" — with no in-betweens — in V1034 reverb should dynamically adapt to the size and layout of rooms.

    Making sure you retrieve that intel

    Section by Matt “Fatmarrow” Farrow

    You know how it goes. You play Intel Retrieval for the first time. Excitedly, you search the laptop and then you hot-foot it to extraction. But why is the round not ending? The laptop, of course, is where you left it, and not with you at extraction. It is a GROUND BRANCH rite of passage, but it isn’t all that fun.

    So in V1034, we’ll try having players pick up the laptop automatically after searching it. There was some concern about players being “locked” into the pickup animation, but in practice it is not really a great inconvenience or vulnerability. You can say a fond goodbye to the “did I remember to pick up the laptop?” meta game.

    Patching out certain patches

    It turns out that making country flag patches was a bit of a minefield.

    Rather than be forced to make what might be construed as political decisions regarding which country flags/patches to include (or not), we have decided to limit the official selection of flag patches only to those that represent the countries of our development team.

    The good news is that the process of making and sharing modded patches will soon be streamlined via Steam Workshop, so we anticipate that the community will step in to fill the gap if there is demand.

    Bugfix corner

    In this month’s bugfix corner, we have a few doozies that will be in V1034:

    • Fixed reticle not updating when scope magnification levels are changed by the player while not in ADS (aim down sight) mode.
    • Fixed lights being blown out when shooting poles and other parts of light fixtures rather than the bulbs or light strips themselves (a particular issue on Small Town and Depot, for example), and some new VFX has been added for lights shot out while off, and also to add some visual feedback when multiple shots are required to take out a light (for example the large floodlights in Depot).
    • Tweaked various outfit and gear skins to:
      • No longer mismatch with other items of the same skin (especially camos)
      • Have better consistency in camo pattern scaling
      • Tone down excessive brightness (most noticeable in desert patterns/colors)
    • Breaching Charges can no longer be placed or detonated while the player is “frozen” (e.g. at round start).

    So when is V1034 coming out?

    Though we wanted to have a full V1034 release before the end of the year, difficulties with the implementation of prone have thrown the proverbial wrench into those plans, as is probably clear at this point. So we’re settling for releasing the public testing version of the update by then.

    As much as we don’t like giving out ETAs: we’ll be aiming to start the public testing on December 19 — about three and a half weeks from today.

    So hang in there and pray to the gaming gods that we get as much as possible in order by that date.

    And this is it for this month’s Intel Report!

    We have a testing branch to put out, so next time you hear from us, it should be a Build Update rather than another Intel Report.

    Enjoy the weekend, and as always: thank you for your continued support of this project. We’ll see you next time!