⚠️ NOTICE
These release notes are for the V1032 testing build currently available in the GROUND BRANCH CTE (Community Test Environment) Steam app — not to be confused with the actual (and upcoming) V1032 release for the regular GROUND BRANCH app.
🚨 CLEAR YOUR OLD FILES
To avoid input and asset conflicts, delete all files/folders located in both of the following locations (copy-paste the path into your File Explorer address bar and hit Enter):
1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2. Documents\GroundBranch
As we mentioned on Twitter, we have been squashing bugs all holiday season to get some of the most pressing CTE issues ironed out before the new year.
Here’s the list of fixes and additions for today’s GROUND BRANCH CTE patch:
Gameplay and customization
Tweaked leaning to be a lot more useful again. It’s a stop-gap solution until we get the rigging/animations figured out properly.
Fixed M16A4 not having fire mode selection and mag check capability.
Fixed unlimited shotgun reloads.
Reoriented dropped item interaction boxes.
Adjusted recoil and rate of fire for G3A3 and FAL closer to real-life values.
Updated Micro T-2 red dot sight with new models.
Added plain button-up shirt with 5 skin choices (icon pending; currently shares plaid shirt icon).
Fixed/tweaked various character asset skins and textures.
Fixed arm mask clipping too much on some long-sleeve tops.
Maps and game modes
Prevented people spawning crazy inter-dimensional AI and players (sorry to spoil the fun).
Fixed collision issues on Storage Facility.
Fixed lots of lights popping on/off on Run Down.
Added light switch boxes to Compound.
Fixed Team Elimination game mode.
Fixed bad extraction points on Storage Facility’s creek (Intel Retrieval).
No more rogue Russian gear-wearing bot on Small Town (Intel Retrieval).
Intel Retrieval now logs laptop name as well as number so you can find it in the mission editor.
Greatly reduced the number of dead bodies sticking around in respawn modes.
Audio
Added radio syncing beep audio cues on round start and end.
Audio work and fixes done on various maps and weapons.
Added crouching SFX.
Ambient sounds and sound fixes on Storage Facility.
Possible fix for VOIP issue where player input signal is too quiet (may have caused VOIP to be too loud!).
Increased sound occlusion for the Ready Room’s shooting range.
Graphics, performance and online replication
Performance pass on inventory textures (downsized, optimized).
Graphical performance passes on Rig and Compound.
Tweaked graphics settings (Low/Medium/High/Epic etc.) to try and get those working better.
Updated doors to fix long-standing replication bug (doors have different states on client and server).
Tentative fix for PiP scopes making areas too bright.
Tweaked lighting across all maps to improve consistency and nighttime lighting — highlights and shadows should now be less harsh, generally.
Disabled eye adaptation.
Fixed various clipping issues.
Default lens reflection texture changed to better placeholder before it loads in properly.
Redid laser dots so all lasers have big bright IR dots in NVG (still a WIP).
Changed alternative respawn behavior in Team Elimination from always respawning next to a teammate (“Always Teammate Respawn” option) to always respawning back at the insertion point (“No Teammate Respawn”).
When is V1032 stable coming?
We are only 3–4 days away from the new year — meaning the stable release for V1032 will not be here before 2022 as we need this build to get a decent testing period to make sure the fixes work and that nothing else broke in the process. There’s plenty more polishing we’d like to do too.
With that being said, with a little luck the official release is not likely to take more than a few weeks. So keep an eye out for game-breakers and fingers crossed!
This has been CTE UPDATE #009!
Thanks for testing V1032 and reporting all those bugs!
To those of you who celebrate it, we hope you enjoyed the holidays. And to all of you supporting and playing GROUND BRANCH: we could not be more grateful. Thank you so much for sticking with us through another year.
Till the next update, and we'll see you in 2022!
⚠️ NOTICE
These release notes are for the V1032 testing build currently available in the GROUND BRANCH CTE (Community Test Environment) Steam app — not to be confused with the actual (and upcoming) V1032 release for the main GROUND BRANCH app.
🚨 CLEAR YOUR OLD FILES
To avoid input and asset conflicts, delete all files/folders located in the following locations (copy-paste the path into your File Explorer address bar and hit Enter):
1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2. Documents\GroundBranch
You’re not seeing things: our Community Test Environment (CTE) for version 1032 is finally live!
For anyone arriving now, GROUND BRANCH CTE is a separate Steam app (available to anyone who owns GROUND BRANCH) where we deploy test releases for broad public testing. If you are okay with major bugs and possibly unstable releases, go ahead and install it to start testing and previewing V1032, our upcoming major update.
Before we get on with the change list, let’s go over some of the major known issues — also known as things that don’t need reporting.
Known issues
Character assets and item skins are generally a work in progress (WIP). Things like clipping and missing/inaccurate skins are known and expected.
Similarly, animations are all WIP and subject to change. Expect bad skeleton behavior here and there (like wonky arms and necks), as well as unfinished implementations like vaulting, ladder climbing and leaning. Issues may be more pronounced in multiplayer.
Vaulting will sometimes fail to get the character over an obstacle and resemble a sliding motion.
There are still no animations for certain actions, such as jumping. Some actions also use placeholders.
Audio stuttering is expected on Run Down and new map Compound.
New map Rig is missing sound occlusion and environment-specific gunshot tail sounds and reverb. Those were disabled to temporarily prevent bad audio stuttering.
There are currently no footstep sounds for stairs.
Weapon stance transitions sound effects are out of sync with the animations.
The in-game map tablet is not fully integrated yet, so expect wonkiness.
Eyewear may be stuck in view inside the Ready Room when playing online. To make it go away, either hold F near a locker or workbench, or simply deploy to the mission area.
When playing online, players who hit the Spectate button after dying will hear a wounded grunt that should be assigned to dying enemy AI only.
For those using debug cams for pictures and videos: the “unarmed” pose (weapons slung/holstered) will currently not play the walking animation properly client-side (other players will see it normally online, however). The same applies to the subtle idle animations, which can only be seen on other players while playing online.
The Rangefinder’s NV mode is currently broken.
Picking up items from the ground is fairly bugged and can result in floating and/or unusable items.
In the Customize Operator screen, clicking the Save/Load button for any kit column will cause your list of saved kits to be displayed at the bottom of any item selection menu you open later. This bug is cumulative.
Weapon attachments may be strangely rotated.
What’s new
💭 The T in CTE is for Testing
Our goal with the Community Test Environment is to gather valuable data and feedback from a larger group of players. Needless to say, everything is a work in progress and subject to change.
Gameplay and mechanics
Mag check
You can now hold the Reload button (default R) to estimate the amount of rounds you have in your magazine/belt. You will get a HUD icon that indicates one of the following:
Fairly full
About half-full/empty
Nearly empty
Empty
Icons, timings and animations are all subject to change.
Map Tablet
You can now easily figure out where you are in relation to objectives and your teammates (if you have any) by tapping M or selecting the Tablet item in the Equipment menu (4).
The tablet displays the following information:
Your location and bearing
Your teammates’ location
Your team’s roster
Current objectives (as well as relevant markers on the map)
The in-game time of day (local time, in the top-right corner)
The amount of time remaining to complete your objectives
You may find yourself using the tablet a lot during Intel Retrieval missions.
New watch modes
Your wristwatch has a few new functionalities:
In all game modes, a “time remaining” warning will be briefly shown on the watch at 5, 2 and 1 minute(s) remaining.
In Intel Retrieval, you can now turn on the “Proximity Alert” mission setting (on the Ops Board) to get a vibrating alert when within 5 meters of the intel device.
In the new Dynamic Take and Secure (DTAS), your watch will display DTAS-specific information:
Approximate distance to the flag once placed (in meters). Also present in Fox Hunt mode.
Direction of the flag once placed (yellow arrow).
When in range of the flag as a defender, a green alert will pulse.
When in range of the flag as an attacker, a yellow alert will pulse.
When the flag is being captured, a red alert will pulse (defenders get no warning of flag captures).
More information about DTAS and Fox Hunt in the Game modes section.
Beefed up smoke grenades
Smoke grenades have been beefed up a bit to give more effective concealment. Performance may suffer if you spam a whole lot of these, but it’s a stop-gap solution until we have these effects remade and optimized.
AI can still see through them — sorry.
Team Elements
The new Team Elements feature (akin to player squads or fireteams) allows players to assign themselves — or be assigned by a server admin — to elements within your team for the purpose of aiding in coordination.
Team Elements are displayed in various places as differently colored letters: A, B, C and D, corresponding to elements Alpha, Bravo, Charlie and Delta. To change your Team Element, press Esc and access the Session Roster tab (top menu). Click the letter next to your player name, and choose your new Element.
There will in due course be features such as Element-specific radio channels, but for now you will see different Elements displayed in different colors on the in-game tablet.
Movement speed
Movement speed has been slightly tweaked. We’re being deliberately vague here as to not sway anyone — try it out for yourself let us know how it feels to you.
Game mode updates
Intel Retrieval
Intel Retrieval has received a major overhaul. Here’s what changed:
Instead of searching multiple laptops, there is now a single laptop to search and extract.
Approximate search areas are described and indicated on the new Ops Board, as well as the new map tablet item.
Typically, there will be one true location and one false location, but the number of possible locations can be changed under Mission Parameters.
The true laptop location and the extraction point will usually have additional AI guarding and/or patrolling them.
Please note that the visual search location circle is approximate, and you should treat the location text as definitive (for example: on Tanker, one search location is “Whole of Deck 3”, so search the entire deck rather than just the circle mark).
Terrorist Hunt
Terrorist Hunt has not fundamentally changed, but it benefits from the new AI placement system to ensure less predictable placement and more replayability.
Dynamic Take and Secure (DTAS)
DTAS is an entirely new PvP game mode (actually a recreation of a game mode in the early 2000s UT mod Infiltration) where both teams spawn in a random spot on the map.
The Defenders then have a short amount of time to place a flag, which marks the centre of a capturable zone. The Attackers must capture the zone, by getting a minimum of 2 attackers in range. The defenders can block an attack by getting a minimum of 2 defenders in range.
The Attackers can win by wiping out all defenders; the Defenders can win by killing all but one of the attackers.
Our own Matt “Fatmarrow” Farrow — who programmed this game mode — created a short video explaining how it all works:
As with most game modes, admins can tweak several parameters to their liking.
Fox Hunt
Fox Hunt is a further new game mode hidden within DTAS (see above).
When there are insufficient numbers of players on the server to start a DTAS round (by default: 6), the Fox Hunt mode will be engaged.
In this mode, one Defender is designated The Asset, and all players will receive an approximate distance (but not bearing) to their position.
Attackers win by eliminating The Asset.
Defenders win by keeping The Asset safe until time runs out.
A reduced time limit is automatically applied when Fox Hunt mode is engaged.
Team Elimination
This mode remains unchanged, but has been extended with the possibility of player and/or team reinforcements (respawns). This is still an experimental addition. When you die, the game will try to respawn you near a teammate, but will fall back to the additional spawn if necessary (this is to try and mitigate spawn camping in the reinforcements mode).
Uplink
The core gameplay remains the same, but a visible search area is automatically computed (based on the laptop locations) and displayed on the Ops Board.
Deathmatch
This very non-tacticool but classic game mode now allows you to specify a target frag limit or time limit, to allow a winner to be decided.
You can also specify a minimum number of players: if there are fewer human players than this limit, additional AI enemies will be spawned to make up the numbers.
Training
The Camp Peary Training Facility (aka The Farm) has received a couple small updates:
The regular shoothouse’s targets were repositioned, and many more possible target locations were added.
The Ops Board, light switch and Target App screen were moved around a bit for better usability.
The Ops Boards received some basic instructions on what to do on The Farm.
Maps and level design
New maps
New maps Compound and Rig are now available. Keep in mind that visuals, performance, audio and design are all an ongoing development.
Storage Facility overhaul
Storage Facility has had an overhaul to add a new industrial area at the top of the hill and a new route down into the tunnels, which have been spruced up and expanded in various ways. The docks area has also been extended.
Other significant map changes
Power Station has a new entrance west of the Substation insertion point leading into the tunnels.
City‘s central area was changed to add a new route to the previously “unconquerable” stairwell.
Run Down has a new ladder access route down from the roof.
New and improved props have been put into various maps, most notably Tanker.
Terrain materials have had a “de-tiling” pass.
New water has been added to multiple maps.
Missions and mission editor
Almost every single mission (i.e. objectives, spawn points, AI placement etc.) has been reworked and the AI slightly tweaked.
Certain game modes now allow you to play on sections of a certain map. For example, you can now play Team Elimination on City (Streets) or City (Subway), which are versions of the original City map restricted to the areas above the ground and underground, respectively.
The Mission Editor was reworked to be a bit more user-friendly. To access it, type editmission in the console when in a Lone Wolf level. (Please keep in mind however that there is currently a show-stopping bug with object selection and manipulation.)
New features in the Mission Editor include laptop-supporting meshes (meshes that automatically spawn with laptops when placed for Intel Retrieval or Uplink), mission meshes (additional meshes that can be placed in a specific mission, e.g. to block line of sight for spawns, or to block players from parts of the level), and mission-blocking volumes (invisible walls to block players from places where they shouldn’t be).
Also see the new (and somewhat invaluable) Validate Level command in the file menu.
Animations
Animations have received a major overhaul, most of which is still behind-the-scenes.
Reprocessed all character locomotion animations for new skeleton.
All weapons have completely remade animations for shooting and weapon manipulation (reloads, fire selector, mag checks etc.).
Added camera recoil animations.
Reworked weapon positions and transitions.
Body part-specific hit and death animations, including extended death animations.
First pass on basic ladder climbing (still missing mounting and unmounting).
Vaulting now has an associated animation (which is pretty bugged, per the Known issues section).
Ready Room and UI
New Ready Room look.
The Ops Board has a new layout and map images that emulate drone/satellite imagery.
The UI has received a general art pass, and most text is now in a slightly larger font size.
Customize Operator screen: new icons and improved item selection menus. Custom item builds are now also colored differently.
Mission settings now have an advanced settings category, which is hidden by default on the Lone Wolf and Host Game menus. A brief description of the game mode type is now given on those screens, and the mission selection tiles at the right-hand side now provide a description of the map.
Advanced AI Settings are now customizable (again) from the Lone Wolf and Host Game screens, allowing you to edit the various properties of the custom AI difficulty level.
If you try to select an OPFOR count over 30 (the recommended maximum), you will get a warning message and the OPFOR count itself will be displayed in red as a performance warning.
The After Action Report (AAR) has been overhauled and expanded. Extra tabs with extra info are added when appropriate. For the full set of AAR tabs with custom player and team scoring, check out the DTAS game mode. This may be extended in the future.
Character and inventory
New MK14 EBR model based on the Mod 1 variant, replacing the old Mod 2.
The new MK46 (Mod 1) light machine gun in 5.56 NATO replaces the old MK48 Mod 0. Suppressor not yet implemented, but on the way.
New M4-series and HK416-series models:
M4A1 SOPMOD
M4A1 Block II
M4A1 Block II (FSP)
HK416D
HK416D CQB
All-new character assets:
Character heads
Outfit and gear items
Beard selection currently disabled (still in development)
AI
Basic AI behavior remains the same, but some essentially cosmetic changes have been made to their loadouts and callouts (mainly reduced frequency). A more fundamental pass on AI is, of course, still planned.
The placement of AI on maps has been overhauled to make it more random, yet still plausible. In Intel Retrieval, AI is now spawned conditionally in some places, so that laptops and extraction zones are more heavily guarded than other areas of the map (which can give you a clue as to the laptop location if you observe carefully).
Audio
New reload sounds for all weapons.
Audio mix overhaul: adjusted levels of all sounds to make sure gunshots and explosions sound more powerful.
Dynamic Range presets (Settings › Audio):
Full: Gunshots and explosions significantly louder than other sounds. Recommended for headphone users.
Medium: Recommended for speaker users.
Low: Gunshots and explosions aren’t much louder than other sounds. Recommended for speaker users playing at night and for players with impaired hearing.
New channels setting: Binaural. Recommended for headphone users for more accurate sound navigation (not recommended for speaker users!).
Added water footstep sounds.
Pain and death sounds for AI (placeholders, consistent with current voice lines by Daeln Murphy).
Admin
New command admin motd will broadcast the server MOTD (message of the day) to all players on the server.
The admin resurrect command has been altered to respawn players at their death location always (rather than where they might be spectating, if their body has disappeared). A new admin resurrect all version is available, which does what it says on the tin.
New command admin resurrectnear (also accessible as admin resnear) will respawn players in the vicinity of a teammate rather than where they died. You can also add ‘all’ to the end of either command (e.g. admin resnear all) to resurrect all players in the vicinity a teammate.
This has been CTE UPDATE #007!
We're sure there's plenty we forgot to add here, so if you have any questions or would like to point out any glaring omissions, leave us a comment or reach out via social media with the links below. As always, thank you for your continued support and we hope you enjoy this test build!
⚠️ NOTICE
These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam app, not to be confused with the actual (and upcoming) V1031 release for the main GROUND BRANCH app.
🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.
Another Community Test Environment update is now live on the GROUND BRANCH CTE app with the latest V1031 testing build. This is the third—and hopefully final—V1031 CTE update. If nothing major pops up, we’ll be moving on to the official V1031 release on the main GROUND BRANCH app.
If you’re just now getting into CTE, make sure to check out the previous CTE release notes (#004 and #005) to get the full picture.
Game modes and gameplay
Terrorist Hunt should now end as expected once the last tango is killed.
Player/team stats in the AAR screen should display again for dead players.
Increased the size of the Extraction Point collision component to make extracting multiple players easier (Intel Retrieval).
Added more checks to important items (laptop) so they hopefully don’t fall through floor/ground anymore.
Max player count is now enforced on map/mode change from PvP to PvE. It was causing the new player limit to break.
Added a few AI spawn and guard points to Depot (Intel Retrieval and Terrorist Hunt).
Created new, less emissive material for Ops Board and toned down the noise on the minimap for better clarity.
Hopefully fixed the weapon vertical shake some players were reporting.
Input and settings
Fixed default Keyboard & Mouse keybinds for Reticle Brightness Up and Reticle Brightness Down resetting to LAlt + D-Pad Left/Right.
Fixed default Lean Type being “Toggle” instead of “Hold” in Settings > Controls (when controls are reset via Reset Default button).
Fixed Screen Space Reflections settings being overwritten when Effects Quality is changed.
The solution for a universal console key didn’t work out, so we’ve added alternate console keys back to DefaultInput.ini for players who do not use a US keyboard or EN-US input language in Windows. In addition to the Tilde key, these should also bring up the console:
Multiply* (aka the asterisk key on the NumPad)
Caret^ and Section § (both commonly found where the US Tilde key is on some layouts)
Grave` (ditto above)
Backslash\ (for those with tenkeyless/80% keyboards)
If these do not work for you, here's how you can set up your own custom console keys:
1️⃣ Open DefaultInput.ini (%LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor).
2️⃣ Add +ConsoleKeys=YourKeyHere to the bottom of the file, replacing the underlined part with the key you want to use. For example, to make F5 open the console, add +ConsoleKeys=F5. 3️⃣ Save the file, and it should just work next time you launch the game. Conversely, if you want to remove any of the existing console binds, simply remove the line from the file and save.
Content
Changed display name convention for scopes: Name (Magnification), e.g. ACOG (4x), Specter DR (1x/4x) etc.
Added magnification value to the display name of Russian scopes 1P78 Kashtan (2.8x) and PSO-1M2 (4x).
Fixed the display name for Tac Light (M600V) (had an extra zero in it).
Improved magnified sights clipping camera when mounted too far back on the MPX.
Reduced effect of volumetric lights on flashlights to minimize ghosting effect when moving in heavy volumetric areas of maps, mostly visible in nighttime gameplay.
UI
Art/UX pass on the Server Browser:
Hid tabs that are temporarily out of order (only Internet and LAN still show up).
Cleaned up server list: alignments, font sizes, icon proportions and general formatting.
Fixed Game Mode column not displaying the proper game mode.
Known and possible issues
Bots may be caught with exaggerated weapon shake.
Footsteps may sound duplicated. If you come across this bug, please file a report mentioning the map and location of the issue!
This has been CTE UPDATE #006!
Thanks for playing the CTE and helping us get this update in order — we really appreciate it. Stay safe and let us know of any game-breakers you come across!
⚠️ NOTICE
These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam app, not to be confused with the actual (and upcoming) V1031 release for the main GROUND BRANCH app.
🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.
A new Community Test Environment build is now available on GROUND BRANCH CTE. If you’re just now getting into CTE, make sure to check out the release notes for the last update (February 13th) so you get the full story.
What’s new
Performance
The last CTE has introduced an issue with larger numbers of bots (typically above 30) causing massive CPU usage, resulting in slowdowns particularly offline and when hosting listen servers. Kris is still debugging the problem, but as a result of his findings, we have:
Cleaned up and optimized navmeshes.
Stopped the skylight actor from moving through the sky “live” to make sure it was not impacting performance.
Not directly related to the overall performance issue outlined above, but we’ve also added r.GraphicsAdapter=-1 to DefaultEngine.ini to try to get the engine to favor dedicated GPUs. This is a possible fix for laptops defaulting to the integrated graphics adapter instead of the preferred Nvidia/AMD card.
Multiplayer
Player limits are now hardcoded to the numbers we have designed the game around. This was done for both performance and gameplay reasons:
Self-hosted listen servers (Host Game option) can host up to 8 players, including the hosting player. This number may be reduced depending on performance.
Dedicated servers can host up to 8 players on co-op (PvE) and 16 players on adversarial (PvP) game modes.
Game modes
Intel Retrieval
The new objective-based PvE mode has been added to the following maps: Storage Facility,Creek, Run Down, Tanker, Power Station, 747 and City.
Up to 2 extraction points can be assigned randomly, and up to 3 are available per map.
The assigned extraction point will be marked with green smoke in the mission area.
The laptop with the intel will now be attached to the character’s back (like a backpack) instead of being carried by hand. This allows players to defend themselves when playing solo. (Once the animation overhaul has happened, we’ll try the idea of carrying the laptop on one hand and a handgun on the other.)
If the laptop happens to fall through the map (as has been reported to happen sometimes when dropped), its position will be reset on the map rather than be lost forever.
⚠️ AI spawn and guard points will get several passes still — we're always open to feedback on those.
⚠️ We have yet to mark possible objective locations on the Ops Board map so players have an idea of where to look. For now, look around main buildings and map landmarks, or check out the possible locations below:
Depot
Buildings inside the central compound
Small Town
Inside buildings
Power Station
• Top floor, Server Room area
• Ground floor, northwestern block
• Maintenance tunnel, ladder/hatch section
Storage Facility
• All 3 are in deeper tunnels area
Creek
• Central camp, in one of the barns
• Cave/tunnel
• Next to one of the barns in the South
Run Down
• Basement
• Courtyard
• Top floor
Tanker
• Bridge (top level of the superstructure)
• Console room (level 5 of the superstructure)
• "Valley" section in the middle of the deck
747
• Cockpit
• Luggage hold
• Hangar
City
• Subway, northern area of the platform
• Travel agency, upstairs
• Cafe/pub
Uplink
Now also playable on Storage Facility, Creek, Run Down, 747 and City.
Teams should now switch sides each round.
Time limit is now set to 10 minutes per round. The wristwatch should display a countdown timer accordingly.
For attackers to win, the objective needs to be located and successfully taken within the time limit: simply killing off the opposition will not end the round.
First pass warning! This game mode, like all others to come, will require a lot of testing and fine-tuning.
⚠️ How does Uplink play on all of these maps? How can it improve? Let us know!
❌ KNOWN GAME MODE ISSUE
The AAR (After-Action Results) screen is apparently not displaying player data on mission failure. We'll fix this for the next release.
Input and controls
Fixed several keybinds not having proper defaults set, resulting in them resetting to outdated keybinds (or no keybinds at all) when players clicked the “Reset Default” button.
The console should now be universally accessible via the Tilde ~ key, or whatever key your keyboard layout has to the left of 1. As such, we have removed the secondary console key that used to be on NumPad *.
Moved the default Forfeit keybind to F10 to avoid accidental deaths when dropping items or using other binds in that area of the keyboard.
Gradually opening/closing doors once again uses an open/close logic rather than push/pull. Assuming default controls, you would now hold F + Mouse Wheel Up to gradually open and F + Mouse Wheel Down to close, regardless of which side of the door you’re on.
By popular demand (3 players), the Magnifier can be toggled via Attachments Wheel again. The newer Scope Zoom In/Out method is still available, of course.
Controller/gamepad support
We’ve added further support for controller input. All a work in progress, but it should make the life of controller users a little easier:
The Keybinds list (Settings > Controls) now displays a separate tab for controller binds.
Left Trigger (LT, L2), Left Shoulder Button (LB, L1) and Right Shoulder Button (RB, R1) can all be used as modifiers for button combos (similarly to LCtrl, LAlt and LShift on the keyboard).
Gameplay
You can now throw grenades through windows once the glass has been shattered!
Glass now explodes if within range of frag grenades.
Adjusted M67 Frag explosion radius: the max damage radius has been increased from 4 to 6 meters, with damage scaling down from there until the minimum damage radius (10 meters). (The simple radius damage implementation currently in place will be replaced with simulated shrapnel later.)
Frags will now also blow up doors.
Running against partially open doors should no longer stop or slow down running/sprinting players, but instead barge open in accordance to movement speed.
Doors now also open up faster when using the regular Swing Door command.
The Specter DR 1x/4x scope no longer has a super bright sight picture.
Audio
Added weapon transition sound effects: rustling fabric, mechanical clicks and other sounds from moving a gun around while in gear.
Added door explosion debris SFX.
Increased audio stun effect radius from breaching charges when in the opposite side of door.
Footstep attenuation has been tweaked to not be as audible at a distance.
Reduced the probability of AI callouts/bark to mitigate repetitiveness and keep tangos from giving themselves away so often.
UI
The Main Menu now displays the main build version and whether or not it’s the CTE right under the GROUND BRANCH logo.
Made the Extraction Point on the Ops Board more visible and readable.
Fixed the Customize/Re-Supply prompt not reappearing once the Customize Operator screen was closed unless players stepped away and then back.
Added drop-down menu for Screen Space Reflections (SSR) settings, under Settings > Video > Graphics (right below Anti-Aliasing Method).
Slightly tweaked the top-bar menu (Esc) and made sure the central buttons remained centered on ultrawide setups.
More tooltips added for various buttons and options.
Content
Fixed Tac Light (M300C) model missing its mount.
Bots in Run Down can now use doors.
General map cleanup: gaps, bad materials, collision, LOD/culling etc.
General bug/issue fixes
Fixed some sights and sight combinations displaying no sight picture.
Fixed misalignment between G33 Magnifier and some sights.
Fixed poses and items breaking when equipment is switched. (Not terribly confident about this one, but time will tell.)
Fixed attachments showing up in inappropriate places. (Ditto above.)
This has been CTE UPDATE #005!
Keep those bug reports and feedback coming! As always, thank you so much for your continued support, and please stay safe out there.
⚠️ NOTICE ⚠️
These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam app, not to be confused with the actual (and upcoming) V1031 release for the main GROUND BRANCH app.
If you like GROUND BRANCH and testing unfinished game features, your time has come again: GROUND BRANCH CTE (Community Test Environment) is once again open, now with a testing version of upcoming release V1031.
So those of you who got excited by this teaser from late December…
…as well as by our last Intel Update, should rejoice and get downloading that CTE app, ’cause you can now try out those new effects and a lot more.
As with our previous CTE release notes, this will be pretty stripped down in comparison to our usual Dev Blog posts, but that is all in the name of brevity and self-preservation as we’ve been working overtime (well, more overtime than usual) to get this update out—so please bear with a rather tired Scopey here.
What’s new
💭 T is for Testing
Always keep in mind that issues are expected (and sometimes known), and our goal with the Community Test Environment is to gather valuable data and feedback from a larger group of players. Needless to say, everything is a work in progress!
User interface & user experience (UI/UX)
The user interface is undergoing a much-needed art, style and usability overhaul, and this is the first area where you will notice changes when you launch GROUND BRANCH CTE. In addition to the obvious cosmetic update, here are the major changes:
Ultrawide-friendly implementation
The main container for most menu screens will now maintain a 16:9 aspect ratio regardless of how wide your viewport is.
We haven’t gotten to all of them yet, so if you catch any menu content stretching out all the way to the side margins of your ultrawide setup, let us know. They’re out there.
Main Menu
“Training” will now take you to the new consolidated training compound (more on that in the Content section).
“Lone Wolf” (formerly “Play Offline”) now only displays relevant game modes (Terrorist Hunt and Intel Retrieval) and maps, as well as a map search box.
New GROUND BRANCH logo and minor style tweaks.
Host Game
Shares a similar screen layout with Lone Wolf, and should make self-hosting a lot more intuitive.
Added notices and prompts that highlight the difference between listen and dedicated servers, and how to invite friends into your game.
Added an in-game invite tool, accessible via the prompt or the Esc menu (Invite Friends option in the top menu bar).
Server Browser
New layout, but functionally the same—including the issues we have yet to fix.
Settings
Received a big UI/UX pass, which rearranged where each option is and what they are labeled for better consistency and intuitiveness.
Added a lot of tooltips to clarify some of the less obvious options.
Controls screen:
Added “Clear Bind” button to binding prompt.
New binds: “Tac Light / IR Illuminator”, “Laser” and “Toggle Laser Mode” (more on these in the Gameplay section).
Now lists previously hidden binds such as “Admin Panel”.
Gameplay screen:
Now has a Sight Priorities section, which allows the player to determine sight hierarchy when multiple types are equipped.
Audio screen:
Channel now allows more options, including “Auro 11.1″—a great option for headphone users.
Other UI/UX changes
Getting to know your teammates has been made easier by a HUD element that displays player names. Like the VOIP HUD elements, they are only enabled in the Ready Room as a tool to get used to each other’s voice and appearance before the action phase (as well as make admins’ lives easier).
The Session Roster screen (previously “Game Info”) has a new look, and will now correctly display players that are currently using VOIP.
The top menu bar (Esc menu) has been rearranged and now offers a Main Menu shortcut (via GB icon button), as well as contextual options such as “Session Roster” (display current players in the session), “Invite Friends” (for self-hosted games), and “Admin” for server admin options. Tooltips were also added.
Interaction prompts (“Use”, “Pick Up” etc.) have been updated with a new look and custom key icons.
First pass to improve pop-in hints.
Some map names were changed: Tanker Ship is now Tanker, Training Base (previously only previewable via console) is now The Farm, and the User Arena maps are now just called Arena and Arena 2.
The Bipod is now called Bipod (Non-Functional) to make players aware that they are not usable yet.
Minor tweaks to text chat appearance.
We have yet to get to several smaller and less visible UI elements, but substantial progress was made.
Performance optimization
Maps, most extensively Depot, have received various optimization passes to improve performance. We are far from done, so FPS drops are still expected. Please let us know when and where you perceive any performance improvements or deterioration—in addition to your PC specs and video settings— compared to previous versions so we can try and pinpoint what works and what doesn’t.
⚠️ KNOWN PERFORMANCE ISSUES
Due to navmesh and CPU load issues, Tanker and Run Down have bad performance offline and on self-hosted (listen) servers with more than a few AI enemies. While playing on a dedicated server, however, the server will absorb the AI CPU strain and not impact performance.
Game modes
Game modes now use Lua scripting, which will make creating and modifying them much easier and faster. Kris rigged up a quick new single player/co-op game mode, and updated an existing PvP mode that was under-utilized:
Intel Retrieval (currently playable on Small Town and Depot) is an objective-based game mode against AI. Players must locate the laptop that contains valuable intel in the map, and then exfiltrate. Currently, the laptop carrier is unable to use other items unless they drop it. The intel can be in any of the several laptops in the map. Admins can also set the option “Exfiltrate as a team” to “Yes”, in which case all remaining team members must be at the extraction point to finish the mission.
Uplink (formerly “Defend”, currently playable on Small Town, Power Station and Run Down) is an objetive-based PvP game mode. One team must defend the objective—a laptop—while the other team must locate it and use it to uplink valuable intel.
General multiplayer changes
PvP teams are now called Red and Blue, with matching default kits.
Content
Maps
New training map: The Farm, as the CIA/SOF training site in Camp Peary, Virginia (USA) is known as. This larger single map replaces the multiple training maps from before and has a workbenches (for loadout customization) and Ops Boards (for time of day changes) on every training station. You can travel to it via the Training option in Main Menu.
New CQB map: Run Down, playable on Terrorist Hunt and most PvP game modes.
Tanker has received several updates all around, most noticeably in the accommodation/superstructure section of the ship. A power switch has also been added.
Cleaned up a lot of materials, floating meshes, missing and oversized collision volumes, spots where players could get stuck and more on all maps.
Items and customization
Added the Wristwatch: a default item equipped on your character’s left wrist. Displays current time and a compass that rotates in relation to the world.
The Rangefinder is now functional. Use default RMB to look through it and LMB to scan the distance to the target. Day mode is 8x and night mode (default N) is 5x.
Added Eye Pro glasses, selectable for the EYEWEAR slot. They’re missing a dedicated icon.
Added extended magazines for MK25, M9A3 and M17 pistols.
Added proper NVG mount and tweaked flipped-up angle to be less obstrusive. Needs work.
Replaced the MP7A1 and MP7A2 with a higher-quality MP7A1 model. No extra skins yet, but we’ll get there.
Replaced the MP7 Suppressor with a new model.
Replaced the old PMII 5–25x scope with a newer model. Scale has been fixed too.
Replaced old generic Tac Light attachment with SureFire® M600V model, named Tac Light (M600) in-game.
Replaced the old Holster with a new model—the first of many Pau Peñalver models to make it into the game. Currently has 4 skins to choose from.
Replaced the old Rail Cover attachment with a much higher-fidelity model, now called Rail Panel (Long). Also added a shorter version: Rail Panel (Short).
Attachment slots for the Plate Carrier were adjusted for a more realistic look, and the top row has lost a slot.
Known content issues
Tac Light (M300C) appears to be missing its mount. Strange.
Removing a sight that has another sight “piggybacking” on top may leave the piggybacked sight floating in the air.
The skybox on some maps may be faulty for certain time-of-day values. Let us know if you spot any daytime-looking nights and vice versa!
Gameplay
Attachments
Weapon lights can now be bound to your preferred key (default 5). They are still accessible via the Attachments Wheel and share the keybind with the new IR Illuminator (NVG use determines which is active—bound to change).
The new IR Illuminator function on the AN/PEQ-15 has two settings, HI (wide and dim) and LO (focused and bright). Switch between them with the Reticle Brightness keys (default Home and End).
The visible and IR lasers on the AN/PEQ-15 share a single toggle key (default 6), and another key to switch between them (default 7). The switch logic will be carried over to visible vs. IR lights.
Lasers and lights all have both a “momentary” (hold key) and a “toggle” (double-tap to turn on, tap once to turn off) activation mode.
The G33 Magnifier is now togglable via the same binds used for Scope Zoom In/Out (default Alt + Mouse Wheel).
Variable magnification scopes now all default to the lowest magnification level.
Breaching Charge
The clacker/remote detonator is back and will be equipped automatically after setting the charge.
Known gameplay issues
When playing online, light and laser activation can be glitchy when using the toggle mode.
Switching items too fast has been found to sometimes cause issues, from becoming unable to equip or use items to characters using incorrect item poses (e.g. holding a rifle like a pistol).
Visual effects (VFX)
Visuals and effects have received a considerable overhaul. Be on the lookout for these:
Screen Space Reflections (SSR) have been enabled again. They may not play nice with FXAA on, and are prone to a glitchy appearance at times. A checkbox will be added for them later.
New NVG depth-of-field (DOF) effect and updated overlay mask.
Fixed the color of nearby objects “seeping through” when wearing NVG, as well as glare appearing white.
New grenade explosion particle effects (M67 Frag and MK13 Flashbang).
New flashbang stun effect: “burned image” effect and ear ringing (very WIP—does not consider distance or direction players are facing).
New laser effects: Visible Laser dot and IR Laser beam and dot.
Updated holo and red dot reticles to appear luminous again: will be harder to see against certain backgrounds, but look much better and realistic.
Aimpoint® sights have a slightly brighter reticle.
Added tint to holo and red dot sight glass to improve reticle visibility (and in the case of red dots, for authenticity as well).
Glow has been re-added to illuminated scope reticles as well.
Tweaked the Marker Strobe effect to look a little strobier and less prone to clipping the character.
Doors now open and close smoothly, even when swung gradually.
Muzzle effects now originate a couple inches away from the muzzle rather than inside them.
Lasers no longer go right through characters (had you even noticed that? smh).
The light on top of power switches will now turn off once the box is damaged.
Fixed breached wooden doors having no texture.
Known visual issues
Although sleeves and gloves were slightly adjusted, some combinations will still look funky here and there. Gotta wait for that V1032.
Similarly, the new Wristwatch item won’t sit nicely on the character’s wrist most of the time—no biggies as it’s all due to replacement.
Laser dots may “dip” into walls when walking backwards.
Audio
Sound effects (SFX)
New placeholder AI voice lines: donated by voice actor Daeln Murphy (thanks, Daeln!), these are only meant as a temporary upgrade, as we intend to use native voice lines for the final game rather than accented English.
Added grenade bounce sounds.
New explosive (M67 Frag, MK13 Flashbang, Breaching Charge) SFX, with indoor and outdoor versions.
New spent shell casing sounds.
New door opening/closing sounds.
Improved footstep sounds.
New gear movement sounds dependent on weight of current loadout.
New item drop sounds.
Soundscapes/ambiences
Power Station and 747 now have environment sounds.
The new maps (Run Down and The Farm) do too, so no more dead silent maps.
Other audio changes
Fixed the lack of occlusion in the Ready Room testing range.
Improved various sound effects, as well as acoustic portals and sound occlusion.
This has been CTE UPDATE #004!
We're sure there's plenty we forgot to add here, so if you have any questions or would like to point out any glaring omissions, leave us a comment or reach out via social media – links below.
As always, thank you for your continued support and we hope you enjoy this test build!
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