As October comes to a close, it is once again time for another Intel Report, when we take a little time off development to fill you in on the latest news and previews for our major upcoming release GROUND BRANCH V1035. Keep reading for your monthly dose of sneak peeks and tactical hype.
đź’ˇ 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.
So, about that demo mission
Matt (aka Fatmarrow) is still very much in the trenches in order to get all the systems required for the demo mission up and running. Last month, most of the work went into the user interface, as showcased in the Operations Map. This month, Matt’s attention shifted to the actual mission objectives, as he built up systems for scouting locations, searching for intel, and planting explosive charges. Let’s take a look at his work so far:
Although the mechanics and visuals in the videos are all subject to change — and your feedback is most welcome, especially once public testing begins — this work represents an important step in implementing more complex objectives and mechanics into GROUND BRANCH.
AI, but friendly
Last month, we also mentioned that we were hoping to support AI teammates for the V1035 demo mission, which would bring our single player experience a lot closer to what it was always meant to be. This month, we’re excited to confirm that V1035 will indeed feature a first pass on AI teammates!
As with the demo mission objectives, the exact mechanics and interface are all subject to change, but Chris has an initial implementation in place which you can see here:
In addition to basic commands for “Move and Clear”, “Fall In”, “Hold” and “Take Cover” (all shown in the video), your AI teammates are able to use two modes of combat: “active” and “passive”.
In active mode (which we’re likely to label “Assault”) they will fire upon contact, whereas in passive mode (to be labeled “Recon”) they will hold fire until either they’re fired upon, or the player fires a shot — in which case they will currently be allowed to open fire for 4 seconds, and then hold fire again.
đź’ˇ AI teammates will be limited to 3 operators in V1035 for a 4-man team total, but the final maximum team size is likely to be between 6 and 8 operators.
It’s all very much a work in progress and still rough around the edges, but also nice to finally see it start to take shape.
Bringing the Power Station remake forward
We mentioned in Intel Report #021 (August) that Will was working on a big overhaul of the old Power Station map, to be released in V1036. That is no longer the case, as we’re happy to report that the new and improved Power Station is actually coming earlier than that — in V1035.
This overhaul is arguably even more extensive than the latest Depot upgrade, as the map’s size has been expanded (especially in the open surrounding areas) and new buildings and routes were added, though the overall layout should still be recognizable to players familiar with the original map. Let’s take a look:
And without spoiling too much, that’s another map overhaul we can cross off the list, ladies and gentlemen. Hats off to Will!
đź’ˇ Alongside Ranch (also previewed in our August report) that's essentially two new maps in V1035.
A new mocap session for our new animation needs
Though Mike unfortunately didn’t have the time to process and render any previews, we thought you’d like to know that he recorded a new motion capture (mocap) session a few weeks ago in order to produce another batch of animations for both player and AI characters. They include (but are far from limited to) vaulting, mantling, investigating suspicious signatures, surprised reactions, fleeing and new stunned animations — which we’re hoping will all be in the update. Fingers crossed!
Mag check update
As you know, mag checks (when you hold the Reload key) in V1034 can be very frustrating if you decide it’s time to reload, as you’re now forced to wait until your character fully reinserts an empty or almost empty magazine before you can swap it out for a new one. That can waste a few precious seconds, which is no good when a split second can mean the difference between having a great gaming time and wanting to quietly put your headset down and walk away from the PC in barely contained rage.
Fortunately, in V1035 the mag check is finally being updated to allow a reload of your choice to immediately follow the inspection:
As the video shows, the magazine will be held out as long as the Reload key is pressed. From there, you can: (a) release Reload to reinsert the magazine, (b) press Reload to do a retention reload (keep the old magazine), or (c) double-tap Reload to do a non-retention reload (throw the old magazine away). (Or, you know, the other way around if you use double-tap for retention reloads.)
đź’ˇ The video also shows Mike's updated reloads for the AR-15-type weapons. They're cleaner and do without the mag flip.
This has been Intel Report #023!
That’s it for this month’s dev blog. We’ll be seeing you next month with more news and previews. Stay tuned!
We’re back with another Intel Report featuring another round of sneak peeks and details for our major upcoming release GROUND BRANCH V1035. This month, among other news, we’ll be taking a look at our initial work on full-fledged missions.
đź’ˇ 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.
New Discord modding channels
If you’re a member of our official Discord server, you may have noticed that earlier today we opened up some new modding channels.
Now that the GROUND BRANCH Mod Kit has been officially released for a while, it seemed like a good time to unleash these new channels on unsuspecting modders. Prowlaz, our Community Manager, kindly put these together for you a while ago, and Bob/AT has helped put some words together for them.
Thank you, Prowlaz and Bob!
Operations: paving the way for full-fledged missions
Though GROUND BRANCH won’t have a traditional campaign with an overarching story, it was always meant to have “proper” missions featuring backstories, briefings, multiple objectives and, for single player, AI teammates.
Our unorthodox campaign format combines short sequences of story in the form of “hotspots”: areas of geopolitical interest in different parts of the world where missions will be carried out. Each hotspot in v1.0 may feature anywhere from one to a handful of missions — with room to expand over the game’s life — and our new project manager Travis has been spearheading the process to determine where in the world these hotspots are, and what the story behind them is going to be.
More complex missions require more complex logic than our current game modes have, and our hotspots need an interface to navigate them, which is why Fatmarrow and Scopey have taken on the task of bringing these ideas to life on the programming and UI fronts. As much as we adore the underlying code which supports this stuff, luckily (for you) we have a working preview of the UI to give you an idea of where we’re headed:
Does that mean V1035 will have missions?
Kind of! We’re working hard to get one such mission done for V1035. This mission, set in Eastern Ukraine (on map Depot), will serve as a sample or demo — or a vertical slice, if you’re into marketing — of what we ultimately want the core of the GROUND BRANCH experience to be.
Though it won’t feature all the elements that our full-fledged missions are expected to offer, the demo mission should be a much closer representation of our goal than the “quick mission” game modes currently available in Lone Wolf and co-op.
đź’ˇ If you're curious about what the demo mission will entail, take another closer look at the video as the mission background and objectives aren't expected to change much.
đź’ˇ An Oman hotspot isn't planned at this time; it was added for UI showcase purposes only.
We are hoping to support both single player (with AI teammates) and co-op for the demo mission, but everything is subject to change depending on how development goes.
Demo mission support
As hinted earlier, the sample mission has created demand in various areas in order to support and properly convey the objectives and background we’re proposing for it.
In addition to UI, another demand was making the village area of Depot appear “lived-in” in order to reflect the presence of stationed troops. Will has taken up that job, adding camping gear, communications equipment, vehicles and other details to the area:
To add more flavor and variety, John has also reworked the Depot faction to better fit our concept of Russian PMC. If you’re as sick of that one guy in light tan and black as we are, you’ll probably appreciate the change:
The demo mission will also require planting explosives and being able to scout a location, both of which aren’t fully defined in terms of mechanics but are already under development. For the explosives, we’re currently going with the M4 SLAM:
Setting up the M4 SLAM to work in-game is no small task: in addition to the model, it requires animations, particle effects, gameplay abilities and other work that is all underway.
Game dev is a G.A.S.
We’ve shown you the shiny topside and now it’s time to take a little look under the hood at some of the upcoming changes in V1035.
Historically, we had painted ourselves into a bit of a corner with some of our animation and game systems, as complexity was gradually layered on top of complexity. The result was that it was getting harder and harder to introduce new systems (*leers at prone*) and to make existing ones work together more seamlessly.
Therefore, with no small amount of trepidation, we shook up a ton of underlying systems and put them back together again with the new Gameplay Ability System (GAS).
đź’ˇ If you're interested in the technical details, click here for more details on the Unreal Engine GAS implementation from Epic.
It is a bit of a conceptual reworking of the game logic into self-contained gameplay abilities rather than having custom logic scattered throughout the code base. It means that once everything is set up, a single player action may, for example, fire off a single gameplay ability, and then it just… takes care of itself. In practical terms, once we get over the initial bump of the internal reorganization, we should be able to put into the game the remainder of the planned gameplay systems without the huge headache we would’ve had if we had needed to integrate all the new stuff into the old code base. There also seem to be some performance improvements, which is nice.
If you’re not an Unreal Engine nerd like us, let’s put this another way: this change should be the last big hurdle before we drive our GROUND BRANCH car at irresponsible speeds towards v1.0.
AI
AI continues to be developed, though the implementation of GAS has delayed our ability to showcase it. Still, Chris has managed to capture a quick video of one of the new AI abilities: detecting not just the source of flashlights, but their projected light as well. Take a look:
This change should make it particularly important to maintain light discipline, so be extra sure you’ve packed your night vision goggles and AN/PEQ-15 for those night ops.
đź’ˇ The same ability will be applied to lasers.
Audio
Zack has been working on a lot of stuff: the ambient audio (or soundscape) for new map Ranch, sound effects for the G36K Custom, AUG A3, MK24 and other weapons, and of course the voice lines for 2 of the OPFOR factions: the Mexican Cartel and the Russian PMC mentioned earlier. Here’s a sample of the voices — courtesy of Zack and the very talented voice actors we had the pleasure of working with:
Along with the new AI animations (previewed in our last Intel Report) and the new enemy character assets shown earlier, we’re hoping to breathe a little more life into our enemy AI soon.
Zack is also improving spatial audio by setting up a system where large objects will now block, diffract and occlude sounds. So, for instance, a large container will now act similarly to a wall when it comes to sound — so a character behind it will no longer simply sound like they’re just a few steps away from you with nothing in between. The video below has a little demo of the Ranch soundscape, as well as a little before/after of the spatial audio change to give you a better idea:
Masking out the night vision
One of the most common bug reports we get is that infrared signature — that is, IR lasers and illuminators — doesn’t show up through the AN/PVS-22 UNS clip-on night vision scope, which probably seems like a trivial issue to fix when you consider that it works as expected when looking through any of the night vision goggles in the game.
The issue is that the NVG is a full-screen post-process effect, whereas the AN/PVS-22 UNS uses a different, more basic effect compatible with the picture-in-picture (PiP) method that the scopes in GROUND BRANCH use. It’s easy enough to tell the full-screen post-process effect to show IR signature, but not feasible to do so for the basic PiP effect. That leaves us with just one option: “masking out” the full-screen NVG post-process effect to only show up in a designated area of the world, in our case the lens of the PVS-22.
Because it’s a relatively harmless bug with a fairly large amount of work required to fix it, we let it sit for a while longer than we would’ve liked. But for V1035, we put some time aside to finally work it out. Here’s a quick and dirty capture straight from the editor just to illustrate the method:
If you’re wondering why we’re illustrating with the NVG rather than the PVS-22, that is because the same method can be used to restrict the NVG effect only to the portion of the screen corresponding to the NVG’s tubes — leaving the surroundings clear for you to see with normal vision, instead of covered in black. Pretty cool, right?
This has been Intel Report #022!
We appreciate you taking the time to read our little dev blog. Got any questions or suggestions? Leave them in the comments and get the discussion going.
As always, thank you for your continued patience and support as we chisel away at your favorite tactical shooter. See you next time!
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.
đź’ˇ 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:
MicroProse Publisher Sale: Save 30% on GROUND BRANCH on Steam
Our publisher MicroProse is running a sale on Steam including all of its games — among which, of course, is GROUND BRANCH. This discount matches our Summer Sale offer, so if you missed that one, here’s your second chance!
The publisher sale runs until September 2nd.
🕹️ If you're a fan of simulators and real-time strategy — including classic 1990s gems — it's worth checking out MicroProse's Steam catalog for all the discounted titles. They have other genres too!
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!
đź’ˇ 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.
đź’ˇ 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.
đź’ˇ 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.
đź’ˇ The AUG A1 is likely to be added in a later update.
đź’ˇ 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.
đź’ˇ 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.
Many of you have requested a modernized AK in 7.62Ă—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.
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!
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).
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).
đź’ˇ 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.)
đź’ˇ 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.
đź’ˇ Please note that these videos and visualizations are merely for demonstration purposes and don't necessarily represent final AI detection behaviors or values.
đź’ˇ 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.
đź’ˇ 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!
Welcome to another Intel Report! This month we’re bringing you previews for upcoming release V1034 and beyond, as well as other development news. But first, the usual disclaimer:
⚠️ 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) and September (#018).
Due to personal lives clashing with work (such as 3 members of the team being in the process of moving places) this report might be a little thinner than previous months in the eye candy department, but we’ll try to make up for it with previews for things that won’t be in the game until V1035 and later.
Alright, let’s get going.
New voices on the way
With female characters being included in V1034, we needed at least one female voice recorded and processed for the “commo rose”-style pre-recorded messages (accessible with the G key). But because writing and recording lines is all one big intertwined process (and because we want new voices sooner rather than later) we decided to go the full length.
Hence our announcement, a couple months ago, that we were looking for talented voice actors.
And thanks to our followers and the awesome voice actor community who helped spread the word, we were able to find and cast a roster of 18 (!) voice actors, male and female, in four different languages: most of them English (US), but also Russian, Spanish (Mexican) and Arabic. In case that isn’t obvious, we’ll not only be replacing the current enemy voice lines; we’ll be replacing them with native language voice lines for 3–4 different OPFOR factions, each with 2–3 different actors.
Here are some samples:
Lines for the player and the team will consist of 3 different voices for male operators, another 3 voices for female operators, and one for the team handler — a CIA lady back at the TOC (tactical operations center) keeping tabs on the mission and communicating with the ground unit in real time.
đź’ˇ Should we expect new voices in V1034?
The main goal for V1034 — as far as voice lines go — is implementing the female counterpart for the existing pre-recorded voice messages. As a stretch goal, Zack will process one of the new male voices to replace the existing ones.
As of this writing, about a third of the actors have been recorded. It’s a lot of work ahead, but we’re super excited about the results so far! We look forward to hearing them in-game and sharing the footage with you as soon as we have it.
What Chris-with-a-C has been up to
Due to other tasks that required his attention, programmer Chris (not to be confused with Kris) has been bashing a variety of things into shape this month, but has still found time to keep working on the AI. He’s back on that full-time this week.
Over the last few weeks, Chris has implemented what he’s calling world events: stuff that is happening in the game world that should arouse the AI’s suspicion and trigger certain reactions. For now, he has created two event types: one is dead bodies, which the AI should eventually check on and take appropriate measures, such as alerting other AI actors; the other is power switches being shut off, which will eventually trigger enemies to go check the relevant switches and turn them back on if uninterrupted.
Though these world events only add the underlying logic and basic behavior so far (as in, bots will simply move to the appropriate actors), they represent the foundation for the fleshed-out behavior, which will of course be accompanied by appropriate animations and voice lines.
💡 Among the other things Chris has been busy with are: compiling a list of build steps for mod kit distribution alongside Callum, keeping the development builds up and running as John moves the server around Ohio, tackling some graphic setting requirements from Nvidia, and adding motion vectors to various UI elements. Don't worry: most of us don't know what any of that means either. But the point stands — man's been busy.
More info on modding!
Section by Matt “Fatmarrow” Farrow
So far we haven’t said much about the new modding features coming in v1034, but this month we’ll take a deepish dive into the new modding system helmed by programmer Callum.
Up to now, modding in GROUND BRANCH has been a rather unofficial affair, requiring players to manually place (and in some cases replace) files inside the game directory. Some kinds of mods, like missions and game modes, are essentially server-side only, but other kinds of mods like patches and asset replacements have required manual installation of the mod in both the server and clients. This has been quite a hassle. But soon, all this will change!
In V1034, we will start using the Steam Workshop as a repository and delivery system for mods. This is a tried and tested system, popular with modders, and the automatic background updating of mods is a key feature that should greatly enhance user experience. Getting content set up in GROUND BRANCH is rather complicated — not least because we are still developing some core systems — so we are going to introduce different kinds of modded content in subsequent updates. That way, we can hopefully get everything right before unleashing a modding free-for-all.
We’ll be kicking it off with one or two weapon mods to show you how it’s done. In the first example, behold! The VSS Vintorez.
What you see in the following screenshot from the Customize Operator screen is the modded VSS appearing seamlessly in the list of rifles, janky icon and all. To get this rifle in-game, you go to the Workshop, find the mod, and click the Subscribe button. And that’s it. The mod will be downloaded in the background, and the next time you run the game, the gun will be there.
So how will you make weapon mods? The answer is the GROUND BRANCH SDK (Software Development Kit), which is effectively a customized version of the Unreal Editor including some basic GROUND BRANCH bits and pieces.
We will in due course be providing tutorials and so on to explain the process in detail, but essentially you import your gun model into the editor, create a weapon blueprint, set it up with various properties (such as magazine type, display name, and so on), and then use the in-editor modding tools to create a mod and upload it to your personal Workshop account.
🔫 Since handguns are setup fairly differently from long guns, we'll also include a mystery pistol as a mod example.
Prone and animation
Kris and Mike continue to implement the new prone stance, which we have started previewing in the last couple months.
Since then, they have added item switching and reloading while prone, transitions between prone and other stances, as well as a proper rotating-in-place motion (instead of characters spinning on their pelvises). There’s still plenty of jank to clean up, but it’s almost fully functional from a gameplay perspective.
Here’s how the more presentable actions are looking at the moment:
In the video, you may notice how aiming from side-to-side while in the prone position has a limited angle. Once the threshold is reached on either side, moving the mouse will free-look a little further to the sides until that limit is also reached.
If you need to aim or look beyond those thresholds, you must reposition your character by holding one of the movement keys. In a previous iteration, the rotation would kick in automatically once the threshold was reached, which we realized felt dodgy as you were never sure at what point you would stop aiming/looking and get locked into the repositioning motion.
The amount of rotation applied to each repositioning is currently only about 30 degrees, which is likely to be increased to a wider angle somewhere in the 45- to 90-degree range — or whatever testing determines to be best.
đź’ˇ Animations and control schemes are all subject to change, so let us know how you feel about all of the above. You'll get to try it out yourself soon enough.
Animation optimization
Section by Kris
As of V1033, animation updates are performed on multiple threads, but much of the logic relating to animations was still on the game thread. This is being addressed in V1034, with as much logic as possible being moved to a custom animation proxy, allowing it to be run outside of the game thread.
At the same time, we’re ensuring that the animation graph conforms to what the engine calls the Animation Fast Path. (For those of you familiar with UE4 — or just morbidly curious — you can read more here.)
Both of these changes should lead to improved performance, especially for offline play and listen servers (the ones hosted locally via the Host Game option).
More quality-of-life updates for servers
Section by Matt “Fatmarrow” Farrow
Servers will get another boost in V1034, with a few more options added to the Admin Panel to make things easier for admins and players alike:
A server setting has been added for the default ready countdown time, which is used unless overridden by the MapList.ini parameters. Up to V1033, if you wanted to vary the default countdown time, you had to add a parameter to every entry in the map list. We know you have better things to do with your time.
If a dedicated server is started up without a defined MapList.ini file, a basic one is generated and the server continues from there. Previously, dedicated servers would hang on startup until a MapList.ini was manually added to the ServerConfig folder.
There’s been a big pass on server restart options: you can now set a dedicated server to restart at (or at least near) a particular time of day, and it is now possible to configure the shutdown configuration via the Server Preferences menu.
We have added a big red button and a console command to allow admins to reboot server from within the game. Sorry that took so long, admin folks.
The majority of voting settings, previously editable only via the Vote.ini configuration file, have now been added to the server settings admin menu.
There is a new AllowVotesWhenAdminPresent voting setting; if it is “false” then no votes can be started (except by admins) when an admin is online on the server.
There is a new DelayVoteFromRoundStart voting setting; if “true”, then the server will not allow votes to be called during the round until this many minutes have elapsed.
We may be able to squeeze a few more server quality of life features into V1034 (we are looking to improve the kick/ban process, for example), but we hope that whatever features do make it into the update will help to bring calm and relaxation to overworked server admins. Namaste.
Bug fix corner
Press F to pay respects to these V1033 bugs (which will be gone in V1034):
The debug camera (ToggleDebugCamera in console) will no longer spawn a mysterious stranger in the player list, also preventing new rounds from launching properly afterwards.
Eyewear will apply the appropriate skin that has been selected inside the character customization. In V1033, eyewear defaults to black once you leave the customization screen.
This isn’t a bug as such, but we have changed the mid-round spawning process to spawn you in without any freeze, and with your weapon already positioned at the Ready position (pointed forward). Hopefully this will reduce the number of “bullshit spawns” in Deathmatch and other respawn modes, where you get insta-killed before you can shoot back. OK, that will still happen, but it’s going to be more your fault now.
In fact, we’re removing the janky, synchronized weapon drawing from round/mission starts altogether.
Post-V1034 cosmetics
Regular contractor Pau Peñalver has been working on a lot of small tweaks and upgrades to assets.
Although the new items won’t be available until after V1034 due to time constraints, we thought it would be cool to give you a little preview of some of them:
đź’ˇ Friendly reminder: these are special artist renders; they do not represent how assets will look in-game with dynamic lighting and other real-time restrictions.
As you can see, we’ll be expanding the face-wear selection with a neck gaiter/face scarf, 3 variants of the single-hole balaclava, and a three-hole balaclava.
Female operators will also be able to wear a traditional head cover, which can be had either with or without the pattern seen above.
This has been Intel Report #019!
We hope you’ve enjoyed these previews — we’ll probably have another batch for you next month — and as always, thank you for keeping up with the development of GROUND BRANCH! Your support, feedback and patience are greatly appreciated.
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