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

Hey, everyone!

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

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

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

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

AI and Mission Editor updates

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

πŸ’‘ In V1035, 10 chemlights are automatically added to your loadout on deployment β€” there's no need to equip them.
'Tis the seasons for new toys

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

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

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


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

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

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

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

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

AUTUMN SALE: Save 30% on GROUND BRANCH!

[h3]GROUND BRANCH is 30% OFF on the Steam Autumn Sale![/h3]

https://store.steampowered.com/app/16900/GROUND_BRANCH/

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

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

Nominate us for the Steam Awards!

Hey Folks,

The annual Steam Awards are back and we would be incredibly appreciative of your support to nominate Ground Branch for the "Labor of Love" category.

As you might have seen from our last Intel Report, we're on the road to V1035 soon and we can't wait to continue to provide you with more content, features and improvements.

Thanks so much for the continued support and feedback, and we'll be seeing you next month with more news and updates.

Fix for dedicated servers

You may recently have experienced some issues with installing and running the GROUND BRANCH Dedicated Server (DS). It turns out that some of our Steam settings have been a bit awry for a while, but this only recently started causing issues (it is not clear why).

We got things sorted out now, and your GROUND BRANCH dedicated servers should reinstall and run as expected.

  • If you had problems, a simple reinstall of the server should be enough, and no settings need to be changed.
  • If you didn't have any problems, you don't need to do anything.

We apologize for the inconvenience and for your temporary loss of GROUND BRANCH.

Intel Report #023: Road to V1035 (October 2024)

Folks,

As October comes to a close, it is once again time for another Intel Report,Β 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.

πŸ’‘ 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.
πŸ’‘ If you missed last month's Intel Report #022, be sure to give that a look as well!


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:

[previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube]
Although the mechanics and visuals in the videos are all subject to change β€” and your feedback is most welcome, especially once public testing begins β€” 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:

[previewyoutube][/previewyoutube]
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 β€” in which case they will currently be allowed to open fire for 4 seconds, and then hold fire again.

πŸ’‘ 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 β€” 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!

πŸ’‘ 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 β€” 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:

[previewyoutube][/previewyoutube]
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.)

πŸ’‘ 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!