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Intel Report #022: Road to V1035 (September 2024)

Hey there!

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.

💡 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.
💡 If you haven't yet, make sure to check out last month's Intel Report #021 for more V1035 previews.
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:

[previewyoutube][/previewyoutube]
[h2]Does that mean V1035 will have missions?[/h2]
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.

💡 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.
💡 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.

[h2]Demo mission support[/h2]
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).

💡 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:

[previewyoutube][/previewyoutube]
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.

💡 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:

[previewyoutube][/previewyoutube]
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:

[previewyoutube][/previewyoutube]
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:

Visuals are all pending, so don't worry about how flat it looks — it's just a prototype!

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!

Official Mod Kit and Patch V1034.6 now available!

Hey, everyone!

Today we're releasing Patch V1034.6 with a few important fixes, and at the same time we're also officially releasing the long-anticipated GROUND BRANCH Mod Kit: a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 editor.

Read on for more information on the Mod Kit and modding in general, or click here to scroll directly to the patch notes.

(If some of the information in this post looks familiar, that is because it is partly drawn from our last Build Update. We felt that it would be useful to have it all in the same place now that the Mod Kit is out, so here it is again!)

[h3]Table of contents[/h3]
[expand]
  1. GROUND BRANCH Mod Kit now available!
    1. GROUND BRANCH Modding Wiki
    2. GROUND BRANCH Steam Workshop
  2. Patch notes
  3. And that's a wrap on Build Update #053 and V1034!
[/expand]

GROUND BRANCH Mod Kit now available!

The GROUND BRANCH Mod Kit is finally released! We are very grateful to Epic for providing support to get the Mod Kit up and running on their Epic Games Launcher.

Ready to start modding GROUND BRANCH? First step is to fire up your Epic Games Launcher (https://store.epicgames.com/en-US/download) and search for GROUND BRANCH Mod Kit in the store. When you find something like this, add and install it:



This will take a bit of time to install, but the SDK is not as large as others that you may be familiar with, as we have created a super-lean installation containing only what you need to make your mods.

💡 In V1034.6, we are focusing on weapon mods only, including magazines and suppressors. These are the only types of mods you can make in the SDK — or at least the only types that we are officially supporting for now. This is because we want to make sure that we get everything right before expanding support to other mod types.

When you launch the Mod Kit, you will be presented by a default editor view much like this:



This is where the magic happens, mainly via these four new buttons:



Now, it should be said that the SDK is intended for experienced modders who are already familiar with the Unreal Engine 4 editor. There are a plethora of tutorials and courses available online and for free if you wish to get up to speed on Unreal Engine 4.

👾 A good place to get help while modding is our Discord — more specifically, the #gb-modding channel.

Your fellow modders may also be able to assist you, but please bear in mind that we are not able to provide official support for general use of the Unreal Engine editor — though we will do our best to help people grapple with interfacing with specific GROUND BRANCH systems.

To this end, we have now provided…

[h2]The GROUND BRANCH Modding Wiki[/h2]
Either click the Open Wiki button in the Mod Kit, or navigate to https://wiki.groundbranch.com/en/modding to view the GROUND BRANCH Modding Wiki. Here we have attempted to document the information that you will need on the GROUND BRANCH side to be able to create your new weapon mods. (However, as noted above, a working knowledge of the Unreal Engine 4 and editor is an essential prerequisite to using the Mod Kit.)



You will see that the Quick Create system, available since V1034.4, is documented in detail here.

The GROUND BRANCH Lua Library reference has now moved to the Wiki, at https://wiki.groundbranch.com/en/modding/lua-api. This is now the definitive version, and has already been updated for GROUND BRANCH V1034.5.

The GROUND BRANCH Mission Editor guide has also moved to the Wiki, at https://wiki.groundbranch.com/en/modding/mission-editor. Again, this is now the definitive version.

Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.

💘 We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup).

[h2]The GROUND BRANCH Steam Workshop[/h2]
Our Steam Workshop opened up a couple updates ago, mostly for new Quick Create patch mods, but have also included weapon mods since V1034.5, when some lingering issues with respect to modded game modes, missions, localization and AI loadouts were also ironed out.

We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process. We hope you enjoy trying out their creations as much as we have.

[h3]🔧 Get moddin'[/h3]
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
If you search for mods in the workshop using the Weapon tag, you will now find these and many more (including hopefully many more still to come). Have fun, y’all.

We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.


Patch notes

And now for details of the V1034.6 patch, which fixes a few lingering issues:
  • We have a fix for mods not syncing properly when joining a listen server (the Host Game option). If accepting a game invite from outside GROUND BRANCH, you should now get the normal Mod Sync window before proceeding to join the game. If anything goes wrong and you are stuck in limbo, try accepting another invite or else press Esc to return to the main menu. Do let us know if you continue to experience difficulty with joining hosted games.
  • Updated NVIDIA DLSS plugin to version 3.7. This new version should reduce ghosting artifacts when using DLSS (Settings › Video › NVIDIA® DLSS Super Resolution) and possibly fix crashes in older GPUs.
  • Fixed pistol holster not automatically being re-equipped when a pistol is equipped in the Customize Operator screen. This issue prevented pistols from being holstered.
  • As mentioned, the official GROUND BRANCH Mod Kit is now available via Epic Games Launcher with appropriate integrations into the game.


And that's a wrap on Build Update #053 and V1034!

Barring any big issues, we do not expect to release any further updates for GROUND BRANCH V1034. Turning to the next big update, V1035, we will continue our series of Intel Reports to keep you up to date on progress, and at some point (hopefully not too far into the future) the Community Test branch will open back up, with the main V1035 release in due course.

As always, thank you for your continued support and feedback. Enjoy modding and stay frosty!

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

Folks,

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

💡 Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our roadmap.

Quick disclaimer before we get to it:

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!

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

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

[h2]Welcome, Travis![/h2]
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!

[h2]Thank you, Callum![/h2]
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!

[h2]Speaking of Mod Kit[/h2]
As explained earlier this month in Build Update #052, the official Mod Kit, though ready to release — at least as far as we were concerned — has found some snags in Epic's approval process. The application had to be rebuilt in a different interface, and from that point on Epic engineers became more involved in assessing further requirements.

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

💡 For more information on the current state of modding (including the Modding Wiki and several weapon mods you can download right now), see Build Update #052.
V1035 news

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

[h2]Round Ranch[/h2]
The Ranch map, first mentioned about a year ago, is one of the earliest pieces in V1035, having been taken on by environmental artists Elliot and Will. Though their part of the job — the art — has been done for a while, maps require a good amount of setup work from other members of the team whose plates were full with V1034 and subsequent patches. And while the setup is still underway, we're happy to be able to give you a sneak peek — without spoiling too much:


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

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

[h2]New character assets[/h2]
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.

[h3]New Field Jacket: remaking the ACU Coat[/h3]
Our original ACU Coat was never a very popular item, having been modeled with its mandarin collar up and closed — a wearing style that is challenging to find in any reference photo from real-life deployments. The style frustrated some players looking for authenticity and those looking for a more BDU-style field shirt or jacket, which are almost exclusively worn with the collar folded down.

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


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

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


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


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

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

[h3]Softshell Jacket[/h3]
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.


[h3]New balaclava styles[/h3]
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:


[h2]New weapons[/h2]
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:

[h3]AUG A3[/h3]
The AUG A3 is a bullpup assault rifle chambered in 5.56 mm NATO. It is a modernized variant of the AUG featuring a top Picatinny rail (instead of the built-in optical sight), as well as a small accessory rail mounted at a 45-degree angle on the right-hand side.


Mike has a few AUG reload animation previews right here.

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

[h3]G36K Custom[/h3]
Our first G36K will be a custom model featuring aftermarket parts including a low-profile top rail, a quad-rail handguard, and an adjustable stock.


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

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

[h3]LVAW[/h3]
The LVAW (Low Visibility Assault Weapon) is a specialist variant of the MCX series of rifles adopted by JSOC (Joint Special Operations Command). It was developed as a rifle-caliber substitute for the MP5SD submachine gun, with superior ergonomics, range, accuracy and lethality while being just as quiet.

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

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

Reload previews right here.

[h3]AK-103 Alpha[/h3]
Many of you have requested a modernized AK in 7.62×39 mm, and the AK-103 with Zenitco furniture will be arriving in V1035 to deliver it. Think of it as a tacticool AKM.


[h3]MK24 CAP[/h3]
The MK24 CAP (Combat Assault Pistol) is a variant of the HK45CT compact pistol adopted by the US Navy. It fires .45 ACP rounds from a 10- or 12-round magazine.

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

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

[h2]AI[/h2]
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.

[h3]Animations[/h3]
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:

[previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube]
[h3]Voice lines[/h3]
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.

[h3]Behaviors[/h3]
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!

Patch V1034.5 now available! Also: weapon modding news!

Happy Tuesday, folks!

Thank you for your patience as we have put together another point release for GROUND BRANCH V1034. So what do you get for your 0.1 increment? A modding extravaganza! A lot of fixes and improvements, extensive modding groundwork, and a lot of cool weapon mods. We'll explain.

[h3]Table of contents[/h3]
[expand]
  1. Wasn't the Mod Kit supposed to release this update?
  2. Modding Wiki
  3. Steam Workshop
  4. In-game modding support
  5. So long and thanks for all the mods
  6. Patch notes
  7. And that's a wrap for Build Update #052!
[/expand]
[h2]Wasn't the Mod Kit supposed to release this update?[/h2]
It was. Our plan was to release this patch alongside the official GROUND BRANCH Mod Kit — a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 (UE4) editor from Epic Games — which we're initially setting up to officially support weapon modding specifically (with other types of mods such as maps to be supported in the future as well).

Per a legal requirement from Epic, any SDK made in UE4 must be available from their store, and so we spent a good amount of time setting up a store presence for the GROUND BRANCH Mod Kit via their recent self-publishing tools, in anticipation of this release. However, a week or so after submitting it for review before publishing, Epic reached out and informed us that their self-publishing tools are not suited for publishing SDKs; as a result, the publishing will have to be done internally by their team.

Since we had already been sitting on the patch for about a week and don't have an estimate from Epic as to when it will be ready to publish, we decided we would release the patch now and push out the Mod Kit itself as soon as Epic is done setting us up. The good news is that plenty of weapon mods were created by a select few modders that helped us test the Mod Kit, and those will be made available immediately (more info on that in the next section).

Though official weapon modding is on hold, this update features a lot of modding changes and improvements, a host of bug fixes, and a few exciting new features to boot. See the full patch notes further below for more details on general changes, but read on if you're a modder, aspiring modder or modding afficionado as we'll first be taking a look at… modding.

[h2]Modding Wiki[/h2]
The GROUND BRANCH Modding Wiki is now available at https://wiki.groundbranch.com/en/modding.



Though the Mod Kit is not yet available, you may want to start familiarizing yourself with the necessary information for further modding down the road. Some notable highlights for the Wiki:


Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.

💘 We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup).

[h2]Steam Workshop[/h2]
Our Steam Workshop opened up last update, mostly for new Quick Create patch mods, but will now include weapon mods created during the testing phase for the official Mod Kit. In V1034.5, some lingering issues were ironed out with respect to modded game modes, missions, localization and AI loadouts, so you should also see a wider range of game mode and mission mods in the Workshop soon.

We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process — which you will hopefully see appear on the GROUND BRANCH Workshop shortly. We hope you enjoy trying out their creations as much as we have.

[h3]🔧 Get moddin'[/h3]
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
If you search for mods in the Workshop using the Weapon tag, you will now find these and more. Have fun, y’all.

We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.

[h2]In-game modding support[/h2]
You will find the in-game Workshop search a little more functional than before, making it easier to find and explore mods in-game:



Disabled mods are now actually disabled in Lone Wolf, and there is a new option in Settings › Gameplay to control whether or not mods are automatically enabled after auto-downloading when joining servers:



The Quick Create modding menu has also had a small glow-up in V1034.5, with changelogs now being multi-line — in case you like writing changelogs as long as we do.


So long and thanks for all the mods

All good things come to an end, and so is true of Callum’s contract. We were lucky to have him as long as we did, but he leaves us now to pursue development of his own games full-time.

In the meantime, Callum has taken the Mod Kit from a concept to a finished product, unphased by the near total absence of documentation and official support from Epic.

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

🕹️ Are you a VR player? If so, check out Callum's game Space Docker VR and stay tuned for his upcoming projects!


Patch notes
[h3]🐞 Known issues[/h3]
As ever, we remind you that GROUND BRANCH is an Early Access title, and bugs and incomplete features are to be expected in general. Nevertheless, we would draw your attention to some particular unresolved issues in version V1034.5:
  • Dedicated servers may need to be rebooted a second time after adding mods to the mod list
  • Intel Retrieval's "Extraction Mayhem": bots will not approach the laptop carrier as intended, but may freeze in place
  • Note for game mode modders: AI in search mode will eventually cause the "too many UObjects" crash if no search location is specified
  • Note for game mode and mission modders: AI set to Guard currently do not respect Guard Radius
  • Dropped guns still float in the air
  • City's helicopter animation does not work correctly in multiplayer
  • Sprinting and then going prone retains sprint speed
  • The gun shaking bug is still present (tough one to squash)

[h3]Maps[/h3]
  • Fixed cloth umbrella material in City so bullets properly pass through
  • Hooked up Paintball minimap (was defaulting to Arena's)
  • Removed a couple of folded tarps on top of Power Station area that were causing player collision issues
  • Added a few navblockers to help AI on stairs in Power Station
  • Added a few more navblockers to stairs in Small Town
  • Miscellaneous fixes in response to user reports

[h3]Inventory[/h3]
  • New velcro patch: "Mod Crew"
  • Fixed magazine placement for AK-105 series
  • Fixed SA58 OSW locking open on empty without magazine
  • Fixed Wz.88 having two magwells and two ejection components
  • Added in .300 BLK cartridge type (both for modding and in anticipation of upcoming official weapons)
  • Small adjustments to MK14 EBR iron sights for better alignment
  • Fixed small overlap with HK416 magazines and receiver

[h3]Art and VFX[/h3]
  • Increased distance before the IR strobe effect culls out (stops rendering) from 50 meters to 800 meters
  • Added proper 5.45×39 mm round asset and updated magazines to use it

[h3]Animation[/h3]
  • Updated MK14 EBR and SVD reload animation actions to make them call non-reactive reloads when bolt is forward
  • Fixed some bad skin weighting on MK14 EBR charging handle
  • Fixed safety lever on M9A3 not moving with slide

[h3]AI[/h3]
  • Navblocks (and mission objects using navblocks) now work with Kythera AI (albeit with significant delays when switching in larger maps)
  • Updated AI noise reporting system to use AudioSignalRadius rather than Loudness, for both noise reporting and noise listener functions — using the rule of thumb that AudioSignalRadius = 42 × Loudness (dB) — allowing removal of Loudness from all related systems
  • Adjusted LastShotLevel calculations in GBCharacter to now use LastShotRadius (for purpose of calculating player visibility modifier for AI)

[h3]Gameplay, systems and bug fixes[/h3]
  • Fixed "too many UObjects" crash in official Intel Retrieval missions (it is caused by setting AI to search mode but not specifying a search location)
    ⚠️ If you have created any modded game modes, please ensure they are not doing the same.
  • Increased range of weapon lights and IR illuminators, and made light attenuation non-linear
  • Tightened up Hostage Rescue volunteer selection a bit (was not properly handling selection from multiple volunteers)
  • Updated FailSafe.kit to specify skin for pants and footwear
  • Fixed issue where laptops may be invisible but colliding for new joiners to server
  • Added an extra spectator state check in case other logic fails to remove the spectator camera modifier
  • Updated kit write access logic so it will create a directory if missing, as well as attempt to clear read-only status of the directory and all kits within
  • Updated kit conversion logic:

    • Now also explains the need to backup or delete old files if "Quit" option is used
    • Only updates and saves value of CheckedKitVersion if kits are fine or the "Convert" option is selected
  • Temporarily disabled checking for or loading embedded AI loadouts in missions (doesn't play nice with newer mod stuff)
  • Console key can now be rebound
  • Fixed bug with colorblind settings not working/crashing
  • Disabled bots in Deathmatch (not currently working anyway)
  • Ops Board and Tablet: added extra test for whether an objective marker has team ID of 255 (otherwise would not display markers for all teams if marker team ID was set to 255)
  • Added r.HZBOcclusion=True to DefaultEngine.ini to mitigate pop-in when turning corners and other situations where parts of the map don't render fast enough (medium- to lower-end hardware might experience a slight performance drop in some situations)
  • Hard-coded view distance scale to 1.0 to stop the r.ViewDistanceScale hack
  • Added logic to enable HUD when exiting spectator state if HUD is currently not shown
  • Fixed casing impact blueprint not being destroyed after sound ends
  • Shoothouse (The Farm):

    • Timer should display correct time on dedicated servers
    • Timer should start at 0 from the horn (no longer at the start of the initial beeps)
[h3]Modding[/h3]
  • Moved mod mounting/unmounting into the Mod Sync UI pipeline
  • Lone Wolf, Host Game and Training mission launches now carry out a mod sync
  • Mod mount and unmount is now carried out before syncing/installing mods, and account is now taken of disabled mods when syncing (i.e. for Lone Wolf).
  • Added bypass feature to Mod Sync UI, whereby UI will not pop up if (and only if) nothing is mounted, or unmounted, and no mods to sync
  • Added option in Settings › Gameplay for whether to enable or disable mods locally if they have been auto-downloaded from servers (default is to disable)
  • gamemode.FormatString() now localizes properly for mods (localization will likely be moved client-side in V1035), and fixed up a few other localization issues relating to mods
  • Added support for PNG mod thumbnail files in Quick Create system, in addition to JPG (it won't complain if both are present but it will select the .png thumbnail in preference to .jpg)
  • Changed single-line change notes field in Quick Create widget to a multi-line field
  • Added new gamemode.GetTimeOfDay() Lua access function to let game modes know the current time
  • Set GameMode ModID at very start of mission loading process (previously, mission objects such as AI Spawn Points were being initialized without the correct Mod ID set)
  • Cleared up a few modding-related bugs with respect to AI loadouts and spawn points
  • Various further bug fixes arising from lingering presence of Int32 ModIDs in old code internally (despite transition to UInt64 values for use with Steam Workshop); did not arise earlier because compiler was A-OK with implicit UInt64 › Int32 conversions 🤓

[h3]UI[/h3]
  • Minor style and formatting cleanup in modding-related widgets, including improved clipping for modding-related widgets to prevent long titles running over other elements, and increased the width for mod titles in these widgets (reduced width for author and type columns)
  • Fixed bug where submitting server mod list via Modding › Server Mods menu did not work (only worked via Admin menu)
  • Mod lists: sorting per tab/column now works
  • Mod selector widget: text and tag search now working (results are limited to first 50 or so)
  • Mod Sync dialog:
    • Created animation for downloading status; style changes to colors, font sizes, progress bar and others
    • Added hide-able dialog warning for user to confirm whether to download new mods to join a server
  • Added formatting (spaces between words) to Workshop mod tags in mod selector and mod viewer widgets
  • Customize Operator screen:
    • New mod visibility drop-down: can be set to show all items (including mods), show mods only, or hide mods
    • Updated how the current item is displayed in the list when selecting for better visibility: added pulse effect (animation), changed border style to solid; also some minor copy/format edits.
    • Fixed background not changing from yellow to white when a custom item is cleared from the item slot
    • Added [MOD] label to modded attachments in the item customization screen
  • Patches dialog: fixed bug with "?" persisting if a broken patch was replaced by a working one
  • Added scroll box to Mission Parameters pop-up (Ops Board settings) to prevent too many game mode options from breaking the layout (will be renamed the Bob Broke It Scroll Box in honor of our modding community)
  • Added new default mod thumbnail for Quick Create system
  • Fixed manual text entry in spin box widgets (the little menu boxes you can drag left and right but also manually input a value) so that it is now clamped to min/max and updates slider position accordingly; was an issue for the NVG overlay scale setting, for example
  • Stopped repeated lists of mission settings in Voting menu
  • Minor cleanup and style pass on Inventory Bar
  • Changed mod widgets to use decimal kB, MB and GB (e.g. 1 MB = 1,000 kB) rather than power-of-two (1 MB = 1,024 kB) to match Steam's usage
  • Updated Credits screen
  • Removed "Pre-Access" from watermark


And that's a wrap for Build Update #052!

Notwithstanding any showstoppers in today's release, the fraction of our team still working on modding support-related tasks will join the rest of the team in V1035 development — which also means our Intel Reports will be returning shortly after a long break.

Stay tuned for the Mod Kit release (hopefully soon!), and as always, thank you for your continued support. We'll see you next time!

SUMMER SALE: Save 30% on GROUND BRANCH

The Summer Sale is here, and GROUND BRANCH is 30% OFF until July 11 @10am Pacific:

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

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But wait!

If you have a PayPal account and would like to support us further, please consider buying your key directly from our website — that way we receive the full cut of the sale. Use code SUMMER2024 at the checkout and you'll get the same 30% discount:

[h3]🔥 Save 30% on GROUND BRANCH with PayPal using code SUMMER2024[/h3]

Upon purchasing, you'll receive a key to redeem on Steam (if you're unsure how to do that, click here).

Please note you'll need a PayPal account, and that our store is limited to US dollar (USD) sales. If you're in a different region, you may still prefer buying from Steam as it uses regional pricing.

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[h3]Happy sale, everyone![/h3]