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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 β€” 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 β€” 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.

πŸ’˜ 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 β€” 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]πŸ”§ 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 β€Ί 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 β€” 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.

πŸ•ΉοΈ 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 5.45Γ—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 β€” using the rule of thumb that AudioSignalRadius = 42 Γ— Loudness (dB) β€” 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 β€Ί 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 β€Ί Int32 conversions πŸ€“

[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 β€Ί 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 β€” 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/

[hr][/hr]
But wait!

If you have a PayPal account and would like to support us further, please consider buying your key directly from our website β€” 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]πŸ”₯ 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.

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

MIDWEEK DEAL: Get 35% off on GROUND BRANCH

GROUND BRANCH is 35% OFF on the Midweek Deal!

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

This sale runs until June 20th @ 10am PST.

New Patch V1034.4 is now released!

Happy Friday, folks!

Patch V1034.4 is now available. As we get modding ready, more fixes and improvements piled up which make no sense holding back β€” so we're getting them out there. Also we can't stand receiving bug reports for the rotated MK46 suppressor anymore (that may or may not be the real reason).

While it downloads and installs, please take a moment to read the patch notes below β€” that should help you figure out what changed, what to be on the lookout for and what to report.

[h3]πŸ“’ IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

πŸ‘‰ As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours. The default timer has been changed to 3 hours.



Patch notes


[h2]Known issues[/h2]
  • We are aware of an issue where hiding your HUD while spectating will stay on-screen when you return to the game when resurrecting or returning to the Ready Room (RR); to work around this issue, go to Spectator Mode (F6) and toggle the HUD on again (default H)
  • Another issue happens after you dive (sprint and then go prone); upon standing back up and starting to move, your character will automatically sprint

[h2]Servers[/h2]
  • Changed minimum number of hours for scheduled server restart to 3 (given rubber-banding issues, we recommend a low value), and values lower than this now default to 3 rather than 24

[h2]AI[/h2]
  • Increased difficulty for Veteran AI: generally raised detection scale (sight and hearing), reaction speed and aiming
  • Fixed AI being unable to reload the M24 rifle

[h2]Audio[/h2]
  • Fixed missing M24 suppressed sound
  • Fixed missing sound for MK14 EBR reload
  • Fixed call-to-prayer (Compound) not ending after leaving map
  • Fixed various instances of bad acoustic portals in all maps

[h2]Inventory and general assets[/h2]
  • Fixed rotated suppressor on MK46 ⭐
  • Added non-standard reticle color feature to allow PSO-1M2 scope to use previous yellow/orange color
  • Fixed AK-105 and AK-74M not being able to take a suppressor
  • Fixed missing suppressor for M110K1
  • Fixed Galil ARM not ejecting shells
  • Tweaked old corrugated metal sheet model to look a bit less dark

[h2]Maps and missions[/h2]
  • Slightly reduced bloom (WIP)
  • Considerable update to Compound to improve AI navigation:

    • Adjustments to main house interior
    • Increased overall size of stairwell
    • Removed a few small rooms that didn't contribute to gameplay much
    • Reduced size of bathrooms
    • Adjustments to size of most rooms to accommodate larger stairwell
    • Collision updates
    • Tidied up placement of small props to improve navigation
    • Fixed up audio volumes
    • Increased max yaw of most doors

  • Collision and miscellaneous pass on 747 and Compound missions (after Compound main building remodelled by Will)
  • More navmesh cleanup in Power Station, Run Down and Storage Facility
  • Fixed player collision issue on Depot rocks near helipad area
  • Fixed some mesh culling on Depot
  • Removed debug AI movement test actor from Storage Facility (red sphere)
  • Changed default climate to use default weather (and not fully clear/cloudless weather)
  • Fixed some bugs with the mission tag validator
  • Updated Ready Room (RR) signage: font, text size, padding and copy
  • Fixed one of the name plates going missing from one of the RR lockers

[h2]Game modes[/h2]
  • Fixed hostage bag not being removed when the hostage is released in Hostage Rescue (HR)
  • Tentative fix for tap-leading causing hostage to keep being led in HR

[h2]Modding[/h2]
  • Fixed mods (especially Quick Create mods) being given wrong file size
  • Updated Quick Create mod menu to offer to convert missions
  • Fixed up Quick Create mod menu a bit: changing staged mod now updates mod contents section, and GetModPath now uses current settings rather than defaults
  • A lot of under-the-hood work to support modding officially (soon!)
  • Fixed mod-based game mode validators not running

[h2]Mission Editor[/h2]
  • Fixed up validation widget to work with modded game modes and validators
  • Mission editor script picker causes script name in editor to update when changed
  • Changed behavior of Save and Save As… to no longer save to game directory β€” no build will overwrite modded missions; users are now prompted to use Save As…, which now saves to StagedMod folder by default

[h2]Gameplay and settings[/h2]
  • Fixed bad camera mode in Spectator Mode
  • Changed default Lean Roll setting to 5 (from 0)
  • Re-enabled NVG Overlay Scale option (Settings β€Ί Video)
  • Possible fix for the ol' shaky weapon bug
  • Reduced impact of leaning on stamina and arm strength (should allow leaning for 2–3 minutes before depleting either)
  • Changed lean, run and sprint spam thresholds (now harder to spam)
  • Various changes to ensure that stamina and weapon sway values are correctly applied and reset under various circumstances
  • Breaching Charge updated to more reliably cause injury to AI and players behind the door when breached
  • Rebalanced autoexposure for NVG and naked eye (will make things look darker at night and will make moon phase and appearance more definitive for illumination levels for NVG and naked eye at night)
  • Spectator camera now remembers the last camera style, so it won't keep resetting to headcam when switching through players and starting/stopping spectator mode
  • Raised texture size on scope render target to slightly mitigate blocky sights

[h2]General UI[/h2]
  • Updated rail slots to fix issues where dots that are further away appear over the top of dots that are closer
  • Added Censored Patch feature: individual mod patches can now be hidden entirely from your game by clicking the 🚫 icon in the top-right of an entry
  • Fixed Randomize Objectives button not being selectable
  • Updated HUD widget to ensure player names do not linger when leaving/entering Ready Room
  • Improved Ops Board's insertion points to be more responsive to clicks and more accurately play animations, as well as prevent sound effect spam when hovering
  • Updated insertion point widget nodes to give some of its visuals back (much softer shadow)
  • Updated appearance and copy of pop-up hints, and cleaned up the slide-/fade-out animation
  • Reduce pop-up hint on-screen duration from 20 to 10 seconds
  • Added key shortcut icons to dialog buttons (Enter = OK/Yes; Esc = Cancel/No) β€” the shortcuts themselves already worked before, so this is only a visual indication!
  • Fixed first person camera not being available in Spectator Mode
  • It should now also be possible to toggle between headcam and regular first person camera using C key when fixed to first person
  • Changed UK spelling in Color Blindness setting labels (Settings β€Ί Video) to US spelling
  • Updated text in various tooltips for consistency, spelling and clarity
  • Updated various Modding and Admin Panel menus to use consistent button and scrollbar visuals
  • Made patch detail/button gray out if patch visibility setting prevents modded patch being viewed
  • Added "?" icon for the case where a patch is set but doesn't load (so it doesn't look like an unset patch)
  • Updated DLSS 3 (Frame Generation) tooltip to include notice about FPS counters not reporting the "correct" framerate (NVIDIA Overlay will report the final framerate)
  • Other general cleanup

[h2]Miscellaneous[/h2]
  • Fixed crash related to ToggleDebugCamera command
  • The usual massive amount of under-the-hood changes and fixes

Patch V1034.3 now available

Edited May 24th @ 5:42pm UTC to correct the omission of the new Lean Roll (POV) feature β€” now listed under the Gameplay and animations section.


Happy Thursday, everyone!

Patch V1034.3 is now available. While it downloads and installs, please take a moment to read the patch notes below β€” that should help you figure out what changed, what to be on the lookout for and what to report.

[h3]πŸ“’ IMPORTANT NOTICE to server owners re: rubber-banding[/h3]

We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.

πŸ‘‰ As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.


General notice

In preparation for the official release of modding via Steam Workshop and the GROUND BRANCH SDK in the near future, we undertook a major reorganization of game assets and code. This has taken a lot of time and work, and though we have put most of it back together, there are still a few unresolved bugs out there β€” most noticeably visual issues (e.g. ghosting) relating to rendering and overlays.

We also had a lot of important fixes (and a lot of AI changes) that we couldn't wait any longer to tackle. Of course, any big change to the code base always has knock-on effects, so please bear with us while we hunt down and squish any remaining issues relating to the code rework.


Patch notes


[h2]AI[/h2]
As promised, we have spent a lot of time in V1034.3 giving the AI behavior a new iteration. Most of this is Chris bug-fixing and evolving AI behavior to be more plausible and consistent with player expectation, as well as more noticeable variations between difficulty levels.

However, we have also spent some time going over the existing maps to AI-proof staircases and other trouble areas, and otherwise to improve the interface between AI and level geometry. Some AI audio issues have been fixed, but some remain. In more detail, AI has had the following changes:

  • AI difficulty settings have been updated

    • Adjusted Untrained and Trained to compensate for better hearing
    • Untrained AI are generally easier to fight
    • Changed aiming bone for Untrained AI so they are less likely to headshot the player
    • Adjusted difficulty settings and reaction time for Veteran AI
    • Veteran AI are now more reactive to footsteps than other difficulties and are more likely to engage faster
  • Updated doors to allow for Kythera navlink override position, which removes the need for some of the old door bits and bobs
  • Adjusted auto-firing timings (duration and firing pause) for full auto when the AI is very close, to accommodate recent balancing changes
  • Updated behavior for Guard AI when investigating noises: they will now walk a short distance (guard radius), multiple times, then return to their current guard point
  • Distance and target point varies based on noise loudness and distance

    • Loud noise up to 10 m away: will walk directly to the noise
    • Up to 25 m away: will walk a short distance towards target
    • Above 25 m: will just look in the direction (distances are subject to change upon further testing)
  • Prevented AI from crouching when engaging up close (minimum distance of 25 m is required)
  • AI logic has been updated in relation to aiming and tracking targets; AI will no longer fire into the direction where footsteps are coming from
  • Adjusted how the AI reacts to losing sight of targets; this is now different for Veteran AI than for others
  • Added new variable AddedMissDeviation to AI settings which prevents Untrained and Trained AI reaching 100% shot accuracy even after a long period of time
  • Exposed skill level to behavior tree to enable different behavior patterns based on skill level
  • Added more switches between High and Low Ready weapon positions, especially when following GoTo command, to reduce issues with getting stuck on edges
  • Adjusted how AI approaches near targets (e.g. gunshots close by):
  • Will approach more deliberately
  • Veteran AI will approach faster (more likely to sprint) than other difficulties
  • Adjusted searching for previously known targets:
  • Patrol AI are now more likely to approach faster
  • Guard AI will still hold back and not engage very far
  • Added MissTarget threshold (for first shot to miss) to AI settings, adjusted settings for different AI difficulties
  • Reduced angle which AI scans when they hear a gunshot, will now look more closely towards the source of the noise
  • Updated parameters for advance towards target (NoCoverAdvance) to always have a minimum distance of 2 m, so that the AI doesn't get too close
  • Updated fallback spatial query for NoCoverAdvance to move away from target (in case we are too close) and enforce a minimum distance; prefers greater distances now
  • Updated .bot files: removed bad magwell names; removed country patch flags, missing or otherwise; removed bad pouch attach point names

[h3]AI bug fixes[/h3]
  • Fixed reaction time variable being ignored in close proximity when AI would move towards the player
  • Fixed prone and crouch not resetting on AI when it loses sight of target for a brief period of time
  • Fixed AI shooting each other, now doing a check whether another AI is in front of them before firing
  • Fixed incorrect rotation for AI after engaging an enemy at a different height level
  • Fixed an issue where aim miss deviation was calculated incorrectly for Untrained AI
  • Fixed an issue where aim values were not being applied properly based on skill level
  • Fixed AI characters being rotated in weird angles

[h2]Gameplay and animations[/h2]
  • New Video setting: Lean Roll (POV)

    • Allows tweaking how much to roll the camera when leaning left/right (0 = no roll; 10 = camera fully rolls along with character animation)
    • Currently available under Settings β€Ί Video β€Ί Camera
  • New anti-cheat measures:

    • Disabled some cheaty console variables
    • Metadata for stamina and sway variables removed from config files
    • Night vision overlay is one and the same with the post-process effect now, making it harder to remove
  • Another attempt to fix the β€œgun shake” bug (commonly appeared after sprinting)
  • Re-enabled collision between dead bodies


[h2]UI[/h2]
  • The Main Menu has received a beauty pass
  • Cleaned up and did a minor style pass on all pop-up hints
  • Created new pop-up hints:

    • No NVG equipped β€” for when players try to activate NVG without having any equipped on their character
    • NVG proximity blur β€” to alert players that the NVG’s fixed focal range make them difficult to use with most sights
    • Fallback patches β€” to instruct players that any custom (modded) patches equipped require a fallback stock patch selection to display to players that choose not to see modded patches
  • Cleaned up teamkill warning: added support for handling multiple teamkill victims at a time; resets names if detects a player a second time
  • Updated Customize Patches dialog:

    • Style consistency and update pass
    • Added hint for custom (modded) patch visibility
    • Added [MOD] tag and tooltip to specify custom patches
  • Created Patch Visibility setting under Settings β€Ί Gameplay: this allows players to determine the visibility of other players’ custom patches online
  • Minor visual update to radial menus (partial, WIP)
  • Various small visual and text tweaks to a lot of UI elements for better appearance and consistency
πŸ’‘ When using the new Patch Visibility settings, please bear in mind that your preferences will not be updated on other players until you restart the level, leave or enter the ready room, or reconnect. There may be a few other quirks with this system that we will hopefully iron out in V1034.4.

[h2]Modding[/h2]
  • Modding menu now opens on the first tab by default
  • [PREVIEW] New tab under Modding: the Quick Create menu allows simple (non-asset) mod types to be easily created and uploaded to the Steam Workshop
Fatmarrow has taken the time to record a quick tutorial for this new feature:

[previewyoutube][/previewyoutube]
πŸ›‘ Although the Workshop is not yet public, mods can already be uploaded to it via the Quick Create menu, and installed via Local Mods and Server Mods (as long as the Mod ID is known).
πŸ’‘ There may also be some unresolved kinks in the mod sync system, especially if you cancel a download mid-update or spam subscribe and unsubscribe requests, and so on. We are not kink-shamers, but we will nevertheless look to eradicate these issues in V1034.4. Usually the game needs to be restarted after a brief pause to make sure your modding settings are up to date regarding Steam Workshop downloads and housekeeping.

[h2]Maps[/h2]
  • Updated Ready Room signage to static lightboxes
  • Re-enabled volumetric fog in Small Town, Compound, Rig and Storage Facility
  • General cleanup and addition of blockers to navmeshes for better AI navigation
  • Rebuilt navmesh on all maps
  • Fixed tree coming through wall in Run Down
  • Removed glass shards with bad material from Run Down
  • Replaced foliage in Run Down due to poor collision setup with existing meshes
  • Fixed "double pane" glass in City that was showing incorrect bullet holes when shot out
  • Fixed floating sign on generator in 747
  • Fixed some navigation and collision issues in 747 (stairs in main building and in lower level of aircraft)

[h2]Game modes[/h2]
  • Fixed bad laptop under stairs in City (Intel Retrieval)

[h2]Inventory[/h2]
  • Fixed NVG Head Mount not having any NVG mounted by default
Known issues
  • Attachment points are sometimes incorrectly highlighted in the Customize Operator screen (e.g. visible attachment point is gray, and attachment point on opposite side of the rail is white); only happens when accessing the customization screen via Main Meu
  • Ability to equip anything while on the ladder (players can draw their primary, secondary, and items like grenades)
  • Toggling NVG on/off while prone may require multiple attempts
  • [Spectator Mode] Headcam feed text will appear in other camera modes (fixed next update)
🐞 Hostage Rescue remains in a provisional state. Technically it is more fixed up now in terms of functionality, but there are some lingering issues with the sacks persisting on the hostage after they are released (but the hostage can see OK) and some lingering/broken UI prompts afterwards. Please bear with us, and hopefully it will be back to full fighting fitness in V1034.4.