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Build Update #042: Hotfix for Patch V1033.1

Build Update #042 is a little hotfix update to fix some immediate issues discovered and/or introduced in yesterday's V1033.1 patch, with a few other fixes thrown in the mix.

[h2]⏰ Reminder: GROUND BRANCH is 30% OFF on the Steam Spring Sale until March 23rd![/h2]

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

This is our last planned sale while Early Access lasts, so this is as cheap as the game will get for the foreseeable future. Don't miss the chance to snag some gift keys or convince some of your buddies to hop aboard the tacticool train. Your support keeps the development of GROUND BRANCH going!

[h3]💛 Consider buying from the GROUNDBRANCH.com store![/h3]
Please consider grabbing your discount copy straight from our website so we get the full cut of the sale! Head over to the GB Store and use code SPRING2023 at the checkout.

› Please note our store requires a PayPal account and is USD-only, so there's no regional pricing.


Patch notes


[h3]⛔ IMPORTANT: Clear your old config files[/h3]
If you are coming from V1032, have not played V1033 in a while, or are having issues with settings/graphics/audio, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game, and may impact performance.
  • Updated Depot:


    • Fixed not being able to climb out of between train cars right next to platform (in front of the munitions building)
    • Fixed building decal extending past roof line
    • Set directional light's Transition Fraction to default (0.1) to remove sharp shadow transition line
  • Updated Docks:


    • Added missing stairs and door to one of the buildings
    • Fixed floating pallets
    • Added missing AI navlinks to one of the warehouses
    • Tweaked AI navmesh
    • Regenerated AI covers
  • Fixed light switch in Storage Facility being dark/unlit
  • Big cleanup of video settings: made sure settings apply correctly, fixed incorrect "restart required" prompt for settings that don't require restarting the game, re-enabled SSR when using DLSS, and more
  • Improved the handling of light and laser activation when playing online, most noticeable when double-tapping to leave them constantly on (should no longer be finicky)
  • Fixed issue with MK25 reload animation
  • Adjusted vote map button (on the Match Info board in the Ready Room) to fit text better and break lines if too long
  • Removed Ready Room prototype level from builds
  • Various under-the-hood fixes and improvements


[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Build Update #041: Patch V1033.1 + SALE! 30% OFF on the Steam Spring Sale

It's never a bad day for a patch and a discount in our book, so we're putting those two things together to add just a bit of razzle-dazzle to your Thursday:

[h3]Patch V1033.1 is now available, and GROUND BRANCH is 30% OFF on the Steam Spring Sale until March 23rd![/h3]

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

💛 Consider grabbing your discount copy straight from us so we get the full cut of the sale! Head over to the GB Store and use code SPRING2023 at the checkout.

› Please note our store requires a PayPal account and is USD-only, so there's no regional pricing.


We have also put together a little V1033 launch trailer — sure, it's a little late, but it's pretty slick and done just in time to help promote the sale a bit:

[previewyoutube][/previewyoutube]

Patch notes


[h3]⛔ IMPORTANT: CLEAR YOUR OLD FILES[/h3]
If you are coming from V1032 or have not downloaded a Community Test build in a while, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game, and may impact performance.


[h2]Audio[/h2]
  • Fixed missing M24 reload sound
  • Fixed missing PMM slide sound effects
  • Fixed, rearranged and renamed Audio settings:


    • "Channels" renamed to Channel Configuration
    • "HRTF" option renamed to Spatial (HRTF) and moved to the more appropriate Channel Configuration menu
    • "Dynamic Range" renamed to Audio Mix
    • Renamed options in the Audio Mix menu to reflect the settings (explained in the [?] tooltip)
  • Added warning dialog when switching to Surround 5.1 or Surround 7.1
  • Occlusion update and audio mixes updated
[h3]🔇 Broken sounds? Make sure you got your audio settings right[/h3]
Due to the audio overhaul in V1033, a number of players are having issues with missing sounds or bad directional audio.

To avoid this issue, please make sure you're using the correct Channel Configuration for your hardware in Settings › Audio. For most players, this should be either Stereo 2.1 or (if you're using headphones) Spatial (HRTF).

If you have Surround 5.1- or Surround 7.1-compatible hardware and drivers, please ensure that these are enabled in your system/software if you intend to use either setting in-game.

[h2]Gameplay and UX[/h2]
  • Changed "Reticle Brightness Up/Down" actions (default Home and End keys) to only affect reticle brightness when aiming down sights (ADS), and only affect the AN/PEQ-15's IR Illuminator mode (wide flood vs. focused beam) when that is toggled on
  • Fixed votes that pass instantly (when they shouldn't) and voting widgets that don't disappear when the vote is done
  • Hostage Rescue: fixed hostage players being able to use radio if they started using it before being assigned the hostage role
  • Set it so Breaching Charges don't damage restrained hostages (possibly temporary fix for exploit where hostages are held against doors to block them)
  • Increased vaulting/climbing height from 125 cm to 140 cm (helps with some areas that previously allowed it, like the subway platforms in City)
  • Changed default Bolt Action setting to "Manual" (Settings › Controls)
  • Fixed up doors and ladders:


    • Fixed issue where AI would abort door or ladder usage without removing themselves as a user
    • Tweaked door and ladder code to remove issues with lists not being up to date or called out of order etc.
    • Fixed possible crash related to occupier or user being killed between initial validation and sort
    • Optimization to stop AI attempting to move onto navmesh when they are already on the navmesh
    • AI will abort using doors on spotting players
    • Fixed possible crash if user or their pawn somehow became invalid during the function call
  • Fixed UGBKitFunctionLibrary::KitDump() thinking rejected valid .json objects and accepting invalid ones — possibly a crash fix
  • Updated Character class: added validity checks, optimized and fixed log spam about client-side authoritive item
  • Resurrect command:


    • Added res to DefaultZooKeeper.ini as valid command and default command for admins
    • Added logging and client messages that handle one or all players in one place (greatly reduces log spam)
    • Changed usage of GetActorEyesViewPoint() to GetPlayerViewPoint(), to get proper viewpoint even for spectators
    • Fixed death location not being used when determining nearest player
    • Ignores newly spawned characters when considering them for res near (thus ignoring characters probably spawned by resurrect)
    • Uses bottom of capsule when using character as res location as it is closer to the navmesh (should help reduce chances of thinking navmesh above is close then one at same level)
    • Attempts 5 different distances in 6 different directions
    • Does a quick collision check against ECC_WorldDynamic and ECC_WorldStatic to make sure they don't spawn behind a wall or similar
  • Fixed "First To X" and "Play Until Win X" match types behaving like "Play X" types

[h2]Maps[/h2]

[h3]747[/h3]

  • Cleaned up some ladder and cover issues
  • Added ability to get into open catering truck

[h3]City[/h3]

  • Updated City and City (Streets) Terrorist Hunt missions to move AI out of a van
  • Updated soundscape, obstruction and occlusion settings
  • Fixed light portal issue
  • Fixed skylight staying on when you spawn in subway tunnels
  • Cleaned up some reflection capture issues
  • Fixed a few meshes culling out too early

[h3]Compound[/h3]

  • Set directional lights Transition Fraction to default (0.1) to remove sharp transition line
  • Reduced intensity of opacity mask dithering on grass billboards
  • Enabled dynamic shadows on a few crop meshes

[h3]Depot[/h3]

  • Fixed spawn protection zone in Hostage Rescue mission overlapping into garage ground floor
  • Updated warehouse door to avoid colliding with geometry
  • Slightly tweaked AI navmesh and extended it over beach area
  • Added stack up locations to several doors to help AI navigate them better
  • Improved the look of backdrop building windows at night
  • Remade a backdrop building that was using unique textures; uses existing ones now
  • Added billboard LODs to gorse bushes

[h3]Docks[/h3]

  • Added blocking volumes around water areas
  • Added water physical material to ocean
  • Fixed a few collision problems

[h3]Run Down[/h3]

  • Updated navmesh slightly and regenerated cover due to changes

[h3]Small Town[/h3]

  • Removed navblocks from Terrorist Hunt mission (was causing weird AI pathing)
  • Reworked audio (WIP)

[h3]Storage Facility[/h3]

  • Fixed bad spawns in DTAS mission
  • Navmesh cleaned up and extended over to spawn area
  • Blocked areas such as the cliffs, out-of-bounds sections and on top of blocking volumes
  • Added billboard LODs to gorse bushes
  • Fixed bad spawn(s) in train car (Deathmatch and Last Man Standing missions)

[h3]Tanker[/h3]

  • New door textures
  • Fixed gaps in hull
  • Fixed collision issues
  • Material tweaks, including tweaking roughness on exterior and interior materials to reduce how shiny they are
  • Decreased contrast of DFAO as areas on deck became really dark at sunset
  • Tweaked placement of seagulls

[h3]Ready Room[/h3]

  • Removed reflection captures to fix bad character lighting in shadows

[h2]Inventory[/h2]
  • Created Black and FDE MK17 CQC/DMR magazine items
  • Fixed Rail Adapter being offset on the SVD
  • Fixed fire selector switch not being properly skinned on the Wz.88
  • Removed "invisible" iron sights from M24

[h2]UI[/h2]
  • Fixed being able to click on another server by accident after filling in password
  • Fixed sorting servers by password or favorite
  • Updated visuals for After-Action Reports (AAR) and Match Info board UI elements
  • Added logic to hide "[YOUR TEAM]" tag on the AAR for PvE modes
  • Changed color of "Invite Friends" button icon from yellow to GB green
  • Customize Operator screen: minor update to hover/pressed appearance of various item slots and entries, highlighted "Profile" (player name) slot further, and slightly tweaked "Patches" slot paddings
  • Minor style pass on Settings › Audio menu
  • Cleaned up and improved various tooltip texts
  • Consistency style/formatting pass on a few UI elements: vote pop-up, Match Info board and travel failure dialog
  • Changed Spectator Mode's minimap blips to use palette colors
  • Updated Vote dialog: limited max height and added text clipping property to prevent massive text strings/spam breaking the design
  • Quick visual pass on Match Info board widgets to hopefully look a little better
  • Quick visual pass on Mission Clock widget
  • UI/UX cleanup on Settings › Video to account for changes
  • Changed advanced video setting "Shadow Precision" to "Shadow Quality" to better represent what it does

[h2]Settings[/h2]
  • Enabled r.SeparateTranslucency again as it wasn't saving any performance
  • Removed Shadow Distance Scale from settings as it was also controlled in main shadow settings
  • Small tweaks to TAA settings to be more appropriate options
  • Made sure Distance Field Ambient Occlusion (DFAO) is enabled for "Low" Shadow Quality
  • Further tweaks to scalability settings so Shadow Quality on "Low" looks a little nicer
  • Renamed advanced video setting "Light Shaft Quality" to "Light Shafts" to better reflect its on/off choice
  • Added logic to ensures Screen Space Reflections (SSR) are only used with TAA or DLAA
  • Ensured Screen Space Global Illumination (SSGI) advanced video settings only work when SSGI is enabled
  • Updated DLSS menu to only show supported modes instead of prompting whenever a bad mode is selected
  • Ensure Anti-Aliasing (AA) is disabled while DLSS is enabled
  • Cleaned up console variables in DefaultEngine.ini that were also controlled in DefaultScalability.ini
  • Cleaned up/removed all scalability-related settings from advanced video settings (superfluous and/or ambiguous)

[h2]VFX[/h2]
  • Tweaked bird flock radius: reduce its size and increased the attraction radius to keep the birds properly flocking
  • Tweaked NVG effect to make pixel noise more uniform and not distributed in separate bars
  • Ensured bullet impact VFX enabled for standalone and listen server ("Host Game") hosts
[h2]🐞 Known issues[/h2]
  • The Resurrect command appears to work only via console; we recommend typing admin res all in console to quickly resurrect everyone where they died (alternatively, res near works in all places)
  • Issues with kit in Hostage Rescue mode are still being worked on, and very occasional spawning errors still occur
  • Weapon restrictions don't always work for related reasons


This has been Build Update #041!

Let us know how this patch works — we got at least one more coming before the whole team has moved on to work on V1034. As always, thanks for your feedback and support, and we'll see you on the next update!

[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Build Update #040: GROUND BRANCH V1033 now LIVE!

After a longer-than-usual public testing period to iron out major issues, GROUND BRANCH V1033 is finally hitting the main branch of the game!

Once up-to-date, players on any public branch of the game (whether stable or "beta") will be on the same exact build of GROUND BRANCH and can play together.

For a fully comprehensive list of changes and additions since V1032, please refer to our Community Test branch patch notes:

Patch #01Patch #01 (Hotfix)Patch #02Patch #03Patch #04Patch #05Patch #06Patch #06 (Hotfix)Patch #07Patch #08Patch #08 (Hotfix)Patch #09Patch #09 (Hotfix)Patch #10Patch #11Patch #12Patch #13Patch #14Patch #15Patch #16Patch #17Patch #18Patch #19Patch #20Patch #20 (Hotfix)Patch #21Patch #22
[h3]⛔ IMPORTANT: CLEAR YOUR OLD FILES[/h3]
If you are coming from V1032 or have not downloaded a Community Test build in a while, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game.


V1033 highlights


[h2]Performance, graphics and settings[/h2]
The complexity of GROUND BRANCH's systems presents challenges that demand a continuous focus on improvement and optimization.

As detailed in the series of Intel Reports done between June and November (particularly Intel Report #011), the entire audio system was reworked to drastically reduce CPU usage.

Throughout the course of public testing, areas like maps, lighting and assets have also received massive optimization passes, greatly improving performance in maps like Compound.

On top of that, V1033 is not only unleashing new graphics features to make the game look better, but also a lot of video settings to make things adjustable to your specs and preferences. Let's go over them:

[h3]NVIDIA DLSS and Reflex[/h3]
GROUND BRANCH V1033 is also officially bringing NVIDIA's DLSS (Deep Learning Super Sampling), DLAA (Deep Learning Anti-Aliasing) and Reflex technologies to the game, which offer GeForce GPU users an additional performance/fidelity bonus.

These options can be accessed in Settings › Video. Under the "Video" header, you will find:

  • NVIDIA® DLSS Super Resolution (requires GeForce RTX 2000-series or newer GPU)


    • Off — Disables DLSS.
    • Auto — Enables optimal image quality for a particular resolution. For resolutions at or under 1440p, sets it to "Quality"; 4K and above sets it to "Performance".
    • Quality — Renders the game internally at the closest resolution possible to the target resolution, prioritizing visual quality and pixel count over framerates.
    • Performance — Prioritizes framerate over resolution, sometimes resulting in pixelated or blurred visuals but offering the best performance.
    • Balanced — A middle-ground between "Quality" and "Performance", this mode attempts to find a sweet spot between resolution and framerate.
      Note that enabling DLSS will disable Anti-Aliasing (AA), as DLSS is in itself an AA method.

  • NVIDIA® Reflex (requires GeForce 900-series or newer GPU)


    • Off — Disables Reflex.
    • On — Reduces system latency (aka input lag) and may provide a small FPS increase.
    • On + Boost — Increases the GPU's clock speeds, useful for CPU-intensive games (which GB tends to be).

At the very bottom of the "Advanced" column, you will also find an additional DLSS setting called NVIDIA® DLSS Sharpness. This slider will increase or reduce the visual sharpness of DLSS, and is generally a personal preference with no performance impact.

❓ As mentioned in the past, AMD's FSR (FidelityFX™ Super Resolution) technology is also slated to be added to GROUND BRANCH in a future release.

[h3]NVIDIA DLAA[/h3]
A new anti-aliasing (AA) method has also been added to the "Anti-Aliasing (AA)" drop-down menu in the Graphics section in Settings › Video: DLAA.

As with DLSS, this AA mode is available only for users of the NVIDIA RTX series of GPUs (2000-series or newer).

DLAA provides a sharper, generally higher-quality anti-aliasing than TAA, although players who can use it will likely benefit more from the performance boost provided by DLSS.

[h3]TAA settings[/h3]
Players using Temporal Anti-Aliasing (TAA) can now easily access some of its settings directly in the Video menu: "TAA Current Frame Weight", "TAA Algorithm" (Gen 4 or the experimental Gen 5), "TAA Samples", "TAA Sharpness" and "Tonemapper Sharpening".

These advanced TAA settings are located in the Advanced video options column, in the Anti-Aliasing section.

[h3]Screen-Space Global Illumination (SSGI)[/h3]
GROUND BRANCH V1033 is introducing Screen-Space Global Illumination (SSGI), which aims to create natural-looking lighting by adding dynamic indirect lighting to objects within the screen view (click here to learn more).

While SSGI can drastically improve the quality of a scene, it can also have a considerable performance impact on some systems.

You can enable/disable it in "Screen-Space Global Illumination (SSGI)" — the last setting in the Graphics section — as well as tweak it further (when enabled) via the "SSGI Quality" and "SSGI Resolution" settings in the Advanced column, in the Post-Processing section.

⚠️ If you are playing on a lower-end PC, you may want to try disabling SSGI, using it at half-resolution and/or reducing its quality setting to maintain a usable framerate.

[h3]PiP Scope Resolution Scale[/h3]
Located in the Textures section (Advanced), the PiP Scope Resolution Scale setting determines the scale of the picture-in-picture rendering when ADS with a scope (i.e. a magnified optic sight).

Setting it to 1.00 will make the scope picture preserve the same resolution as the original scene, and will have the biggest FPS hit. Lowering this value will reduce the performance impact of aiming down scopes, while also reducing the resolution of your sight picture.

[h3]Other video options[/h3]
It is likely that one of these settings may give you a performance boost, depending on whether your computer is CPU-bound or GPU-bound when playing GROUND BRANCH. The downside of is that you may experience a little more latency (mostly noticeable as input lag).

  • Finish Current Frame — When set to "Off", this option essentially tells the GPU not to wait for the CPU to finish what it's doing before starting to render the next frame.
  • One Frame Thread Lag — When set to "On", this option essentially tells the CPU not to wait for the GPU to finish what it's doing before starting to generate data for the next frame.

Try different combinations to see how your performance is affected.

Additional settings under the Advanced video options have also been exposed to players, who may benefit from disabling or toning them down to gain performance at the expense of visuals. These include Distance Field Shadows, Reflection Capture Resolution and Volumetric Fog.

[h3]Night ops, night vision, lights and infrared (IR)[/h3]
A definite highlight of V1033 is night ops, which were made more satisfying and viable with a series of improvements.

First and foremost, night vision goggles have received a major overhaul consisting of more realistic visuals (which include authentic auto-gating, noise, contrasts, a new white-phosphor filter option and movement/wobble effects), an optional overlay scale feature (which can fill out your screen while retaining a realistic FOV), flip up/down animations and sound effects, and more.

💡 The NVG overlay scale can be tweaked in Settings › Gameplay › Look › Night Vision. Setting NVG Vertical Screen Extent to 1.00 makes the NVG overlay fill out your screen by the default amount. Lowering the number will make it take up a progressive smaller portion of the screen.

Due to the new sky system — which includes moon phases — nights can also have varied visibility conditions, from the complete darkness of a new moon to decent visibility with a full moon.

These make the IR Illuminator functionality of the AN/PEQ-15 more relevant, as (like in real life) NVG require some degree of lighting to work well. To demonstrate:

[previewyoutube][/previewyoutube]
✨ The AN/PEQ-15 has also received an update in its lasers and illuminator effects, from the beams themselves to the newly added lens flare when looking at the emitters. It now also has a green LED to indicate when either a laser or illuminator is active.

Also very importantly, enemy AI has been upgraded to be affected by the lighting conditions, meaning they no longer have perfect vision in the dark. They will also zero in on you very fast if you flash a light at them!

[previewyoutube][/previewyoutube]
Granted, AI can (and will) be improved in various ways still, but this was an important step in making night ops an enjoyable experience.

Lastly, we have added the GPNVG-18 "quad-NODs" to the inventory, which greatly amplify the player's field of view when compared to binocular NVG. The GPNVG-18 comes in black or FDE skin, and in both filter colors (green and the new white phosphor — also available for the AN/PVS-15).

🔅 As part of the lighting optimization pass, weapon-mounted lights had their illumination range reduced to mitigate the performance impact.

[h2]Time of day (TOD) and sky system[/h2]
As mentioned above, GROUND BRANCH V1033 features a new sky system with moon phases and stars, as well as latitude and season settings. This means you can now not only set the time of day but also the date of deployment, which will determine the moon phase and sun position for each mission location at the set time/date based on real life data.

Because lighting conditions will vary depending on the date and location, TOD is now selected via labels such as "Early Hours", "Pre-Sunset" and so on. You can still manually select a TOD, however.

To access the advanced TOD/date settings, simply click the gear icon next to the "Insertion time" setting.

☁️ Unfortunately, clouds and weather had to be removed from the new sky system due to performance issues. We'll be revisiting these features down the road.

[h2]Gear, weapons and more customization[/h2]
A generous amount of items and customization options has been added to the game, from weapons and a new character all the way to headgear and arm patches.

🔴 A much-requested feature — the ability to put micro red dot sights on pistols — has also been implemented for the MK25, G19 Urban and M17 which can now fit the RMR and the new Docter II sights.


Let's take a look at the new weapons first:

  • MK17 CQC and MK17 DMR battle rifles + Suppressor (black and FDE)
  • AK-105 carbine
  • AK-105 Alpha carbine (replaced AK-74 MI)
  • AKS-74U Alpha carbine/PDW (replaced AK-74 MI CQB) + Suppressor
  • Wz.88 carbine
  • M24 sniper rifle + Suppressor
  • PKM
  • machine gun
  • PMM pistol
* The PKM machine gun is a partial implementation, still missing complex recoil and a proper pose.

MK17 CQC battle rifle with the new Razor HD 1–6x LPVO scope (with a piggyback Docter II), as well as the updated AN/PEQ-15 and Bipod Grip attachments — all by the incredible Cody Cudmore

AK-105 Alpha with optional "bakelite" magazine and the Russian Stubby Grip C by AK Productions

In the gear and attachments department, we have these new items:

  • AN/PVS-15 (WP) — the old dual-tube NVG, but with white phosphor filter
  • GPNVG-18 night vision goggles (black and tan skins + green or white phosphor filters)
  • Ghillie Hood headgear (bare version)
  • Ballistic Vest
  • Carry Handle Rear Sight
  • ATACR 1–8x LPVO
  • MK8 CQBSS 1.1–8x LPVO
  • Razor HD 1–6x LPVO
  • Docter II micro red dot sight (Flat, Low and High mount variants)
  • MK46 Suppressor (AAC® MG-SD)
  • G3A3 Suppressor (AAC® 762-SD)
  • Handstop Grip
  • Reverse Grip
  • Stubby Grip B
  • Stubby Grip C
  • Tan/FDE variants for most foregrips
  • "Bakelite" AK-74 magazine
  • FDE PMAG magazine
ATACR scope at 1x (left) and 8x (right) with maximum and medium reticle illumination, respectively

MK8 CQBSS at 1.1x (left) and 8x (right) with maximum and zero reticle illumination, respectively

Razor HD at 6x; because it is a SPF (second focal plane) scope, the reticle stays the same size across all zoom levels

But not all new weapons and attachments are new items per se — a lot of them are new models, remade from scratch. Here's the list:

[h3]Updated weapon models[/h3]

  • AK-74M
  • AKS-74U
  • M16A4
  • SVD
  • M1911A1¹ + Suppressor
¹ The new M1911A1 is also fitted with an accessory rail for lights and can use either 8- or 10-round custom magazines.

Changing magazines with the new M1911A1 by Bakr Asaad / Raider3D, fitted here with its suppressor and a tac light

[h3]Updated attachment models[/h3]

  • PMII 5–25x
  • AccuPower 1–8x
  • Vudu 1–6x
  • ACOG 4x
  • ACOG 6x
  • M68 CCO
  • PRO
  • Micro T-2
  • RMR (all variants)
  • PSO-1M2 4x²
  • AN/PEQ-15
  • Bipod Grip
  • Angled Grip
  • Scope mount
² The PSO-1M2 4x has also been upgraded with reticle illumination, as well as a realistic green-yellow glass tint which was also applied to the 1P78-1 Kashtan.

Character customization has also been expanded, with the addition of a new character appearance (Male 05) and 3 new customization slots under the Profile section:

  • CALLSIGN — A three-letter/number callsign that will be automatically set when a name is entered, but can also be manually set by the player. If the "Use Standard" box is checked, it will assign a Team Element-based callsign (e.g. A-01 for Alpha etc.). Callsigns display as patches on the left and right arm.
    If you don't want a callsign patch to be displayed, simply set it to --- (three hyphens) in the text box.
  • FACIAL HAIR — Temporarily disabled in V1032, facial hair is back in V1033. At this time, we have a single beard style (Full Beard) available, but more styles are planned.
  • PATCHES — This slot will open a more complex menu once clicked, which allows players to set up to 6 patches: 3 on the headgear (left, right and center) and 3 on the body (left arm, right arm and chest). Patches can additionally be configured to display in full color, or a tint (grayscale, green or tan). Please note that patches will only display if the gear/outfit items have slots for them.
💡 We're providing a standard set of country flag, morale, unit/role/team and blood type patches. Though modding is not officially supported yet, patches were implemented with modding in mind: you can place your own files in …\steamapps\common\Ground Branch\GroundBranch\Content\GroundBranch\Patches and any folder created in the directory will show up as its own category in the game.
Male 05 character displaying the new GPNVG-18 and shoulder patches

In the gear and outfit department, we've also added tucked-in variants of most shirts, unzipped variants of the Combat Shirt, and a lot of new and updated skins for most items. You should have better looking and much more varied loadouts now.

[h2]New and revamped maps[/h2]
For V1033, maps Depot and Storage Facility have both received major overhauls, with a focus on linking them thematically (as Soviet-era facilities) for future missions. The process was covered in more detail in Intel Reports #011 through #014, but it's worth noting that the overall layouts were maintained for both maps.



💡 A version of Depot restricted to the central compound area is of course still available, and it's still a great PvP map.

In addition to the overhauls of existing maps, a new map called Docks is also available for most game modes:



Will has also given Tanker an optimization and detailing pass, remaking most textures and materials on the deck to add a more weathered look to surfaces, as well as rounding off edges, remodeling props, adding a detailed vista/backdrop (including an updated Rig visible at the distance) and some minor interior improvements.



City is another map that has received a considerable visual upgrade, more specifically when played at night:



The Farm has also been updated with a new Target App look, as well as the ability to choose different shoothouse layouts, which adds a lot of variety to training drills.

💡 All maps have received optimization passes and various smaller tweaks for visual and gameplay reasons, with Compound being a highlight in terms of performance increase.

[h2]VFX and particles[/h2]
As detailed in the last few Intel Reports, VFX particles were migrated to the new Niagara system and entirely remade.

In addition to the new particles for nearly all visual effects in GROUND BRANCH, several new features were implemented, including bird flocks, muzzle blast shockwave on surfaces, bullet impact angles, secondary impact debris and more. Check out this playlist with all of our showcased VFX demos.

[h2]UI/UX and quality-of-life[/h2]
V1033 is bringing a much-needed QOL pass to several areas, including item build management and kit restrictions, as well as UI changes and additions to support these new features. Some highlights:

  • The new loadout saving system automatically suggests build names based on attached items (the amount of detail can be changed), while reducing the amount of prompts needed for saving/overriding kits.
  • The item selection menu now allows builds to be "stacked" (i.e. group all builds of a similar base item) to reduce clutter, and can also be set to only display custom (player-created) builds.
  • Kit restrictions can now be more easily set by server admins (when in-server, press Esc › Admin › Show Admin Panel › Kit Restrictions) to restrict skins³ in either Co-Op or per PvP team. Please note that these restrictions aren't extremely reliable at this time, especially when combined with game modes that have auto-balance (DTAS and Hostage Rescue).
  • Added a match system that can set win condition to best-of-X-rounds, first-to-X-rounds, a certain time limit etc. This includes a new board in the Ready Room where players can also vote for the next map at any time. Match information is also accessible via Esc menu.
³ Item restrictions such as "pistols only", "no frags" etc. can done via the Mutators system, but it is still a work-in-progress and currently prone to issues. We hope to address it in a point release (V1033.1 or later).

Another addition sure to help newcomers are the Ready Room hints, which display short explanations near key areas of the Ready Room (such as lockers and the Ops Board) to guide players in their first deployments.

💡 Various areas of UI have also received varying degrees of style/consistency updates, part of an ongoing process.

[h3]Game modes and multiplayer[/h3]
This release introduces the PvP Hostage Rescue mode to the game (more on it in a minute), and also brings a few updates to existing game modes.

[h3]Intel Retrieval[/h3]

  • Enemy AI will now search for players once the intel (laptop) is retrieved.
  • Enemies will also attempt to intercept players at the extraction point.

[h3]Terrorist Hunt[/h3]

  • Players can now enable "Enemy hot spots" — an area of the map (indicated in red on the Ops Board) where enemy concentration will be highest. These can be enabled/disabled via the Ops Board.
  • Enemies will now rush players once down to their last few men.

[h3]Hostage Rescue (PvP)[/h3]
The new Hostage Rescue adversarial mode is now setup for all maps, with the exception of the small arena-like maps. Here are the rules:

  • A random player of the attacking team has been taken hostage in one of the map's buildings. The hostage player is hooded and cuffed, limiting their vision and movement — they are unable to interact with map objects such as doors or items, and are restricted to walking (no running/sprinting).
  • The target building is selected at random by the game mode, and defenders are restricted to within that building unless the hostage escapes it.
  • Defenders can lead the hostage around the building or simply hold them in place by holding the Interact key (default F). They can also intimidate the hostage into silence by pointing a gun at them, but 2 defenders are required to both lead/hold and intimidate the hostage at the same time — one for each action.
  • Attackers can select any insertion point (including multiple if they decide to split the team) and will have to find the building where the hostage is being held — possibly with the assistance of the hostage making some noise with the Talk (VOIP) key (default V). Attackers must then successfully breach the building and rescue the hostage. If the hostage has their cuffs released by the attackers, they will regain a full range of movement and team communication (i.e. radio and text chat).
  • If a hostage picks up a weapon once released, they become a valid target for defenders, who can then win the round by killing the armed hostage.

Win conditions are as follows:

  • ATTACKERS — To win the round, at least one attacker must escort the hostage to any of the available extraction points. Alternatively, attackers will win if the defending team is eliminated.
  • DEFENDERS — To win the round, the defending team must eliminate all attackers, survive the assault until the time runs out, or kill a hostage that has picked up a weapon.
💡 With the rare exception of a released and armed hostage (mentioned above), any team that kills the hostage will instantly lose the match. Careful with those frags!

[h3]Hostage Rescue sub-mode: Building Assault[/h3]
If there are not enough players to start a Hostage Rescue round, then the stripped-down Building Assault mode will start, in which the defenders are still restricted to a building, but there is no hostage and the teams must simply eliminate each other. The gloves are off in this mode!

  • Admins can force the Building Assault mode, similarly to how Fox Hunt can be forced in DTAS.
  • An AI opponent will now be spawned as a defender if only one player is on the server and playing on the attacking team.

[h3]Hostage Rescue: players and balancing[/h3]

  • We recommend 5–7 players minimum for a more satisfying Hostage Rescue experience.
  • Hostage Rescue uses quite aggressive auto-balancing to maintain fair teams, so make sure both your Red and Blue team kits are up to date.
  • Auto-balancing can be customized to be less aggressive if you don't mind uneven teams.

[h2]Animations[/h2]
On top of the animation work required for V1033's new weapons and in addition to the NVG flip up/down showcased earlier in this post, a few preliminary animations have been created for sight interactions:

Engaging and disengaging the G33 Magnifier 3x

Actuating the magnification lever on the Specter DR 1x/4x

🚧 Due to GROUND BRANCH's true first person system and unique weapon positions, these animations will need some extra programming work to make them "fit" all weapons and situations. They currently look best on M16-/M4-pattern weapons.

Another cool addition is the new stun animation to indicate that AI enemies have been hit by a flashbang detonation.

Temporary downgrades

A couple of features have suffered temporary downgrades in V1033 — emphasis on temporary!

One such feature is the blood splatter on surfaces (VFX), which have not yet been hooked up to the new particles system (Niagara) but will be coming back in a "point release" (e.g. V1033.1) or V1034 at the latest. Due to the cosmetic nature of this feature, it was deemed not worthy of holding back the release.

While we're talking blood, dead bodies are also temporarily missing collision to address doors being blocked by them. This results in body parts clipping and no response to post-death impacts.

Lastly, the vaulting animation is also absent from this release, as it seriously impaired functionality, though vaulting/climbing has been made far more responsive in the process. Rest assured that a more visually pleasing implementation of climbing and vaulting will make its way into the game in due time.

This has been Build Update #040!

It's been a long road to V1033, but it's now here and we couldn't be more thankful for all of you in the GROUND BRANCH community — especially our Discord — that joined us in testing and reporting bugs and issues of all types in order to get us to release.

We hope you enjoy this release, and be sure to keep the feedback and reports coming.

Have a great weekend!

[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Patch #22 • V1033 Community Test

Patch #22 is now live on the Community Test beta branch!

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • Tanker: lots of optimization and reworking of materials, textures and assets, and optimized collision on some meshes
  • Fixed slight offset in MK8 CQBSS scope mount
  • More work on vaulting/mantling, restoring ability to climb certain objects (e.g. rooftop walls in Depot)
  • Also in Depot, added navmesh modifiers to warehouse roof glass (prevents AI assuming area is walkable when glass is broken), and added additional nav mesh modifiers on some of the ducts
  • Added some more logging to Hostage Rescue game mode to try to figure out hostage spawn issues, and stopped round setup being called if mission settings change during the round itself
  • Cleaned up collision on Run Down and Docks
  • Optimized collision on a few general assets
  • Fixed bad pivot placement on pallet stacks
  • Fixed sizes of Docks, Depot and Storage Facility thumbnails
  • Fixed G33 Magnifier (3x) sound effects being out of sync with the animation

Patch #21 • V1033 Community Test

Patch #21 is now live on the Community Test beta branch!

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • Fixed offset in MK17 front sight post
  • Hopefully fixed/improved other small iron sight offsets
  • Some light optimization in Power Station
  • Extended collision on 747 cargo loading ramp to help smooth out vaulting
  • Fixed collision issues with Ural truck when flatbed and cover are not used
  • Added open space to fence in 747 near construction area (was previously there, but filled in by accident)
  • Added ability to choose Temporal Anti-Aliasing (TAA) algorithm — Gen 4 or Gen 5 — in Settings › Video (Advanced tab)
  • Another big door update to improve AI usage and general performance
  • Reset navlink locations for doors on all maps, fixed AI use locations as required, and cleaned up navmesh in nearly all maps
  • Compound: adjusted geometry and collision on residential building to fix nav mesh, and moved an audio volume
  • Updated Compound door use locations
  • Set Niagara FX system to "attached" in the M9A3
  • Cleaned up an entry in DefaultEngine.ini that was already being set in DefaultScalability.ini
  • Updated thumbnails for Depot and Storage Facility
  • Minor UI style tweaks
  • Updated mantling/vaulting system to remove crouched collision shape checking, reduce number of traces required, and to no longer force player into obstacle before moving up; this makes the move more "floaty", but is quicker and more robust
  • Reworked collision on vehicle mesh
  • Added breakable glass to sedan in Run Down