V1034 Community Test: Update #02

GROUND BRANCH

From one of the developers behind the original Rainbow Six® and Ghost Recon® games, comes a thinking-man's first-person shooter featuring in-depth character and weapon customization. Take your time. Think ahead. Get the job done.

Here's [b]Update #02[/b] for the Community Test beta branch! To all testers and reporters so far: [i]thank you so much for the feedback[/i]! Keep it coming! [quote][h3]❓ How to join the [b]Community Test[/b] beta branch[/h3] [list] [*]Right-click GROUND BRANCH in your Steam Library and select [b]Properties…[/b] [*]Click 'BETAS' on the left-hand list menu [*]Select '[b]communitytest - Community testing branch[/b]' from the drop-down menu [i]([u]no password required[/u])[/i] [/list]Steam will begin downloading the files for the testing branch. Patching may take a while.[/quote][quote][h3]🐞 [b]Where to report bugs[/b][/h3] You can report bugs and issues using any of these methods: [list] [*] The in-game [b]Bugs & Issues[/b] screen (press Esc once in-game and look along the top menu) [*] The Steam forums: [url=https://steamcommunity.com/app/16900/discussions/]steamcommunity.com/app/16900/discussions/[/url] [*] The [b]#bug-reports[/b] channel on the official [url=https://discord.com/channels/152529936719151104/475872902206455809]GROUND BRANCH™ Discord[/url] [/list]Your reports help us locate and fix issues faster, so keep them coming![/quote] [h1]Known issues[/h1] 🚧 These issues are known to still be present from [url=https://steamcommunity.com/games/16900/announcements/detail/3857960148385485321]Update #01[/url]: [list] [*] Enemy AI may be unresponsive/idle/stuck in various contexts — if you see it, please make note of whether it was online (dedicated server? Listen server?) or offline, which game mode was being played, as well as map and location etc.[quote]⚠️ Bots are particularly prone to getting stuck in doorways; we're actively working on fixing/improving this issue.[/quote][*] Changing directions (WASD) with a primary weapon equipped will cause visible "hitches" in the weapon movement [*] Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us [*] Leaning is bound to feel particularly strange, due to the combo of new poses and the ongoing animation work (all WIP) [*] Walking or running with a primary weapon equipped causes the character's right foot to "hover" before it actually touches the ground [*] The prone stance does not conform to terrain angle [*] Aiming (ADS) with a pistol while crouched is offset to the right [*] Character and weapon collision while prone is pretty finicky! Let us know how it all feels to you [*] The [b]Tablet[/b] (map) is currently offset to the bottom while crouched, and unusable while prone [*] Various combinations of hairstyles and headgear items have visible clipping or overall jankiness [*] The [b]SA58 OSW[/b] does not have correct reload animations hooked up [/list] [h2]Setting up a Community Test dedicated server (DS)[/h2] We've had some issues getting the dedicated servers working with the first Community Test build. Hopefully the problems have been solved, but you should try using the updated [b]steamcmd[/b] line below (adjusted as necessary for your setup): [code]+force_install_dir G:\GroundBranch\Server\ +login anonymous +app_update 476400 -download_depot 476400 476403 -beta communitytest-ds -betapassword CommunityTestDS1034 -validate +exit[/code] As soon as this build is out, we will try working with server operators to get this fixed. [h1]Patch notes[/h1] [h2]AI[/h2] [list] [*] Fixed a bug where AI would turn instantly when visually detecting players: [list] [*] Now respects [i]ReactionTime[/i] set in AISettings before firing, and has a turn rate limiter [*] Added [i]ReactionTime[/i] delay to audio bark when hearing a gunshot, so that they do not react immediately [/list] [*] Tweaked perception for suppression: AI should be a bit more reactive towards fire in their direction [*] Fixed a bug where the AI wouldn't turn properly towards the player when sprinting to cover [*] Fixed a bug where the aim for the AI would be off when the player character was prone and rotating their upper body ([i]AimTarget[/i] for AI is now based on bone position) [*] AI visual perception now scales with stance (minimum when prone), movement (increases when players are moving / running / sprinting) and the time and loudness of the last firearm discharge [*] Slightly increased AI visual detection range [*] Decreased primary and secondary visual detection cones by 10 degrees [*] Decreased influence of secondary cone [*] Increased AI noise detection range [*] Increased AI noise detection uncertainty (they will be less sure of where shots are being fired from) [*] Increased randomization in AI shooting cadence to avoid the repetitive 1 shot › 1 second pause › 1 shot pattern [*] Updated behavior for investigating noise and last known target position for guard AI: [list] [*] Guard AI will no longer leave their guard point, but remain in proximity [*] Guard AI will usually check (look around) when they perceive something, but will not go investigate [/list] [/list] [h2]General fixes[/h2] [list] [*] Gave [b]Male 06[/b] his eyeballs back [*] Fixed bugged [b]MPX[/b] reload that had floating mags [*] Updated [b]Galil ARM[/b]: [list] [*] Fixed missing weapon animations (bolt movement, ejection etc.) [*] Hooked up correct Galil animations (reloads etc.) [quote]⚠️ Still missing reload sounds[/quote][quote]⚠️ Still missing gunshot SFX for other players (online)[/quote][*] Created default build (fixes missing magazine in default build) [/list] [*] Reverted Join from friend invite (mod version) to original (should fix [b]Host Game[/b] connection issues) [*] Added calls to clear character camera effects when switching character (e.g. returning to [b]Ready Room[/b]) or when using the [b]Customize Operator[/b] menu, so that hopefully headcam and NVG effects don’t transfer over when players die or change loadouts [*] More fixes for hair and headgear fits [/list] [h2]UI[/h2] [list] [*] Added [b]Prone[/b], [b]Stance Up[/b] and [b]Stance Down[/b] to the Controller keybind list (Settings › Controls) [*] Bound [b]Prone[/b] to [Face Button Right] + [Right Shoulder Button] as default [*] Cleaned up appearance of Controller keybind list to match that of Keyboard/Mouse [/list] [h2]VFX[/h2] [list] [*] Increased bird flock height by 3 meters [*] Dirt footstep effects: decreased sprite size, adjusted lifetime, and made the effect more subtle [/list]