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.
We've just pushed a new Community Test update to update a few things and hopefully iron out the last few showstoppers before the official V1034 release.
Before we go over the changes, you might be happy to read that…
[h2=sale]GROUND BRANCH is on the Steam Spring Sale[/h2]
Until March 21st @ 10am PST, you can grab a copy (and indeed as many copies as you want) of GROUND BRANCH with a sweet [b]30% discount[/b]. You know the drill: spread the word and maybe even get a few extra keys to get yourself and your gaming buds in on the action just in time for the new update and the inevitable uptick in player numbers.
https://store.steampowered.com/app/16900/GROUND_BRANCH/
Valve takes a 30% cut from sales on their store, so if you have a PayPal account and would love us to get the full cut from your purchase, head over to [url=https://bit.ly/gb-store]our official store[/url] and use code [u]Spring2024[/u] at the checkout to apply the same 30% discount! You'll get a key to redeem at the Steam Store and be ready to play in no time.
[quote]💵 Please note that our store operates in [b]USD only[/b], so this might not be a great deal if you're paying in a different currency as we use regional pricing on Steam.[/quote]
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With that out of the way, patch notes start right after the beta instructions below:
[quote][h3=instructions]❓ 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=issues]Known issues[/h1]
🚧 These issues are known to still be present:
[list]
[*] Hostage Rescue has a few new quirks with the hostage sack, hostage leading functionality and flex cuffs, which we are currently working to fix for the final release
[*] 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.
[*] Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
[*] The prone stance does not conform to terrain angle
[*] AI bots are not fully functional in Deathmatch
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[h1=notes]Patch notes[/h1]
[h2]Maps[/h2]
[list]
[*] Fixed audio issues in City, Arena and Arena, Paintball and The Farm
[/list]
[h3]747[/h3]
[list]
[*] Reworked the spiral staircases for better AI flow
[*] Various lighting and bug fixes
[*] Generator should now stop sound when shot out
[/list]
[h3]Depot[/h3]
[list]
[*] Cleaned up a few missions with navigation/collision validator
[*] Fixed some navmesh issues
[/list]
[h3]Docks[/h3]
[list]
[*] Smoothed out collision on a few staircases
[/list]
[h3]City[/h3]
[list]
[*] Various lighting and bug fixes
[*] News helicopter respond to being shot again
[*] Fixed collision issues for crouching with some of the scaffolding
[/list]
[h3]Compound[/h3]
[list]
[*] Fixed bulletproof curtains
[/list]
[h3]The Farm[/h3]
[list]
[*] Painted out leaves coming through shooting range floor
[/list]
[h3]Paintball[/h3]
[list]
[*] Cleaned up collision on mesh causing some issues
[*] Fixed up wrong minimap
[/list]
[h3]Rig[/h3]
[list]
[*] Did a pass on all missions with collision/navmesh validator
[*] Fixed out-of-level exploit in Deck 3 missions (Deathmatch, Team Elimination)
[*] Changed material on vending machine so it looked better in dark areas
[/list]
[h3]Run Down[/h3]
[list]
[*] Various collision, LOD and lighting bugs fixed
[/list]
[h3]Small Town[/h3]
[list]
[*] Fixed stretched UVs on a rock
[*] Expanded nav bounds and cleaned up navmesh
[*] Fixed up various missions, hopefully clearing AI traffic jam on C building upper floor
[*] Cleaned up collision on cinderblock piles
[*] Fixed virtual texture rock blending
[*] Rebuilt navmesh
[/list]
[h3]Tanker[/h3]
[list]
[*] Various collision, LOD and lighting bugs fixed
[/list]
[h3]Creek[/h3]
[list]
[*] Removed problematic ladder outside of green barn
[/list]
[h2]AI[/h2]
[list]
[*] Reduced AI agent height for nav mesh generation to 185 cm (opens up more places to navmesh)
[*] Reworked dead body callouts: now a dead body will only ever trigger one call out in total
[*] Subsequent discoveries by other AI will not trigger additional callouts (they will still go investigate and go into combat ready mode, e.g. draw their weapon)
[*] Fixed up bugs with AI failing to reload
[*] Team handling fixed up in new Kythera AI systems
[*] Rejigged AI character/controller setup
[*] Changes to how AI processes multiple audio signals to avoid prioritizing far away gunshots over close-up footsteps
[*] Fixed [i]DebugFreeze[/i] not working for AI
[/list]
[h2]Animation[/h2]
[list]
[*] Fixed hover foot (one leg lifted off ground)
[*] Added generic item lean animations
[*] Added prone grenade unequip animation
[*] Rejig of animation instance systems (to make it easier to layer animations)
[*] New equipment locomotion
[*] Adding a generic Item move set and with aims
[*] Fixed M110 fire selector animations
[*] Updated PMM-related (pistol) animations to be additive and bring them in line with the rest of the handgun animations
[*] Updated PMM compressed to match the base handgun
[*] Added sprint check to SDASS and M24 to prevent working the action if fired while sprinting
[*] Updated rig to prevent aiming-through-hand issue
[*] Hooked up lean poses (updated a number of animations designed to be used in this layer to be based on generic item base pose instead of rifle base pose)
[*] Updated rig to prevent sights being offset when prone (especially an issue with handgun)
[*] Switched base reload prone animations for AR-15 and handguns to use non-prone versions
[*] Breaching Charge attachment fixed (was at 90 degrees to door)
[*] Fix to allow montage originating from server to be forced to owning client (should make detonator and breaching charge animations play properly in multiplayer)
[*] A [i]lot[/i] of big under-the-hood changes to correctly support animations for all items in all stances
[/list]
[h2]Gameplay and systems[/h2]
[list]
[*] Big pass on collision to simplify and debug
[*] Updated various vehicles to ensure sections that are shown or hidden use block-all or no-collision collision profiles instead of just enabling/disabling collision
[*] Stopped names appearing for enemies in Deathmatch
[*] A lot of under-the-hood game mode script fixes
[*] Added further restrictions to interacting while prone (should now be impossible for all actors)
[*] Bug fixes to laptop blueprint
[*] Added anti-spam checks to leaning, running and sprinting to remove some speed hacks
[*] Sprint blending times and effects changed
[*] Fixed server roster player list lag
[*] Fixed up DTAS, Hostage Rescue, Team Elimination and Uplink game modes to improve handling of AI kills and killers
[*] Internal tweaks and fixes relating to arm changes and gender identification of assets
[*] Disabled warning about missing eyebrows if none were defined so that they can be used with AI without causing log spam
[*] Character updated to change handling of head types/genders
[*] Cleared all meshes using character physics asset that do not need to — which is most of them
[*] Changed bomb explosion (Defuse) to fade to black after explosion
[*] Improved logging for failed kit loads
[*] Updated handling of failed kits to allow replacing child items and skins
[*] Disabled Ray Tracing in config to fix crash on exiting in DX12 mode
[*] Updated Tablet to use alternate new method to fill screen (instead of FOV and POV change, it will shift the tablet up to fill the screen — doesn't care if prone, crouched, standing or leaning) (WIP — hands may be visible, especially in prone etc.)
[*] Fixed volunteer function in Hostage Rescue
[*] Fixed flag placement issues in DTAS
[*] Tentative fixes for Hostage Rescue issues: should stop leading hostage when leader goes prone, and now clears [i]BeingLeadAsHostage[/i] gameplay tag when cuffs are unequipped (should stop movement getting blocked in various ways) or when leading is otherwise stopped
[*] New restriction added so you can't use objects if underwater (may be a redundant check)
[*] Added new [i]ServerExecute[/i] command, usable by superadmins only (to run console commands remotely on the server)
[*] Fixed picking up item in left hand attempting to keep it equipped in left hand instead of putting it away
[/list]
[h2]Character and inventory[/h2]
[list]
[*] Added entries for backup skin substitutions
[*] Cleaned up a few hairstyles that were still showing the scalp with Ball Cap and Beanie
[*] Updated dump pouch and radio assets to properly set their skin
[*] Changed skins for main menu guys
[*] SA58 OSW now supports suppressor
[*] Back-end changes to improve handling of restricted skins and kit validation
[*] Added LODs and adjusted existing LODs for player heads, beards, hair and a few weapons and weapon attachments
[*] Converted eyelashes to static meshes for efficiency
[*] Big change under the hood to change internal kit handling to be always monolithic: keeps kit data consistent no matter what is parsing it, and removes issues caused by presets or item builds being deleted
[*] Added dialogs for handling kit validation issues and converting all user kits
[*] Removed unneeded failed kit validation widgets
[*] Cleared physics assets from all hairstyles
[*] General inventory tweaks/fixes
[*] Fixed goggles being too bright compared to other character assets
[*] Added new arm meshes in place of masking system
[*] Cleared simple collision from MP5 stocks that were in wrong orientation
[*] Removed physics from all balaclava versions of heads
[*] Cleaned up new head/balaclava meshes
[*] Fixed arm mesh poking through with male rolled sleeves and gloves
[*] Cleaned up some weighting on the male heads that make them poke through some shirts
[*] Changed arms to remove reliance on mesh updating to choose skin
[*] Cleaned up more issues with heads intersecting various shirts
[/list]
[h2]Audio[/h2]
[list]
[*] City Bank audio fix (slight reverb adjustment)
[*] Rundown tail fix
[*] Small reverb change, small bug fixes
[*] Fixed portals and occlusion issues
[*] Fixed missing ADS sound effects
[*] Fixed drop audio not playing for weapons
[*] Fixed missing Galil ARM third-person sounds
[*] Added missing voice lines in female character Comms Menu (G key)
[/list]
[h2]VFX[/h2]
[list]
[*] Big pass on checking emitters are parented to existing emitter assets.
[*] Distance culling set to 50 m for distant impacts
[*] Created 10 new blood spatter decals
[*] VFX emitter cleanup
[/list]
[h2]UI[/h2]
[list]
[*] Tweaks to Customize Operator screen colors
[*] A few text changes to Customize Operator screen messages
[*] Visual update to "Game Paused" overlay
[*] Dialog boxes now have a fade-in and fade-out animation
[*] Updated loading screen hints: cleaned up appearance, edited existing hints for clarity and formatting, and added a new hint
[*] Updated visuals for color picker pop-up in Settings > HUD (is now limited to color wheel, e.g. hue selection)
[*] Fixed color picker buttons being slightly rectangular rather than perfect squares
[*] Minor copy edit and rearranging of Settings > HUD
[*] Fixed inconsistent padding between columns in Setting > Gameplay
[*] Updated wording and formatting for F4/F6 dialog prompts
[*] Updated mag check HUD: repositioned red cross and changed icon color (to red) for "no ammo"
[*] Minor update to hover effects in Keybinds column (Settings > Controls)
[*] Increased width of all setting selections: drop-downs, sliders, spinboxes etc. to allow for longer text strings, finer control in sliders, and close the gap between selections and their descriptions
[*] Added a few more settings tooltips
[*] Slightly more descriptive text in Sight Priority options
[*] Updated credits
[*] Made highlight for various tabs/buttons more evident
[*] Updated icon/swatch for Brown and Olive Drab skin selections
[*] Updated DLSS tooltips to hopefully display correctly for RTX 40-series when in DX12 mode and minor changes to copy as well
[*] Updated DLSS setting text and tooltips
[*] Various minor style, copy and formatting tweaks
[/list]
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[h3][i]As always, thank you for testing and providing feedback![/i][/h3]
See you next time!
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