We have been making good progress with the Ground Branch A.I. and Phil has put together a small video showing how he is developing the cover node system for them to use.
In an effort to be more responsive to build issues, and to get more people testing things, we have released a hotfix for the recently released Ground Branch build.
Its time for a new build of Ground Branch!
This build has been a long time coming, but its finally here. We continue to fix and rework features from proof of concepts and half done ideas to full featured game systems. Please make use of the ingame bug tracking feature to report issues that you find. It really helps us out!
A new build of Ground Branch is now available!
While we have been spending a lot of effort on making sure Ground Branch is stable and performs well before heading into the final push for Early Access, there are a few connectivity issues with this build. We really wanted to get them sorted before putting a new build out, but given family time over Christmas and some personal challenges some of us are currently facing (Please see previous news post), we decided to put one out now instead of holding off any longer. With people being off work or out of school our hope is the added testing will help us work through the problem. We will also be doing a follow up build with more fixes and some new stuff that wasn’t quite ready very shortly after the new year.
I’ve been a little quiet of late due to a close personal loss.
My sister took her own life on Wednesday the 14th and as such, I’ve been helping out the family she left behind as much as possible
To that end, one of her friends setup a page to help out with funeral costs etc.
I did not wish to depress people, nor do I wish to exploit peoples feelings, but I do want to help out her family, thus I’m sharing the following link:
Even if all you can do is share or comment, please do so.
Any show of support is welcome and greatly appreciated.
The main push for this build has been stability, performance and overall user experience improvements. We have been doing a LOT of testing and enjoying every minute of it!
Well what can we say… its been way to long since the last public build and we apologize. There have been numerous private testing builds with the Operator Edition owners and they have provided tons of information on fixing bugs and provided suggestions on improving the game. It also made us realize that the internals of the game have reached a point where we need to refine our process a bit to better accommodate faster/cleaner iteration that allows us to get public builds out faster and with much less work on our end. We have taken care of that, but in the mean time WE HAVE A NEW BUILD!!!!!
I know its been a while since the last build so we wanted to let you know that a new one is coming next week. We have been testing it for a few days, but still have a few more issues to iron out. There are many bug fixes, updated A.I., an initial version of Terrorist Hunt on the Depot map, sound fixes and animation updates.
Here are a few user videos from our testing builds to tide you over:
A new build of Ground Branch is here and it is gigantic! Partly due to the move to engine version 4.11 and partly due to us just being stubborn and wanting to get things working right before releasing, we went way to long in between builds as well as the first go at a Terrorist Hunt mode with A.I.! The result is this one is packed with a ton of changes and its hard to do this news post without it being a wall of text. So here is the condensed version, with all the fine details at the end……..