Hello everyone, thank you for joining us for another Intel Report!
Today’s topic is a bit different than usual. As you may have seen here, GROUND BRANCH has moved ownership from BlackFoot Studios to MicroProse. The team behind GB fully moved over alongside John — BlackFoot Studios owner and GROUND BRANCH creator — who took an advisory role and helped us finish V1035.
This transition involved many moving parts, including changing over hardware infrastructure, licensing, and software ownership to MicroProse. During this time, our heads have been down, with the team focused with onboarding new developers and preparing our base code for a greater expansion of GROUND BRANCH’s future.
Recent developments
When we last spoke, we mentioned that we’ve been working on the transition from Lua to C++ and Blueprint. The decision came from the desire to increase the scope of our game’s campaign and to add features that we felt were now possible with the additional support under new ownership. Creating this foundation has provided us a springboard to create new features for our upcoming game modes and abilities, as well as the campaign logic we will need to finish the Operations mode (for which we provided a mission demo in V1035).
Each of our developers has been dedicated to retooling all of our core systems (yes, even the Tablet), to be prepared for this expansion. It’s been a large undertaking, but the light is at the end of the tunnel and we’re currently in the testing phase for most of our multiplayer modes. Doors have been updated to no longer desync online, fan-favorite Hostage Rescue is in the final testing phases, and the “Silent Reach” mission objectives are being broken out (along with the infil/exfil logic) to be used in future Operations missions so we can finally start putting those missions together. From there, we’ll be updating the GROUND BRANCH Mod Kit (SDK) in preparation for map modding and mission modding, before moving full steam ahead with finishing our next dev cycle for V1036.
Upcoming map “Checkpoint”
New team members and a couple of farewells
As for the team, you may have recognized a few new faces on the Discord.
The first addition to our team was long-time contributor Pau, now our in-house character artist. Previously contracted on a freelance basis to create our clothing, equipment, and model skins, he is now with us full-time as he updates our campaign and enemy character assets, as well as touches up new player assets as required. We’ve also added a writer, Scott, who has been instrumental in bringing to life the story that we envisioned for our campaign. We also have a composer duo (Aleksi and Jonathan) who has recently completed our soundtrack, and 4 new programmers to assist us in bringing the game to life: Brian, Jonathan, Jesse, and Zachary. In addition, we are currently working with a voice actor crew to bring our briefings and characters to life for the campaign. We have also just (this week!) brought aboard tech artist Santeri to get more hands on the animation and rigging deck. Lastly, our 3D art team has been unofficially expanded for a few years by MicroProse artists Ian, Bogdan and Ivan (all under Mike‘s management).
As not everything can be good news, we’re also sad to formally announce that Matt, a.k.a. Fatmarrow, has decided to move on from GROUND BRANCH and on to different projects. Matt was instrumental in expanding and refining many of GROUND BRANCH’s features: from game modes Hostage Rescue and DTAS all the way to the Mod Kit implementation, it’s almost impossible to think of a department that Matt wasn’t involved in at some point. As an early member of the team, he also had a big role in helping shape the game’s vision and building the GROUND BRANCH community — regulars will remember the deadpan jokes and the bright orange profile picture as much as all of his amazing additions to the game.
We’re extremely thankful for Matt’s time on the project and wish him the best of luck!
💡 Matt is currently working on a prototype for a unique modern spin on old-school text parser adventure games. Hit him up on The Magic Hours Discord server if you want to stay in touch!
💡 Ol' Fatmarrow isn't going anywhere though as he also has a backlog of mod maps to get into GROUND BRANCH someday.
Finally, none of us would be here today without John’s vision and incredible determination as he painstakingly built a team and kept the dream alive over the years. From the germ of an idea to where it stands now, his name is inseparable from GROUND BRANCH and his legacy will be carried on going forward in development. Over the course of V1035 — our last update with John — he provided us valuable feedback and direction to ensure we had a path forward for development. We are all grateful for the opportunity we have to carry the torch and ensure GROUND BRANCH is a success for years to come.
Let’s all show John our appreciation and wish him good luck in his future projects under the BlackFoot Studios seal as well!
This has been Intel Report #028!
As always, thank you all for your patience and support. We’ll get right back to working on Patch V1035.2, and we’ll see you on the next one!
Our last contact has been a while ago, in Build Update #060, when we released Patch V1035.1.
Although we usually reserve our Intel Reports for longer periods of quiet between major releases, Patch V1035.2 is taking a lot longer than initially anticipated, and we thought it was important to give everyone a quick heads-up on what’s going on behind the scenes.
🙌 Before we get into more detail, rest assured that GROUND BRANCH continues to be developed normally by the same folks you already know and love/hate, plus a few new faces! We're simply having to do some more refactoring to ensure longevity and consistency in our systems.
With that out of the way, let’s get into it.
A necessary shift: from Lua to C++ and UE4 Blueprint
As we continue development, we’ve made another difficult but crucial decision to refactor the game’s core logic—including all game modes/missions as well as much of the UI, the Mod Kit and more—away from Lua and into native C++ and UE4 Blueprint. This foundational change is the main source behind this delay, but we are confident it’s the right long-term path for GROUND BRANCH.
Our initial Lua-based systems ultimately proved unfit for purpose: over time, more and more critical logic was pushed into C++ and Blueprint to meet performance and complexity demands, which ironically negated Lua’s main benefit: rapid iteration. The system became redundant, and we simply lack the resources to properly develop and maintain two separate scripting environments.
💡 Though mods will also be affected and that is of course unfortunate, we have assessed that the vast majority of Lua-tagged mods are actually maps created in the Mission Editor, with only a tiny fraction being true Lua-based projects.
A proper map editor will ultimately provide more power and flexibility than the current Mission Editor + Lua combo could offer. The possibilities exposed by robust Blueprint support far outweigh what our current Lua systems can achieve, and it aligns with modern development practices. Also, new programmers joining the project are already familiar with UE4’s native C++ and Blueprint workflow, allowing them to become productive much faster.
While this transition means a much longer wait than we’d like, it paves the way for a more stable, performant, and moddable GROUND BRANCH for years to come. We appreciate your patience as we work to get this right!
Other updates and changes
One of the more popular PvP game modes in the game, Hostage Rescue, will finally return in Patch V1035.2 as all game modes are rebuilt with C++/Blueprint logic.
The update will also introduce a new Kit Restrictions system for server-side customization, a complete door rework to (among other things) hopefully resolve long-standing replication issues alongside new VFX and the return of frag and smoke grenade abilities for enemy AI.
On the gear front, you can expect new weapons like a stock (factory) G36K carbine, the AUG A1 and F88SA2 assault rifles, new Galil variants, as well as updated models for the HWS 553 (and a couple of new holo sights!), a remade ASR, revised M110 and M110K1 models to fix proportions, a new Ms2000 IR strobe, and a cleanup of the Tan/Coyote Brown platforms and pouches, among other updates.
HWS 551 holo sightUpdated platforms and pouches in Coyote Brown (formerly Tan), as well as the new MS2000 strobe model and the HWS 552 holo sight on the M16A4 rifleGalil SAR
—
We hope to have Patch V1035.2 ready in a few weeks.
We’re back with another Build Update — this time for our first point release: patch V1035.1!
This patch introduces a few new features (such as a Check Watch function, hand signals and modded skins), as well as various bug fixes and even some small visual upgrades. Keep reading for the full scoop, and don’t forget to let us know what you think!
💡 Patch V1035.2 is also planned for the near future.
Patch notes
Performance and stability
We have identified and fixed a number of memory leak issues which would create an increasing impact on performance (and possibly online replication) over time:
Fixed memory leaks related to inventory items that were not being unloaded on level change
Fixed some vehicle blueprints that were leaking memory after level change (they were set to replicate unnecessarily)
Fixed leak caused by regenerating navmeshes with our door-swinging logic in Kythera AI
🚧 These should hopefully improve performance degradation over time — including some of the server rubberbanding issues — but the problem is still being monitored, and we'll continue to work towards a definitive fix. Be sure to let us know how your server is handling these changes!
Gameplay
Check Watch
Gone are the days of free-looking down to your left wrist or picking a foregrip that makes it easy to see it at a glance.
You can still do those things, but now you can also simply use the new Check Watch ability to have your character raise their wristwatch in clear view of the camera while keeping your firearm (if you have one equipped) at ready.
💡 To check your watch, double-tap Freelook (default Tab).
The new Check Watch ability can be triggered in any stance, and it stays on while walking and running (but not while sprinting or crawling). Most other actions will cancel it out automatically.
🐞 When prone, the watch face may not be within the frame depending on what item you have equipped, even with a vertical FOV of 58 (default) or wider. We're looking into it.
🐞 You may have issues checking your watch after using it several times while moving around, changing stances or in combination with Freelook. To restore the ability to check your watch, simply use Freelook momentarily.
First pass on hand signals
Players can now use hand signals to silently communicate with teammates.
“Go There” hand signal
To bring up the Hand Signals menu, use default H.
💡 If a default key is not set in your game, manually bind it under Settings › Controls › Keybinds (look under the "Communication" header).
Available signals are:
Cover Me — Issued to request covering fire or overwatch from a teammate
Rally Up — Issued to tell teammates to regroup on your position
Go There — Issued to order teammates to move up to a location in front of you
Need Breacher — Issued to request a teammate to breach a door (currently limited to the water Breaching Charge)
Halt — Issued to tell teammates to stop and hold a position until told otherwise
Look There — Issued to tell teammates to visually check a position in front of you
🚧 As ever, please keep in mind this is an initial implementation — the UI and animations will be iterated on, and more hand signals will be added.
💡 Hand signals are issued via the same radial menu style as squad orders — press the key to bring up the Hand Signals menu, move your mouse to the desired option, and left-click to issue.
🐞 KNOWN ISSUE: Once used, the Hand Signals menu may require a second press of your assigned key to come up again.
Other gameplay updates
Collecting the laptop in Intel Retrieval no longer triggers enemies to rush towards the player (“extraction mayhem”), allowing players to e.g. sneak in and out with the intel
Increased the area of extraction zones to better support larger teams
Light and laser attachments now behave more naturally:
No longer automatically turned on when re-equipped
Still turn off when the item is dropped, but with a slight delay — allowing you to potentially mislead enemies with dropped weapons
Updated reload-related gameplay ability to correctly detect when a round is chambered during a mag check
This ensures the appropriate animation plays depending on bolt status (e.g. AR-15 with no bolt lock)
Updated the grenade throw ability to no longer allow sprinting or item switching to interrupt it, as well as correctly re-equip the previous item (if the option is checked in Settings › Gameplay) after the throw
AI/animation
Dead body inspection
Enemies now perform a proper body check animation upon finding a fallen comrade, kneeling at the location of the dead character’s head, reaching out and scanning around before standing back up.
Other AI changes
Updated “bum rush” AI behavior (Terrorist Hunt):
AI now runs toward distant targets and walks when nearby
AI will now draw their weapon upon entering “bum rush” mode, rather than leaving it slung until enemy contact
New in V1035.1 is the ability to create proper skin mods for items, with new colors and patterns no longer required to be “baked” directly into the meshes. Here’s the first contribution by modder ModernLancer:
💡 If you are interested in creating skin mods, see this page from our Modding Wiki for more information (though please bear in mind that it still needs to be updated).
Bolt-action and belt-fed weapon modding
The Mod Kit now provides example mods for bolt-action and belt-fed weapons.
💡 For instructions on how to create new asset mods (such as weapon mods), see this page.
Other modding changes
Improved mod filtering behavior in the Server Browser to more reliably display modded servers
Optimized mod mounting performance and reliability by skipping redundant blueprint-generated classes and using safer methods to identify primary assets
Visual updates
Upgraded first-person character textures
With the new Check Watch action, we wanted to make sure the most visible character textures in first-person (arms, gloves, sleeves) looked as good as they can, so we bumped up the resolution for their albedo (base color) and normal maps.
The difference can be subtle — especially with the gloves — but here’s a before/after with the Tactical Gloves and Softshell Jacket:
Notice the sharper textures — especially around the jacket’s shoulder pockets and seams.
Other visual fixes
Fixed lighting channel and cull distance issues in Ready Room
Potential fix for blurry textures when switching appearances with a balaclava
Kit restrictions
The Kit Restrictions system and menus are being overhauled to use the new tag system and offer more options. As a result, it will be unavailable from this version until we have the new iteration done in patch V1035.2.
💡 The new kit restrictions system is expected to return alongside the Hostage Rescue PvP mode.
Sorry for the inconvenience and thanks for your patience, everyone.
Miscellaneous changes
Updated VOIP settings in Wwise to improve Radio and Proximity Voice audio dropouts (unfortunately, crashes still occur — we are looking into redoing the VOIP system)
Fixed issue where the wrong sound was playing for the LVAW assault rifle
Fixed Ready Room no longer playing ambient music after closing menus
Updated Power Station audio mix and adjusted audio for powered equipment (e.g. radios) (WIP)
Updated and cleaned up various gameplay abilities (GAS) for more reliability
Removed excessive networking logs to improve performance and clarity
This has been Build Update #060!
Thank you for reading these release notes and keeping up with the development of GROUND BRANCH.
Stay tuned for patch V1035.2, and don’t forget to let us know how this version is running and playing for you — whether via our Discord, Steam forums or social media.
Last Thursday we officially released GROUND BRANCH V1035 (if you missed it, see the release noteshere) and today we are pushing a hotfix to address some of the more immediate issues we were able to fix already.
Patch notes
General bug fixes
Fixed dedicated servers not advertising mod lists properly
Possible fix for NVIDIA Ansel crash
Stopped aborting the game when finding unknown gameplay tags and started logging them instead
Adjustment to character movement action which may in some cases allow laptop interactions more easily (laptops that cannot be interacted with remains a work in progress)
Maps
Power Station: Reset the north offset so that north in-game is aligned with north on the map
Compound: Removed debug level accidentally included in-game; loading times should be significantly decreased
Inventory
Fixed bug with “Apply to Attachments” checkbox (in the item customization screen), where enabling the box for a belt would also impact the headgear and platform, and so on
Fixed risers and offset not allowing attachment of things that aren’t sights; you can once again mount lights and lasers on risers and offset rails, for instance
Updated AOR-1, Flecktarn and Tan skins to add FDE as a possible substitute
Fixed reticle brightness not working for the Kobra EKP-8 sights
Updated rate of fire for AS Val family to 900 rounds/min, and for VSS Vintorez family to 800 rounds/min
Audio
Fixed various enemy voice lines not being spatialized — they should no longer sound like they are right next to the player
Other
Quick Create mod widget now adds build number tag to Workshop metadata (e.g. “V1035”) and mod metadata for asset/modkit mods now includes a build number (set and saved during mod upload) — so, in the future, mods can be more easily filtered based on build number used to create the mod
Added checkbox to in-game mod browser to view only current game version mods (e.g. V1035), and slightly changed mod search logic
Fixed Target App screen being visible on top of smoke in various Training areas
After a few weeks in the Community Test beta branch, we’re thrilled to announce that GROUND BRANCH Version 1035 is now live on the main branch of your Steam install!
As extensively previewed and discussed over the past months, V1035 features many improvements to GB, from art upgrades and a revamped customization UI all the way to a campaign mission demo that offers a “vertical slice” of the experience we’re aiming for: a mission with a briefing and intel details, multiple objectives (including assassination and demolitions) and AI companions — all accessible via a brand-new interface from which players will be able to play many more missions in the future.
Launch Sale: GROUND BRANCH is 10% OFF!
To celebrate the launch of V1035, GROUND BRANCH will be on sale with a 10% discount for 1 week. Enjoy!
Without further ado, let’s go over the release notes for V1035.
⛔ WARNING: OUTDATED MODS
Please note that mods from V1034 may crash or otherwise cause issues on your V1035 GROUND BRANCH client, as well as V1035 servers. We recommend that you disable all mods until they are updated to V1035.
Release notes
Gameplay Ability System (GAS)
As explained in our Intel Reports on the road to this release, most of the systems in GROUND BRANCH were rebuilt with GAS — the Gameplay Ability System. While this has caused unfortunate delays, we’re now over the bump with a more flexible and performant system that offers better control over the complex interplay between characters, inventory, animation and game events.
💡 Due to virtually every system of the game having been converted to GAS, a few bugs may remain undiscovered or unfixed in areas that previously worked. We'll be listing all known issues at the end of this post. No show-stopping bugs should be present, and we aim to fix all remaining GAS-related bugs in upcoming point releases (V1035.X).
Operations menu and campaign mission demo
When you first launch V1035, you might notice the new Operations option on the main menu — right below Training. This option will take you to our new interface for viewing and selecting campaign missions (to be included and expanded in the future) via hotspots around the globe. This is also where you’ll find our first campaign mission demo — “Silent Reach” — set on map Depot.
As the video shows, the new interface features a world map for hotspot selection featuring news items, a background briefing for available hotspots, a mission-specific briefing with intel details and images, and of course the mission objectives.
💡 The menu also tracks mission progress for both single player and co-op.
This new demo represents a first pass on campaign missions — it is meant as a “vertical slice” of our projected gameplay experience, featuring AI teammates (admittedly very basic ones at this point) that can receive various types of orders, as well as multiple objectives (including demolitions, scouting/searching and high-value target assassination) and even a simple cutscene at the end (which can be skipped in single player or by the online host).
The mission demo can be played either with 3 AI teammates, or up to 3 Steam friends.
The mission demo normally acts like a session launched from the Host Game menu, and the Invite menu (Esc › top menu) can be used to invite players via Steam.
If a human player enters a round with you, no friendly AI characters will be spawned!
From that point onwards, even if all other players leave, your game will be considered a co-op game for the purpose of “scoring” and no AI teammates will ever spawn.
Single player and co-op have separate completion statistics that are tracked.
Controlling your AI team
Although the friendly AI and its control interface are still rudimentary, your teammates can be ordered to:
Fall In — Orders your team to regroup with and/or follow you. This is their default movement setting.
Hold — Crouch and hold position.
Move & Clear — Move to where you’re currently pointing and take out any threats.
Take Cover — Find nearby cover and crouch next to it.
Go Loud — Take out any hostile contacts on sight. This is their default fire discipline setting.
Go Silent — Do not engage unless spotted or shot at. The team will call out any contacts.
Breach — Not functional yet.
💡 To issue orders to your AI teammates, use Mouse Thumb Button 1 or K. These defaults can be changed in Settings › Controls › Keybinds › Other (at the bottom of the list).
New item customization UI
The user interface (UI) for item customization has received a particularly big overhaul.
Here’s the rundown:
Weapon and attachment categories are now selected via checkboxes, which now also allow filtering Headgear and Top types (more categories can be added to other slots as required!).
Right-clicking the checkboxes allows multiple categories to be selected. If no categories are selected, all items will be displayed.
Scrolling through attachments should be much faster, as sights are now grouped into subcategories (Accessory, Iron Sights, Red Dot and Scopes) and more items are shown simultaneously.
Attachments that have more than one skin are now grouped together, with skins being selected via a drop-down menu — this reduces menu clutter considerably.
Platforms and belts can now also be equipped with pouches of different skins than the parent item, selectable from similar drop-downs.
💡 Magazines and belt boxes can no longer be removed from weapons in the customization screen — only replaced with different options.
Other UI changes
The Tablet has had a small visual update, particularly in the Roster section: callsigns and player names are now both shown simultaneously, and team elements are more cleanly organized.
Spin boxes, where you can drag a slider or manually enter a value, have been updated so that arrows on either side now make sensible adjustments to the number. The slider has also been made less sensitive to small misclicks.
Combo boxes (aka drop-down menus) will now close the menu when clicked a second time, as would be expected, without having to click off of them or selecting an option.
Text chat (default T and Y) has received a small visual update for legibility, and will now only allow the character limit (128 characters) to be input. It also has a new little slide-in animation.
Global text chat now includes a visual indicator for when the author of the message is a server admin or game host.
The Roster screen (Esc) also now includes indicators for admins or hosts, as applicable.
The Modding menus (mod lists in particular) have had a UI pass and should be a little nicer to use.
A lot of the pre-existing UI has had another design pass, as is customary: icons were added and updated, and various elements were tweaked for better contrast, alignments, legibility, flavor, and consistency across menus.
Gameplay changes
Mag check
Mag checks have been overhauled — the days of re-inserting a magazine that you know is empty are gone.
Hold the Reload key to keep the mag out as long as desired. While holding the Reload key, tap it once for a retention reload or double-tap to dump the old magazine.
High and Low Ready
Changing weapon positions can now be interrupted before the transition is complete. Players can also start firing before the weapon is fully in the Ready position (it only needs to be close enough).
Ladders
Ladders now require an interaction press (default F) to exit the ladder, to prevent accidentally presenting yourself as a target at the top (by triggering the climbing animation before you’re ready).
Ladders also have a bigger interaction radius now, so you don’t have to be as close before being able to start a climb.
Enemy AI options
Enemy counts can now be randomized “a little” or “a lot” in the quick mission modes (Terrorist Hunt, Defuse and Intel Retrieval) using a new mission setting on the Ops Board. Higher enemy counts will be randomized more than smaller counts, hence the non-numerically specific options. The 50 AI limit won’t be exceeded.
Day vs. night spawns for the enemy AI should also create further gameplay variation depending on the time of day.
Ballistics
Ballistics have received a moderate update: while most of it was under-the-hood, you should notice a bigger difference in bullet drop and travel time between different rounds at medium/long ranges.
Damage was also slightly modified in the process, but should be largely unchanged.
💡 Please note this is not our health and armor update yet!
Water and movement
Water volumes now impact player movement depending on how deep you are in the water.
Object interaction
Interactions with laptops (for Intel Retrieval and Uplink) have been improved, and a “magic hand” animation was added for such interactions.
New inventory items
The following items and skins have been added to GROUND BRANCH:
Primary weapons
New assault rifle: AK-103 Alpha
A modernized AKM with plenty of aftermarket accessory rails.
Ammunition: 7.62×39MM
Feed system: 30-round magazines
Fire modes: Semi / Full
New assault rifle: G36K Custom
A modified G36K carbine with accessory rails and a custom stock.
Ammunition: 5.56 NATO
Feed system: 30-round magazines
Fire modes: Semi / Full
New assault rifle: AUG A3
A modernized version of the classic bullpup assault rifle. The built-in scope is replaced with a “flat-top” accessory rail, and a small offset rail is also present on the right side.
Ammunition: 5.56 NATO
Feed system: 30-round magazines
Fire modes: Semi / Full
New assault rifle: LVAW
An AR-15-pattern carbine with an integrated suppressor firing subsonic .300 BLK rounds, this weapon was designed to take over the MP5SD‘s role. Its name is an acronym for Low Visibility Assault Weapon.
Ammunition: .300 BLK
Feed system: 30-round magazines
Fire modes: Semi / Full
New assault rifles: AS Val and ASM Val
These are integrally suppressed Soviet assault rifles firing subsonic rounds. In addition to the classic AS, the modernized ASM version (pictured) is available with accessory rails on top of the receiver and around the suppressor.
Ammunition: 9×39MM
Feed system: 10- or 20-round magazines
Fire modes: Semi / Full
New sniper rifle: VSS Vintorez and VSSM Vintorez
These are “sniper rifle” versions of the AS assault rifles (above) fitted with fixed, precision-oriented buttstocks. Similarly, the “M” version (pictured) is modernized with a new stock and accessory rails.
Ammunition: 9×39MM
Feed system: 10- or 20-round magazines
Fire modes: Semi / Full
Secondary weapons
New pistol: MK24 CAP
Seen here with the DBAL-PL, suppressor and 12-round magazine
This compact semi-automatic pistol firing .45 ACP rounds from 10- or 12-round magazines has been added to the armory.
Accessories and equipment
New pistol attachment: DBAL-PL
The DBAL-PL provides a combined spotlight and laser beam for pistols, both visible and infrared (IR); in accordance with the design of the real-life device, the laser and light can only be toggled in unison.
New scope: PSO-1M2-1
The PSO-1M2-1 is a version of the PSO-1M2 available only for the AS/VSS series of weapons with a specifically designed reticle.
New red dot sight: OKP-7
The original OKP-7 sight, which is mounted via side dovetail rail, is now available for AK platforms.
New red dot sight: Kobra EKP-8-02
A side-mounted version of the Kobra sight is now also available for AK platforms.
New red dot sight: MRO (Raised)
A version of the MRO with a raised mount is now available.
New IR strobe: MS2000
The MS2000 IR strobe makes a return (a new model for it is also on our list). It is functionally identical to the Manta model. Available in 3 pouch colors: Black, Tan and OD.
New equipment: M4 SLAM
The M4 SLAM explosive charge makes its first appearance in v1035, but for now only as a set-piece in the campaign mission demo (Main Menu › Operations). The charge is automatically carried into the mission, so there’s no need to add it to your loadout. Likewise, there is no need to equip a detonator.
To place the charge, find a suitable spot on either mission target — indicated by a glowing red mesh — and follow the prompts.
💡 If you choose manual detonation, make sure to trigger the explosion from a safe distance or spot!
💡 The M4 SLAM may eventually be made available as a motion-detecting vehicle mine or manually-detonated explosive.
New equipment: Chemlight
Chemlights are now available. They’re useful for marking positions and providing limited illumination.
To drop a chemlight on the ground, select it from Equipment (default 4) and press Fire/Throw (default Left Mouse Button).
💡 Your character will automatically spawn with 10 chemlights — there's no need to add them to your loadout.
💡 Chemlights will match the color of your current team element (Alpha, Bravo, Charlie or Delta).
Clothing and gear
New top: Softshell Jacket and Softshell Jacket (Hood)
The Softshell Jacket can now be selected for your Top slot. It comes in two versions — one regular and one with the hood exposed — and 4 different skins: Gray, OCP, AOR-1 and AOR-2.
Based on the second generation (aka Block I) of the “Level 5” softshell jacket that is part of the seven-layer Protective Combat Uniform (PCU) system, this item is a breathable, stretchable, water-repellant and windproof garment.
New masks: Balaclava A/B/C/D
The regular Balaclava (eyes exposed only) was remade and renamed Balaclava A.
We’ve also added variants Balaclava B (eyes and nose exposed) and Balaclava C (eyes, nose and mouth exposed), which are essentially different ways of wearing the same balaclava, as well as a separate “three-hole” model called Balaclava D.
💡 Balaclavas will hide your Facial Hair selection even if the mouth area is exposed. This will be addressed in a later update.
New pouches: 12x 12ga 00 Buck and 7.62 NATO (FMJ)
Pouches for loose cartridges — currently shotgun shells (12-gauge 00 buckshot) and M24 sniper rifle rounds (7.62 NATO) — can now be manually placed on your platform and belt.
This essentially fixes an issue in V1034 and earlier where ammo for these weapons could only be carried with the modular “Primary Ammo” pouch.
Skins
Various attachments have received a new FDE skin.
Vertical Grip B has a new Olive Drab skin (in addition to FDE).
The T-Shirt has a new GROUND BRANCH logo skin.
AOR-2 was added for Helmet (HC/Cover) and Helmet (AF/Cover).
New AOR-2 helmet skin and individual pouch skins
Enemy AI and assets
Hostile AI (and in relevant respects, also friendly AI) have had a number of tune-ups and other improvements and changes:
New AI behaviors and systems
AI may now throw frag grenades at players in some cases.
AI that feel under pressure may throw a smoke grenade to cover a retreat.
AI will now see and investigate flashlight beams and laser pointers (WIP).
AI can be blinded temporarily by flashlights pointed at their faces at close range (WIP).
AI have new idle animations, which can be explicitly selected for idle AI by a mission designer if desired. It is intended to expand the range of idle animations over time.
AI movement overall has had various tweaks and changes.
A widespread AI rout/flee will be initiated by certain game events, like covering fire from a helicopter during the campaign mission exfil sequence.
The AI patrol route system has had an overhaul, so patrolling AI should be more unpredictable and cover their routes more thoroughly.
Enemy AI spawn points now have optional day and night states, so some missions will have different distributions of enemy AI depending on the time of day.
A number of single player missions (including Compound, Depot and others) have been updated to incorporate these new day and night spawns. In Compound, for example, you are much less likely to see enemy AI patrolling fields during the night, and more likely to see idle enemy AI in houses. (There is a new “Sleep AI” state available, but it is not currently implemented. In the future, we envisage having AI sleeping in beds. At least until you start making some noise…)
The HVT (high-value target) in the mission demo is the first of a series of new AI archetypes — a type of AI with its own set of rules — which will populate missions for more variety and specialized behaviors from V1036 onwards.
New AI visuals and audio
Some existing factions (e.g. Russian PMC) have been adjusted and expanded with more kit variety, and whole new factions have been added, including Western PMC, Insurgent and Cartel. Some original factions (such as Riot) have been retained and tweaked for now, but may in due course be retired or replaced.
Idle animations were added to enemy AI, conferring a generally more natural feel before bullets start flying.
New enemy faction voice lines have been brought into the game. Currently we have a whole new set of lines for the new Cartel faction, and a new set of lines for the Russian PMC faction. These are in Mexican Spanish and in Russian, respectively, adding a little more authenticity and flavor to the game. (Other factions will receive their new voice lines in V1036.)
New and updated maps
V1035 features one entirely new map, one full map remake and a couple of significant map updates.
Ranch
Ranch makes its debut in V1035. The map is situated near the US border in Mexico, and is home to a notorious cartel leader.
The expansive estate includes a garage, stables and various other outbuildings, in addition to a sprawling house complex. It is a fairly large and open map, so move carefully!
💡 A whole new set of quick missions has been created for Ranch. PvP missions covering the whole map are tailored more towards full server loads (8v8). The map is a good fit for DTAS, since spawns should be relatively random, and most areas are well-covered from most other areas of the map.
Power Station
Power Station was remade from the ground up for V1035. Though the overall layout is fairly similar, it has been expanded considerably and offers more complexity.
The map is now set in the Libyan desert, with a ferocious civil war taking place in the distance. There are new outbuildings, lots more cover around the place, and a whole new cafeteria complex to explore and get sniped from.
💡 Power Station quick missions have been entirely redone for the updated map. Some new variants have been created.
Depot
Depot has had some changes in lots of places to make it fit in better with the narrative and gameplay of the new campaign mission, and also just to look nicer. You will now find military and camping equipment in various parts of the map — with a focus on the village and compound areas.
Small Town
Small Town has had a little face lift to add a little more character and variety to buildings. Foliage was also updated to offer a little less coverage and look more properly scaled.
It should otherwise play similarly, with the exception of a few new points of cover and concealment.
Art and visual updates
V1035 features a number of updates to art and visuals, from individual models to environments.
Updates to lighting, fog and other map-related changes
An art and optimization pass was done in several maps. Here are the main changes:
The “time span” system has had an update, whereby dawn and dusk extend much longer into the day, providing more satisfactory transitions into and out of night.
Fog in-scattering color and other properties have been added to the palette of environmental customizations for our level designers to use, leading to more characterful lighting. Depot, for example, has had a big lighting tweak.
Lots of assets and foliage have been updated with new models and materials.
New use of HLOD (hierarchical level of detail) optimizations in various maps to improve graphical performance.
Grass blades have been upgraded with more natural wind movement on Depot, Storage Facility, Ranch, Small Town and The Farm.
Updated inventory assets
A number of inventory items have been updated with new models, textures and/or art fixes.
Field Jacket — This new model replaces the old ACU Coat and its very unpopular popped collar with a more conventional style and upgraded texturing. It is available in all the same skins and styles as the previous model, with the addition of tucked-in variants.
AN/PVS-31A — The old dual-tube night vision goggles have been replaced with the more appropriate AN/PVS-31A. Functionality and versions (GP for green phosphor and WP for white phosphor) remain unchanged.
M110 and M110K1 — Both sniper rifles have received entirely new models and textures.
MK25 — This pistol has received a brand-new model and fresh high-res textures by Cody Cudmore (aka ParallaxGameStudios).
MK17 CQC and MK17 DMR — Another Cody creation, both rifles were upgraded with improved and higher-res texturing. Various shading issues and incorrect materials for the FDE magazine were fixed, and the DMR variant has also received a new aftermarket buttstock for variety.
UMP45 — New model and textures.
MPX SBR — New model and textures.
MP7A1 — New model and textures.
1P78 Kashtan — New model and textures.
OKP-7 (Rail) — New model and textures. We’ve added (Rail) to the name suffix to differentiate it from the new (AK-only) side-mounted OKP-7.
Kobra EKP-18-1 — New model and textures. See Inventory additions for new Kobra sight (EKP-8-02).
MRO — New model and textures.
Tac Light (X300) — New model and textures. Now also available in FDE skin.
Tech and VFX
The various new items of kit mentioned above have all had relevant particle effects created and implemented. In other developments:
The NVG system has had another tweak, and now IR lasers are finally visible through the AN/PVS-22 UNS night vision scope. IR illuminators are a work in progress — unfortunately they cannot be realized with the same method.
There are new effects for underwater grenade explosions and smoke.
The new campaign mission demo cutscenes also feature a variety of new special effects — no spoilers!
The Power Station remake includes a lot of new VFX assets for the distance effects.
Animations
Various animations have been updated and some new ones have been hooked up. Main changes include updated animations for the MP7A1,MP5 series, G3A3, UMP45, M110 / M110K1, PMM and AR-15-pattern rifles (M16A4, M4A1, MK18, HK416D and variants).
All new weapons and items (listed earlier) have of course also received new animations.
Miscellaneous animation updates
New mo-cap and other animations done — and some existing animations cleaned up — for enemy AI.
Mag-check-into-reload animations for all magazine-fed weapons.
Completed and/or polished ragdoll death animations for stand, crouch and prone positions.
Added missing shotgun animations.
Audio
The more significant changes in audio — not listed elsewhere — include:
Ranch has had a lot of work put in to set up environmental sound effects. This level of attention to detail will be rolled out across other maps in due course.
Depot has had an environmental sound overhaul, and new sound effects for the new cutscenes.
Walk footsteps should now be properly audible — previously the clothing rustle was the only sound playing.
Attenuation changes on all surface types for walk/run/sprint footsteps. This should make other enemies footsteps more present in the mix and fade out naturally instead of cutting off.
First person player footsteps have been lowered in the mix.
💡 There has been some backend work on the audio — for instance, to upgrade to a version of the Wwise middleware that no longer requires the manual pre-loading of sound banks.
Modding
The GROUND BRANCH Mod Kit has been updated for V1035 and is now in the hands of modders for testing, but there are some remaining issues that will need to be fixed in a point release.
In particular, things like custom magazines and custom ammo may not be fully functional at this point, but otherwise mods from V1034 should be good to go to be recreated in the new Mod Kit.
There are some new details that need to be handled to update mods and we do not have the documentation ready just yet, but we’ll be working on that shortly.
Some more modding and Mission Editor information for the enthusiasts:
There are no new modding types planned per se for V1035, as we will need to focus on getting the existing systems back up and running as they should. However, some groundwork has been laid in V1035 for more flexible systems for modding weapons and kit, and so on.
It is not intended that campaign missions will be moddable — not just yet, anyway. However, you can explore some of the new tools in the Mission Editor for campaigns. Click the Campaign tab at the top-right after starting the editor to view. The new mission objective system is relatively open-ended, and new objective types can be added using a single Lua script (and any in-game assets that may be needed).
New controls have been added to the server mod list menu to facilitate bulk operations such as adding all active local mods to the server list, and clearing a whole list. A new gameplay setting (in Modding) allows the local mod list to be used automatically as the server mod list in a listen server (the Host Game option).
The selection of AI loadouts and mission meshes have been overhauled with quicker picker dialogs. The range of mission meshes has been increased.
Modding menus have had a quality-of-life pass. There is, for example, a new gameplay setting to use local mod lists for listen servers, instead of having to make a separate server list (although that process is also streamlined).
Known issues
These are issues we were not able to fix yet, but that we considered not worth holding off the release for. They will hopefully be fixed in a point release relatively soon:
DX12 and DLSS + overlays may cause a crash-to-desktop (CTD) during gameplay (this is on NVIDIA 40-series graphics cards — use DX11 if experiencing multiple crashes).
Prone movement is currently limited to the “walk” crawl speed; fast crawling (default hold Shift) is currently not working.
The friendly AI and its control system are not fully iterated: AI teammates are known to not always react appropriately to their surroundings, get in the way of players, bunch up and so on.
Characters may be sent flying when killed, seemingly at random.
Dead characters may also replicate impact animations when living characters are hit.
The enemy AI’s detection of player lasers is a work-in-progress (WIP) and may have some rough edges.
Modded listen servers should now be joinable in-game without any issues (fixes big V1034 bug), but it may not work yet when joining from outside the game (aka a “cold start”).
Dynamic Take and Secure (DTAS) isn’t fully functional in that the flag model does not spawn in the flag carrier’s hand and can’t be manually placed; it should be fully functional otherwise.
Clicking the gear icon ⚙️ to customize a different item than your currently equipped one may apply the former item’s textures onto the new item.
Chemlights do not yet have the correct colors in PvP modes — the desired effect is blue and red (depending on the team).
Music will stop when the player enters the Admin Panel.
Multiplayer bots are currently broken.
Hostage Rescue is not available as it is still in the process of being converted to the new Gameplay Ability System (GAS).
Weapon mods and other asset mods made with the V1034 Mod Kit will likely not work until they can be updated with the V1035 Mod Kit. Missions, game modes and other non-asset mods may also need updating for V1035. In the future we might filter by build version, but in the meantime you can search for “V1035” tags in the Steam Workshop, or “1035” in the mod title/text.
The hammer of some pistols have an incorrect rotation applied, which may cause clipping with the body.
This has been Build Update #054!
Thank you for reading the release notes for V1035. And if you participated in the Community Test, have an extra “thank you” for your help getting this release out!
We hope you enjoy this release, and stay tuned for our point releases to wrap it all up nicely.
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