GROUND BRANCH
by BlackFoot Studios · 14 Aug, 2018
103 downloads
About the Game


In GROUND BRANCH, you will play as the elite paramilitary arm of the CIA's Special Activities Center/Special Operations Group (SAC/SOG) and lead other special operations forces through challenging deniable ops all over the globe. With deliberate, calculated and unforgiving gameplay, GROUND BRANCH aims to be the true rebirth of the tactical realism genre of the late '90s and early 2000s. Powered by Epic's Unreal Engine 4, GB puts the "tactical" back in "tactical shooter"—no compromises.
▶ TRUE FIRST PERSON
GROUND BRANCH's unique True First-Person System improves world immersion and awareness of your surroundings, providing zero disconnect between your view and your character's physical presence in the environment. See your foot sticking out of cover? Better tuck it in—enemies may be able to see it (and shoot it) too, but only if their line of sight and muzzle are verifiably unobstructed. Cameras are placed at the character's eyes and bullets originate from the weapon's muzzle. In GROUND BRANCH, what you see is what you get.
A minimal HUD with multiple optional elements ensures that vital information is available, but never a constant obstacle to either immersion or your field of view.
▶ UNPRECEDENTED CUSTOMIZATION

Say goodbye to pre-defined kits and fully customize your character and gear from basic appearance and outfit to in-depth vest and weapon platform customization, down to individual pouch and attachment placement. What you bring to your mission is determined only by your loadout choice, with realistic consequences: With the upcoming encumbrance and stamina system, too much equipment will impact your character's speed and performance; place a scope too forward on the rail and your sight picture will be too small; bring a long rifle into CQB and weapon collision may prove a hindrance.
Forget unlocks, microtransactions and loot boxes. Ground Branch operators get all the right tools for the job straight away—courtesy of the Agency.
▶ OPERATE, COOPERATE
Whether in 8-player co-op or 8v8 adversarial game modes, GROUND BRANCH's unforgiving gameplay makes careful and calculated teamwork essential. Gather your teammates and practice in full-featured training areas, including shooting ranges with dynamic targets and customizable killhouses. Integrated VOIP with both 3D positional voice and radio ensures full communication capabilities with no need for third-party software. Text chat and pre-recorded voice messages (commo rose-style) also available for the mic-less and the shy.
Prefer single-player? Missions with friendly A.I. and a full command system are fully planned.
▶ BE IN FULL CONTROL
In the tactical shooter realm, movement and weapon handling are king. Take full control of your character with standing, crouching and (soon!) prone stances—each with multiple movement speeds—as well as unique weapon postures (including low- and high-ready), leaning and stepping out, free-look (head movement independent from aim), customizable and optional free-aim (dead zone), dedicated mouse sensitivity sliders for point-shooting/unmagnified/magnified aiming, and all-around highly configurable key bindings.
You can also choose between speed reloads (drop magazine) and tactical reloads (retain current magazine) on the fly.
▶ ADDITIONAL FEATURES
☑️ = FULLY or PARTIALLY IMPLEMENTED
⏳ = PLANNED/UPCOMING
Missions
⏳ GROUND BRANCH's unique "campaign" format will deliver smaller, more localized sets of missions based around global hotspots, with a centralized intelligence interface to monitor them and receive new mission orders over time. The choices you make along the way may affect future engagements.
☑️ Based on unique environments all over the world, the non-linear mission and map designs offer multiple entry points and open-ended outcomes.
☑️ Enemies are spawned at mission start, with a degree of randomization to quantity and location. No "monster closets" or magic enemy spawns based on player location or mission progress.
Multiplayer
☑️ Ready Room: A physical multiplayer lobby where you can plan your approach, see your teammates' loadouts, test weapon configurations on a firing range and jointly select insertion points.
☑️ Full and 100% free dedicated server support. Host a server wherever you want!
☑️ Unit patches that can be attached to your character's sleeves and gear.
⏳ Full support for MP ladders.
☑️ After-action review (AAR) following each mission/round.
☑️ Server-side options.
Miscellaneous
⏳ Full mod support.
☑️ No item unlocking, hit markers, kill confirmations or score pop-ups.
⏳ Weapon bracing/supporting.
☑️ Varied arsenal: Multiple handguns, submachine guns, carbines, assault and battle rifles, machine guns, DMRs, sniper rifles and explosives to choose from, with selectable ammunition type (e.g. full metal jacket, hollow point or subsonic rounds, smoke grenade color etc.).
☑️ Map variation: In addition to day and night versions as well as weather variation, maps have small details that can change between rounds, such as doors and windows that may be open, closed or blocked.
☑️ Unlimited loadout save slots.
☑️ Item sharing/dropping/pickups.
☑️ Accurate ballistics with penetration, bullet drop and stopping power simulation.
⏳ No regenerating health or health packs: Administer first aid to non-lethal injuries for reduced combat effectiveness.
⏳ Location damage model: Expect visible injuries and consequences, such as limping, reduced arm function, and/or hits to stamina and accuracy. Players immobilized from a non-lethal injury can stay in the fight.
⏳ Carry teammates to safety to administer first aid—or to safely recover their ammo, gear, cargo or body if they are no longer alive.
☑️ Appropriate and realistic playable female characters.
☑️ Partial controller support (configurable).
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
This is a small patch to address various issues introduced in V1035.
Fixed T-posing after picking up a shotgun shell from the ground
Fixes for AI hearing, smoke, and flee logic
Their hearing has been restored, which fixes an issue with them not reacting to gunshots in some scenarios
AI will no longer freeze on the smoke logic tree which can cause an issue where they get stuck with a grenade out
Their morale meter has been tweaked to properly flee again when the morale is depleted
Updated navmesh for Creek and Tanker maps
Updated AI grenade cooldown period to be longer between grenades
Updated AI grenade logic to improve visibility trace prior to throw
Added DedicatedServer.bat back in, so new dedicated server installs should work
Skylight override has had a first pass to help restore the darkness underground in Storage Facility (further revisions will take place in the next major update)
Updated interaction radius of dropped firearms
Dropped sidearms (pistols) are no longer extremely difficult to pick up
Also fixes the extremely generous pick-up prompts for most primary weapons
Fixed issue with replication of doors on The Farm's shoothouse (online)
Fixed logic with Vote Kick command failing
Updated UI color widgets for teams to be more readable
Last week's patch V1035.2 released with more than a few issues, so we're addressing as many as possible in this hotfix.
UI/UX
Restored accessibility settings for Color Blindness Mode and Replace Key Reds With (Settings › Video › Advanced › Accessibility).
Fixed front-left rails on the M110K1's handguard having their slots flipped, causing attachments to mount inwards.
Restored ability to edit callsign in Lone Wolf.
Removed logic for "Use Standard" callsign, which used Team Elements as reference — feature was rarely unused and used Lua logic, so we opted to scrap it (at least for now).
Hooked up the F8 key shortcut to the Admin Panel again.
Updated the logic for the Hide HUD function while spectating (H key) to take into account whether the player was alive or dead and avoid an issue where the H key fails to hide HUD due to being tied to hand signals.
Various small changes to UI text, formatting and styles in Admin Panel elements (particularly Kit Restrictions and dialogs) to improve consistency and usability.
Fixed missing tooltip to Game Stats button (top Esc menu).
Added mention and tooltip for Check Watch ability in keybinds list (Settings › Controls) next to Freelook.
Gameplay and controls
Fixed issue where the Steady Aim (ADS) ability was tied to Focus Zoom (ADS). Now you can use these abilities separately again.
Fixed invalid state when picking up a shotgun shell or round that was ejected intentionally during a reload.
AI and enemies
Tweaked AI frag grenade ability: increased minimum throw range, which should reduce the frequency of grenades. (NOTE: A more complete solution is already in the works for V1036.)
Updated the smoke grenade ability to fix AI getting stuck due to an issue with the logic tree.
Updated the distance threshold for detection on bots to help with them running into players or not seeing them when they should.
Updated the US PMC voice lines to not use the radio filter.
Missions, game modes and multiplayer
Fixed issue where players would leave a match in progress on a server and it would fail to end the round if no one was playing it.
Updated all Intel Retrieval missions to ensure AI will not spawn near the player spawn points.
Updated Extraction Point to always show regardless of distance.
Updated the Ops Board (Ready Room) to allow players to click to spectate again.
Changes to Hostage Rescue requirements: now you only need 2 players on Red team and 1 player on Blue team to start the round. This should reduce the headache of starting a Hostage Rescue match if the teams suddenly change balance during a countdown or during the round start.
Removed bad spawns on City (Subway) and fixed issue with missing doors on that map.
Fixed issue where the voting timeout logic was being interpreted incorrectly, leading to timeouts upwards of an hour.
Just a quick update to fix up the in-game bug reporter and a handful of other minor issues.
Patch notes
Fixed in-game bug reporter (Report Bug screen) failing to submit
This was caused by a domain change in our bug tracker, which required the URL to be updated accordingly. Sorry, folks!
Added network logging to investigate potential server performance issues
Updated bomb location in northern container on Depot to be accessible in Defuse game mode
Fixed DLSS Super Resolution drop-down menu being duplicated when returning to the Settings menu
Updated UMP45's model and animation assets to fix iron sights
Have a great rest of the week!
Hey, everyone!
We have another V1035 hotfix for you, including fixes for City crashes and sound issues, Intel Retrieval bugs, and the "bum rush" feature (where the last remaining enemy AI rush the player in Terrorist Hunt) not working.
We have also added a new SVD variant, hooked up the AOR-2 pouches and more. Keep reading for the full scoop.
Patch notes
Gameplay
Put in a temporary workaround in Intel Retrieval to make laptops pick-upable without hacking (may have some alignment issues causing the laptop to appear in odd places near the expected placement, such as under a box instead of on it); other modes such as Uplink may still have issues (work in progress)
Improved equipment-switching logic relating to restoring the correct previously equipped left/right item when re-equipping (work in progress)
Fixed issues with Tablet raise ability sometimes not working
Improved controller-to-mouse input remapping for UI navigation
AI
Fixed up AI behavior for "bum rush" in Terrorist Hunt (TH) and "extraction mayhem" in Intel Retrieval (IR): after getting down to the last few terrorists in TH, and after taking the laptop in IR, all remaining enemy AI will once again swarm towards the players and/or extraction point (if applicable); the behavior remains a work in progress
Adjusted AI grenade usage: reduced frequency, increased verification distance, rebalanced smoke grenade usage, and added checks to avoid friendly fire
Tweaked AI logic to reduce passive behaviors and increase frontal engagement
Improved AI responsiveness and reduced hesitation when closing distance with enemies
Fixed AI sprinting sideways when engaging targets
Sound
Fixed crashing and other audio issues in City
Adjusted voice handling for AI room tones and Spatial Audio Volumes (SAVs)
Fixed HRTF channel configuration to restore expected audio playback
Improved volume behavior for grenade explosions
Fixed voice starvation and room tone playback inconsistencies
Inventory
Added SVD-90 sniper rifle: a variant of the classic SVD with black polymer furniture (the original SVD was renamed SVD-63)
Tweaked weight value for SVD-63 from 5.3 kg to 4.3 kg (the new SVD-90 variant is a little lighter: 4.0 kg)
Added AOR-2 skin to pouches
Radio pouch skins are now restricted to Black, Tan, Ranger Green and OCP to reflect real-life counterpart and highlight the pouch in most situations (this logic may be applied to other pouches in the future)
UI
Refined controller modifier tooltip messaging
Fixed interaction bugs relating to controller navigation and button modifier presentation
Extra validation added to Modding menus, and new prompts to suggest saving of server mod list if user navigates away
Updated SVD-63 icon with more consistent version created from more recent asset
Visuals
Improved support for matching pouches when changing platform skins
Updated Plate Carrier (MPC) skins:
All MOLLE sections now have the secondary skin color applied to them (where applicable, as some skins have camo applied to the MOLLE)
OCP now has the camo pattern also applied to MOLLE (instead of tan)
M81 now uses a more accurate color scheme, with olive drab as the secondary color (instead of tan) and camo no longer being applied to certain parts of the vest
MOLLE applied at an angle near armpit area now has the camo pattern follow that angle
Tweaked color of the stitching, bungee cord and snap fastener of some skins
Corrected visuals and collision on Box Truck asset
Eye material fix on dead SWAT characters
Modding
Fixed issue where listen server host (Host Game option) would not sync mods unless local mod list was enabled
Listen server hosts (Host Game) no longer send Inactive mods to clients, causing unnecessary mod subscriptions
Mutators menu now displays expected content on opening (rather than broken mutators)
Patch notes
General
- Fixed issue with player characters (and sometimes AI) not ragdolling properly after death, and instead freezing in place when killed
- Fixed destructing doors to only destroy attached actors that take damage or which are decal actors
- Rejigged internal stuff relating to Breaching Charge, M67 Frag, MK13 Flashbang, smoke grenades and the big bomb (Defuse game mode), so that the effects replicate properly to all clients on a server
- Fixed broken debug camera (Ctrl + Home)
- Fixed crash relating to audio occlusion
Gameplay
- Fixed Default Post-ADS Weapon Position setting (Settings › Gameplay › Combat) not applying correctly
- Campaign mission now tells you when AI teammates are killed
- Updated input action bindings for controller modifiers to set the consume input property to false (this allows the key bound to modifier to be bound to an action not bound to the player controller, while still being used as a modifier)
Inventory
- Fixed suppressor socket bug — all appropriate weapons should again be able to equip suppressors (sorry)
Audio
- Fixed Breaching Charge audio not playing (was only playing tail)
- Adjusted attenuations of multiple objects
- Switched spatialized sounds to audio objects to get better spatialization
- Removed superfluous random spatial sound from City audio
- Replaced spatial sound actor system with spatial audio volume tag system
- Fixed a few external volumes’ room tone not playing
UI
- Added proper icon for NVG Counterweight (formerly "Counterweight", which used the Headset icon)
- Updated GB skin for the T-Shirt: changed display name from "Ground Branch" to "GB Logo", and updated skin icon
- Reduced space between consecutive game messages (the ones that pop up centered at the lower half of the screen)
Visuals
- Server and client random animations synced properly
Modding
- Added GBBarrelComponent::SetVelocityModifier() to enable changing velocity modifier at runtime in barrel component blueprints; a value of 0.0 or less resets it
- Custom gameplay tags should now be packaged "in the clear" rather than in mod paks
Have a great rest of the week!
The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.
We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.
Patch notes
General and gameplay
- Improved controller input logic:
- Fixed Ctrl, Alt and Cmd modifiers being swapped around
- Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
- Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
- Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
- Fixed Ctrl, Alt and Cmd modifiers being swapped around
- Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
- Some general bug-fixes relating to characters dying
Maps
- City: patched some holes in the vault walls, and removed old UE4 default navmesh
- Compound: fixed a railing that could not be shot through
- Creek: blocked off edge of the map to stop players vaulting over the boundary
- Depot: increased draw distances of many large props, vehicles, rocks and containers
- Power Station: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
- Small Town: Fixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances
Inventory
- Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
- Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
- Updated OCP substitute/attachment skin priorities (tans first, greens later)
UI
- Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
- Updated Server Browser list columns:
- Tweaked column widths to fit longer map/mission names
- Improved alignments and clipping behaviors to prevent text overflow issues
- Changed Server is empty. string to No players. to save space and prevent clipping
- Tweaked column widths to fit longer map/mission names
- Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
- Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
- Build names should now correctly display the abbreviated names for belts
Audio
- Fixed LVAW missing mechanical audio layer
- Tweaked some voice lines
- Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
- Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
- Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
- Conversion settings updated for further optimization and to convert some stereo sounds to mono
Modding
- Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
- Updated MK23 test mod to use mod-specific gameplay tags
- Updated firearm customization screen to support numbered sockets for InvItem.Socket logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
- Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
- Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
- Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
- Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)
AI
- Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
- Reduced chance of retreat with smoke grenade occuring
- Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
- Miscellaneous AI bug fixes
Visuals
- SUV and pickup truck: disabled affect translucent lighting on the spotlights
- Updated Field Jacket assets to improve rolled sleeve effect (faded camo)
- Updated Plate Carrier (MPC) assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
- Color-corrected Battle Belt skins (AOR-1 and OCP) to darken excessively bright tan areas
- Hooked up missing muzzle effects for AS Val / VSS Vintorez family
Known issues (new to this release)
- Both the MK24 CAP and M1911A1 pistols are temporarily missing suppressor sockets
Enjoy the weekend, folks!
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
Have a good week, everyone!
We got things sorted out now, and your GROUND BRANCH dedicated servers should reinstall and run as expected.
- If you had problems, a simple reinstall of the server should be enough, and no settings need to be changed.
- If you didn't have any problems, you don't need to do anything.
We apologize for the inconvenience and for your temporary loss of GROUND BRANCH.
Today we're releasing Patch V1034.6 with a few important fixes, and at the same time we're also officially releasing the long-anticipated GROUND BRANCH Mod Kit: a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 editor.
Read on for more information on the Mod Kit and modding in general, or click here to scroll directly to the patch notes.
(If some of the information in this post looks familiar, that is because it is partly drawn from our last Build Update. We felt that it would be useful to have it all in the same place now that the Mod Kit is out, so here it is again!)
Table of contents
[expand type=details expanded=false]
- GROUND BRANCH Mod Kit now available!
- GROUND BRANCH Modding Wiki
- GROUND BRANCH Steam Workshop
- GROUND BRANCH Modding Wiki
- Patch notes
- And that's a wrap on Build Update #053 and V1034!
GROUND BRANCH Mod Kit now available!
The GROUND BRANCH Mod Kit is finally released! We are very grateful to Epic for providing support to get the Mod Kit up and running on their Epic Games Launcher.
Ready to start modding GROUND BRANCH? First step is to fire up your Epic Games Launcher (https://store.epicgames.com/en-US/download) and search for GROUND BRANCH Mod Kit in the store. When you find something like this, add and install it:
{STEAM_CLAN_IMAGE}/4016748/dd437280762daab2503b45666613bb31781d17ac.png
This will take a bit of time to install, but the SDK is not as large as others that you may be familiar with, as we have created a super-lean installation containing only what you need to make your mods.
💡 In V1034.6, we are focusing on weapon mods only, including magazines and suppressors. These are the only types of mods you can make in the SDK — or at least the only types that we are officially supporting for now. This is because we want to make sure that we get everything right before expanding support to other mod types.
When you launch the Mod Kit, you will be presented by a default editor view much like this:
{STEAM_CLAN_IMAGE}/4016748/8498f362150e7d09b95bcfc9a2a5717b248f259c.png
This is where the magic happens, mainly via these four new buttons:
{STEAM_CLAN_IMAGE}/4016748/41a313785d13d04462e865048dcc38fd0a7dce63.png
Now, it should be said that the SDK is intended for experienced modders who are already familiar with the Unreal Engine 4 editor. There are a plethora of tutorials and courses available online and for free if you wish to get up to speed on Unreal Engine 4.
👾 A good place to get help while modding is our Discord — more specifically, the #gb-modding channel.
Your fellow modders may also be able to assist you, but please bear in mind that we are not able to provide official support for general use of the Unreal Engine editor — though we will do our best to help people grapple with interfacing with specific GROUND BRANCH systems.
To this end, we have now provided…
The GROUND BRANCH Modding Wiki
Either click the Open Wiki button in the Mod Kit, or navigate to https://wiki.groundbranch.com/en/modding to view the GROUND BRANCH Modding Wiki. Here we have attempted to document the information that you will need on the GROUND BRANCH side to be able to create your new weapon mods. (However, as noted above, a working knowledge of the Unreal Engine 4 and editor is an essential prerequisite to using the Mod Kit.)
{STEAM_CLAN_IMAGE}/4016748/44d1f5456c1d6c2189d65158bc0394e1fea05a95.png
You will see that the Quick Create system, available since V1034.4, is documented in detail here.
The GROUND BRANCH Lua Library reference has now moved to the Wiki, at https://wiki.groundbranch.com/en/modding/lua-api. This is now the definitive version, and has already been updated for GROUND BRANCH V1034.5.
The GROUND BRANCH Mission Editor guide has also moved to the Wiki, at https://wiki.groundbranch.com/en/modding/mission-editor. Again, this is now the definitive version.
Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.
💘 We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup).
The GROUND BRANCH Steam Workshop
Our Steam Workshop opened up a couple updates ago, mostly for new Quick Create patch mods, but have also included weapon mods since V1034.5, when some lingering issues with respect to modded game modes, missions, localization and AI loadouts were also ironed out.
We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process. We hope you enjoy trying out their creations as much as we have.
🔧 Get moddin'
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
If you search for mods in the workshop using the Weapon tag, you will now find these and many more (including hopefully many more still to come). Have fun, y’all.
We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.
Patch notes
And now for details of the V1034.6 patch, which fixes a few lingering issues:
- We have a fix for mods not syncing properly when joining a listen server (the Host Game option). If accepting a game invite from outside GROUND BRANCH, you should now get the normal Mod Sync window before proceeding to join the game. If anything goes wrong and you are stuck in limbo, try accepting another invite or else press Esc to return to the main menu. Do let us know if you continue to experience difficulty with joining hosted games.
- Updated NVIDIA DLSS plugin to version 3.7. This new version should reduce ghosting artifacts when using DLSS (Settings › Video › NVIDIA® DLSS Super Resolution) and possibly fix crashes in older GPUs.
- Fixed pistol holster not automatically being re-equipped when a pistol is equipped in the Customize Operator screen. This issue prevented pistols from being holstered.
- As mentioned, the official GROUND BRANCH Mod Kit is now available via Epic Games Launcher with appropriate integrations into the game.
And that's a wrap on Build Update #053 and V1034!
Barring any big issues, we do not expect to release any further updates for GROUND BRANCH V1034. Turning to the next big update, V1035, we will continue our series of Intel Reports to keep you up to date on progress, and at some point (hopefully not too far into the future) the Community Test branch will open back up, with the main V1035 release in due course.
As always, thank you for your continued support and feedback. Enjoy modding and stay frosty!
Thank you for your patience as we have put together another point release for GROUND BRANCH V1034. So what do you get for your 0.1 increment?
Table of contents
[expand type=details expanded=false]
- Wasn't the Mod Kit supposed to release this update?
- Modding Wiki
- Steam Workshop
- In-game modding support
- So long and thanks for all the mods
- Patch notes
- And that's a wrap for Build Update #052!
Wasn't the Mod Kit supposed to release this update?
It was. Our plan was to release this patch alongside the official GROUND BRANCH Mod Kit — a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 (UE4) editor from Epic Games — which we're initially setting up to officially support weapon modding specifically (with other types of mods such as maps to be supported in the future as well).
Per a legal requirement from Epic, any SDK made in UE4 must be available from their store, and so we spent a good amount of time setting up a store presence for the GROUND BRANCH Mod Kit via their recent self-publishing tools, in anticipation of this release. However, a week or so after submitting it for review before publishing, Epic reached out and informed us that their self-publishing tools are not suited for publishing SDKs; as a result, the publishing will have to be done internally by their team.
Since we had already been sitting on the patch for about a week and don't have an estimate from Epic as to when it will be ready to publish, we decided we would release the patch now and push out the Mod Kit itself as soon as Epic is done setting us up. The good news is that plenty of weapon mods were created by a select few modders that helped us test the Mod Kit, and those will be made available immediately (more info on that in the next section).
Though official weapon modding is on hold, this update features a lot of modding changes and improvements, a host of bug fixes, and a few exciting new features to boot. See the full patch notes further below for more details on general changes, but read on if you're a modder, aspiring modder or modding afficionado as we'll first be taking a look at… modding.
Modding Wiki
The GROUND BRANCH Modding Wiki is now available at https://wiki.groundbranch.com/en/modding.
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Though the Mod Kit is not yet available, you may want to start familiarizing yourself with the necessary information for further modding down the road. Some notable highlights for the Wiki:
- You will see that the Quick Create system, available since V1034.4, is documented in detail.
- The GROUND BRANCH Lua Library reference has now moved to the Wiki, at https://wiki.groundbranch.com/en/modding/lua-api. This is now the definitive version, and has already been updated for GROUND BRANCH V1034.5.
- The GROUND BRANCH Mission Editor guide has also moved to the Wiki, at https://wiki.groundbranch.com/en/modding/mission-editor. Again, this is now the definitive version.
Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.
💘 We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup).
Steam Workshop
Our Steam Workshop opened up last update, mostly for new Quick Create patch mods, but will now include weapon mods created during the testing phase for the official Mod Kit. In V1034.5, some lingering issues were ironed out with respect to modded game modes, missions, localization and AI loadouts, so you should also see a wider range of game mode and mission mods in the Workshop soon.
We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process — which you will hopefully see appear on the GROUND BRANCH Workshop shortly. We hope you enjoy trying out their creations as much as we have.
🔧 Get moddin'
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
If you search for mods in the Workshop using the Weapon tag, you will now find these and more. Have fun, y’all.
We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.
In-game modding support
You will find the in-game Workshop search a little more functional than before, making it easier to find and explore mods in-game:
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Disabled mods are now actually disabled in Lone Wolf, and there is a new option in Settings › Gameplay to control whether or not mods are automatically enabled after auto-downloading when joining servers:
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The Quick Create modding menu has also had a small glow-up in V1034.5, with changelogs now being multi-line — in case you like writing changelogs as long as we do.
So long and thanks for all the mods
All good things come to an end, and so is true of Callum’s contract. We were lucky to have him as long as we did, but he leaves us now to pursue development of his own games full-time.
In the meantime, Callum has taken the Mod Kit from a concept to a finished product, unphased by the near total absence of documentation and official support from Epic.
Callum, we salute you! Good luck in your future projects.
🕹️ Are you a VR player? If so, check out Callum's game Space Docker VR and stay tuned for his upcoming projects!
Patch notes
🐞 Known issues
As ever, we remind you that GROUND BRANCH is an Early Access title, and bugs and incomplete features are to be expected in general. Nevertheless, we would draw your attention to some particular unresolved issues in version V1034.5:
- Dedicated servers may need to be rebooted a second time after adding mods to the mod list
- Intel Retrieval's "Extraction Mayhem": bots will not approach the laptop carrier as intended, but may freeze in place
- Note for game mode modders: AI in search mode will eventually cause the "too many UObjects" crash if no search location is specified
- Note for game mode and mission modders: AI set to Guard currently do not respect Guard Radius
- Dropped guns still float in the air
- City's helicopter animation does not work correctly in multiplayer
- Sprinting and then going prone retains sprint speed
- The gun shaking bug is still present (tough one to squash)
Maps
- Fixed cloth umbrella material in City so bullets properly pass through
- Hooked up Paintball minimap (was defaulting to Arena's)
- Removed a couple of folded tarps on top of Power Station area that were causing player collision issues
- Added a few navblockers to help AI on stairs in Power Station
- Added a few more navblockers to stairs in Small Town
- Miscellaneous fixes in response to user reports
Inventory
- New velcro patch: "Mod Crew"
- Fixed magazine placement for AK-105 series
- Fixed SA58 OSW locking open on empty without magazine
- Fixed Wz.88 having two magwells and two ejection components
- Added in .300 BLK cartridge type (both for modding and in anticipation of upcoming official weapons)
- Small adjustments to MK14 EBR iron sights for better alignment
- Fixed small overlap with HK416 magazines and receiver
Art and VFX
- Increased distance before the IR strobe effect culls out (stops rendering) from 50 meters to 800 meters
- Added proper 5.45×39 mm round asset and updated magazines to use it
Animation
- Updated MK14 EBR and SVD reload animation actions to make them call non-reactive reloads when bolt is forward
- Fixed some bad skin weighting on MK14 EBR charging handle
- Fixed safety lever on M9A3 not moving with slide
AI
- Navblocks (and mission objects using navblocks) now work with Kythera AI (albeit with significant delays when switching in larger maps)
- Updated AI noise reporting system to use AudioSignalRadius rather than Loudness, for both noise reporting and noise listener functions — using the rule of thumb that AudioSignalRadius = 42 × Loudness (dB) — allowing removal of Loudness from all related systems
- Adjusted LastShotLevel calculations in GBCharacter to now use LastShotRadius (for purpose of calculating player visibility modifier for AI)
Gameplay, systems and bug fixes
- Fixed "too many UObjects" crash in official Intel Retrieval missions (it is caused by setting AI to search mode but not specifying a search location)
⚠️ If you have created any modded game modes, please ensure they are not doing the same.
- Increased range of weapon lights and IR illuminators, and made light attenuation non-linear
- Tightened up Hostage Rescue volunteer selection a bit (was not properly handling selection from multiple volunteers)
- Updated FailSafe.kit to specify skin for pants and footwear
- Fixed issue where laptops may be invisible but colliding for new joiners to server
- Added an extra spectator state check in case other logic fails to remove the spectator camera modifier
- Updated kit write access logic so it will create a directory if missing, as well as attempt to clear read-only status of the directory and all kits within
- Updated kit conversion logic:
- Now also explains the need to backup or delete old files if "Quit" option is used
- Only updates and saves value of CheckedKitVersion if kits are fine or the "Convert" option is selected
- Now also explains the need to backup or delete old files if "Quit" option is used
- Temporarily disabled checking for or loading embedded AI loadouts in missions (doesn't play nice with newer mod stuff)
- Console key can now be rebound
- Fixed bug with colorblind settings not working/crashing
- Disabled bots in Deathmatch (not currently working anyway)
- Ops Board and Tablet: added extra test for whether an objective marker has team ID of 255 (otherwise would not display markers for all teams if marker team ID was set to 255)
- Added r.HZBOcclusion=True to DefaultEngine.ini to mitigate pop-in when turning corners and other situations where parts of the map don't render fast enough (medium- to lower-end hardware might experience a slight performance drop in some situations)
- Hard-coded view distance scale to 1.0 to stop the r.ViewDistanceScale hack
- Added logic to enable HUD when exiting spectator state if HUD is currently not shown
- Fixed casing impact blueprint not being destroyed after sound ends
- Shoothouse (The Farm):
- Timer should display correct time on dedicated servers
- Timer should start at 0 from the horn (no longer at the start of the initial beeps)
- Timer should display correct time on dedicated servers
Modding
- Moved mod mounting/unmounting into the Mod Sync UI pipeline
- Lone Wolf, Host Game and Training mission launches now carry out a mod sync
- Mod mount and unmount is now carried out before syncing/installing mods, and account is now taken of disabled mods when syncing (i.e. for Lone Wolf).
- Added bypass feature to Mod Sync UI, whereby UI will not pop up if (and only if) nothing is mounted, or unmounted, and no mods to sync
- Added option in Settings › Gameplay for whether to enable or disable mods locally if they have been auto-downloaded from servers (default is to disable)
- gamemode.FormatString() now localizes properly for mods (localization will likely be moved client-side in V1035), and fixed up a few other localization issues relating to mods
- Added support for PNG mod thumbnail files in Quick Create system, in addition to JPG (it won't complain if both are present but it will select the .png thumbnail in preference to .jpg)
- Changed single-line change notes field in Quick Create widget to a multi-line field
- Added new gamemode.GetTimeOfDay() Lua access function to let game modes know the current time
- Set GameMode ModID at very start of mission loading process (previously, mission objects such as AI Spawn Points were being initialized without the correct Mod ID set)
- Cleared up a few modding-related bugs with respect to AI loadouts and spawn points
- Various further bug fixes arising from lingering presence of Int32 ModIDs in old code internally (despite transition to UInt64 values for use with Steam Workshop); did not arise earlier because compiler was A-OK with implicit UInt64 › Int32 conversions 🤓
UI
- Minor style and formatting cleanup in modding-related widgets, including improved clipping for modding-related widgets to prevent long titles running over other elements, and increased the width for mod titles in these widgets (reduced width for author and type columns)
- Fixed bug where submitting server mod list via Modding › Server Mods menu did not work (only worked via Admin menu)
- Mod lists: sorting per tab/column now works
- Mod selector widget: text and tag search now working (results are limited to first 50 or so)
- Mod Sync dialog:
- Created animation for downloading status; style changes to colors, font sizes, progress bar and others
- Added hide-able dialog warning for user to confirm whether to download new mods to join a server
- Created animation for downloading status; style changes to colors, font sizes, progress bar and others
- Added formatting (spaces between words) to Workshop mod tags in mod selector and mod viewer widgets
- Customize Operator screen:
- New mod visibility drop-down: can be set to show all items (including mods), show mods only, or hide mods
- Updated how the current item is displayed in the list when selecting for better visibility: added pulse effect (animation), changed border style to solid; also some minor copy/format edits.
- Fixed background not changing from yellow to white when a custom item is cleared from the item slot
- Added label to modded attachments in the item customization screen
- New mod visibility drop-down: can be set to show all items (including mods), show mods only, or hide mods
- Patches dialog: fixed bug with "?" persisting if a broken patch was replaced by a working one
- Added scroll box to Mission Parameters pop-up (Ops Board settings) to prevent too many game mode options from breaking the layout (will be renamed the Bob Broke It Scroll Box in honor of our modding community)
- Added new default mod thumbnail for Quick Create system
- Fixed manual text entry in spin box widgets (the little menu boxes you can drag left and right but also manually input a value) so that it is now clamped to min/max and updates slider position accordingly; was an issue for the NVG overlay scale setting, for example
- Stopped repeated lists of mission settings in Voting menu
- Minor cleanup and style pass on Inventory Bar
- Changed mod widgets to use decimal kB, MB and GB (e.g. 1 MB = 1,000 kB) rather than power-of-two (1 MB = 1,024 kB) to match Steam's usage
- Updated Credits screen
- Removed "Pre-Access" from watermark
And that's a wrap for Build Update #052!
Notwithstanding any showstoppers in today's release, the fraction of our team still working on modding support-related tasks will join the rest of the team in V1035 development — which also means our Intel Reports will be returning shortly after a long break.
Stay tuned for the Mod Kit release (hopefully soon!), and as always, thank you for your continued support. We'll see you next time!
Patch V1034.4 is now available. As we get modding ready, more fixes and improvements piled up which make no sense holding back — so we're getting them out there. Also we can't stand receiving bug reports for the rotated MK46 suppressor anymore (that may or may not be the real reason).
While it downloads and installs, please take a moment to read the patch notes below — that should help you figure out what changed, what to be on the lookout for and what to report.
📢 IMPORTANT NOTICE to server owners re: rubber-banding
We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.
👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours. The default timer has been changed to 3 hours.
Patch notes
Known issues
- We are aware of an issue where hiding your HUD while spectating will stay on-screen when you return to the game when resurrecting or returning to the Ready Room (RR); to work around this issue, go to Spectator Mode (F6) and toggle the HUD on again (default H)
- Another issue happens after you dive (sprint and then go prone); upon standing back up and starting to move, your character will automatically sprint
Servers
- Changed minimum number of hours for scheduled server restart to 3 (given rubber-banding issues, we recommend a low value), and values lower than this now default to 3 rather than 24
AI
- Increased difficulty for Veteran AI: generally raised detection scale (sight and hearing), reaction speed and aiming
- Fixed AI being unable to reload the M24 rifle
Audio
- Fixed missing M24 suppressed sound
- Fixed missing sound for MK14 EBR reload
- Fixed call-to-prayer (Compound) not ending after leaving map
- Fixed various instances of bad acoustic portals in all maps
Inventory and general assets
- Fixed rotated suppressor on MK46 ⭐
- Added non-standard reticle color feature to allow PSO-1M2 scope to use previous yellow/orange color
- Fixed AK-105 and AK-74M not being able to take a suppressor
- Fixed missing suppressor for M110K1
- Fixed Galil ARM not ejecting shells
- Tweaked old corrugated metal sheet model to look a bit less dark
Maps and missions
- Slightly reduced bloom (WIP)
- Considerable update to Compound to improve AI navigation:
- Adjustments to main house interior
- Increased overall size of stairwell
- Removed a few small rooms that didn't contribute to gameplay much
- Reduced size of bathrooms
- Adjustments to size of most rooms to accommodate larger stairwell
- Collision updates
- Tidied up placement of small props to improve navigation
- Fixed up audio volumes
- Increased max yaw of most doors
- Adjustments to main house interior
- Collision and miscellaneous pass on 747 and Compound missions (after Compound main building remodelled by Will)
- More navmesh cleanup in Power Station, Run Down and Storage Facility
- Fixed player collision issue on Depot rocks near helipad area
- Fixed some mesh culling on Depot
- Removed debug AI movement test actor from Storage Facility (red sphere)
- Changed default climate to use default weather (and not fully clear/cloudless weather)
- Fixed some bugs with the mission tag validator
- Updated Ready Room (RR) signage: font, text size, padding and copy
- Fixed one of the name plates going missing from one of the RR lockers
Game modes
- Fixed hostage bag not being removed when the hostage is released in Hostage Rescue (HR)
- Tentative fix for tap-leading causing hostage to keep being led in HR
Modding
- Fixed mods (especially Quick Create mods) being given wrong file size
- Updated Quick Create mod menu to offer to convert missions
- Fixed up Quick Create mod menu a bit: changing staged mod now updates mod contents section, and GetModPath now uses current settings rather than defaults
- A lot of under-the-hood work to support modding officially (soon!)
- Fixed mod-based game mode validators not running
Mission Editor
- Fixed up validation widget to work with modded game modes and validators
- Mission editor script picker causes script name in editor to update when changed
- Changed behavior of Save and Save As… to no longer save to game directory — no build will overwrite modded missions; users are now prompted to use Save As…, which now saves to StagedMod folder by default
Gameplay and settings
- Fixed bad camera mode in Spectator Mode
- Changed default Lean Roll setting to 5 (from 0)
- Re-enabled NVG Overlay Scale option (Settings › Video)
- Possible fix for the ol' shaky weapon bug
- Reduced impact of leaning on stamina and arm strength (should allow leaning for 2–3 minutes before depleting either)
- Changed lean, run and sprint spam thresholds (now harder to spam)
- Various changes to ensure that stamina and weapon sway values are correctly applied and reset under various circumstances
- Breaching Charge updated to more reliably cause injury to AI and players behind the door when breached
- Rebalanced autoexposure for NVG and naked eye (will make things look darker at night and will make moon phase and appearance more definitive for illumination levels for NVG and naked eye at night)
- Spectator camera now remembers the last camera style, so it won't keep resetting to headcam when switching through players and starting/stopping spectator mode
- Raised texture size on scope render target to slightly mitigate blocky sights
General UI
- Updated rail slots to fix issues where dots that are further away appear over the top of dots that are closer
- Added Censored Patch feature: individual mod patches can now be hidden entirely from your game by clicking the 🚫 icon in the top-right of an entry
- Fixed Randomize Objectives button not being selectable
- Updated HUD widget to ensure player names do not linger when leaving/entering Ready Room
- Improved Ops Board's insertion points to be more responsive to clicks and more accurately play animations, as well as prevent sound effect spam when hovering
- Updated insertion point widget nodes to give some of its visuals back (much softer shadow)
- Updated appearance and copy of pop-up hints, and cleaned up the slide-/fade-out animation
- Reduce pop-up hint on-screen duration from 20 to 10 seconds
- Added key shortcut icons to dialog buttons (Enter = OK/Yes; Esc = Cancel/No) — the shortcuts themselves already worked before, so this is only a visual indication!
- Fixed first person camera not being available in Spectator Mode
- It should now also be possible to toggle between headcam and regular first person camera using C key when fixed to first person
- Changed UK spelling in Color Blindness setting labels (Settings › Video) to US spelling
- Updated text in various tooltips for consistency, spelling and clarity
- Updated various Modding and Admin Panel menus to use consistent button and scrollbar visuals
- Made patch detail/button gray out if patch visibility setting prevents modded patch being viewed
- Added "?" icon for the case where a patch is set but doesn't load (so it doesn't look like an unset patch)
- Updated DLSS 3 (Frame Generation) tooltip to include notice about FPS counters not reporting the "correct" framerate (NVIDIA Overlay will report the final framerate)
- Other general cleanup
Miscellaneous
- Fixed crash related to ToggleDebugCamera command
- The usual massive amount of under-the-hood changes and fixes
Edited May 24th @ 5:42pm UTC to correct the omission of the new Lean Roll (POV) feature — now listed under the Gameplay and animations section.
Happy Thursday, everyone!
Patch V1034.3 is now available. While it downloads and installs, please take a moment to read the patch notes below — that should help you figure out what changed, what to be on the lookout for and what to report.
📢 IMPORTANT NOTICE to server owners re: rubber-banding
We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.
👉 As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.
General notice
In preparation for the official release of modding via Steam Workshop and the GROUND BRANCH SDK in the near future, we undertook a major reorganization of game assets and code. This has taken a lot of time and work, and though we have put most of it back together, there are still a few unresolved bugs out there — most noticeably visual issues (e.g. ghosting) relating to rendering and overlays.
We also had a lot of important fixes (and a lot of AI changes) that we couldn't wait any longer to tackle. Of course, any big change to the code base always has knock-on effects, so please bear with us while we hunt down and squish any remaining issues relating to the code rework.
Patch notes
AI
As promised, we have spent a lot of time in V1034.3 giving the AI behavior a new iteration. Most of this is Chris bug-fixing and evolving AI behavior to be more plausible and consistent with player expectation, as well as more noticeable variations between difficulty levels.
However, we have also spent some time going over the existing maps to AI-proof staircases and other trouble areas, and otherwise to improve the interface between AI and level geometry. Some AI audio issues have been fixed, but some remain. In more detail, AI has had the following changes:
- AI difficulty settings have been updated
- Adjusted Untrained and Trained to compensate for better hearing
- Untrained AI are generally easier to fight
- Changed aiming bone for Untrained AI so they are less likely to headshot the player
- Adjusted difficulty settings and reaction time for Veteran AI
- Veteran AI are now more reactive to footsteps than other difficulties and are more likely to engage faster
- Adjusted Untrained and Trained to compensate for better hearing
- Updated doors to allow for Kythera navlink override position, which removes the need for some of the old door bits and bobs
- Adjusted auto-firing timings (duration and firing pause) for full auto when the AI is very close, to accommodate recent balancing changes
- Updated behavior for Guard AI when investigating noises: they will now walk a short distance (guard radius), multiple times, then return to their current guard point
- Distance and target point varies based on noise loudness and distance
- Loud noise up to 10 m away: will walk directly to the noise
- Up to 25 m away: will walk a short distance towards target
- Above 25 m: will just look in the direction (distances are subject to change upon further testing)
- Loud noise up to 10 m away: will walk directly to the noise
- Prevented AI from crouching when engaging up close (minimum distance of 25 m is required)
- AI logic has been updated in relation to aiming and tracking targets; AI will no longer fire into the direction where footsteps are coming from
- Adjusted how the AI reacts to losing sight of targets; this is now different for Veteran AI than for others
- Added new variable AddedMissDeviation to AI settings which prevents Untrained and Trained AI reaching 100% shot accuracy even after a long period of time
- Exposed skill level to behavior tree to enable different behavior patterns based on skill level
- Added more switches between High and Low Ready weapon positions, especially when following GoTo command, to reduce issues with getting stuck on edges
- Adjusted how AI approaches near targets (e.g. gunshots close by):
- Will approach more deliberately
- Veteran AI will approach faster (more likely to sprint) than other difficulties
- Adjusted searching for previously known targets:
- Patrol AI are now more likely to approach faster
- Guard AI will still hold back and not engage very far
- Added MissTarget threshold (for first shot to miss) to AI settings, adjusted settings for different AI difficulties
- Reduced angle which AI scans when they hear a gunshot, will now look more closely towards the source of the noise
- Updated parameters for advance towards target (NoCoverAdvance) to always have a minimum distance of 2 m, so that the AI doesn't get too close
- Updated fallback spatial query for NoCoverAdvance to move away from target (in case we are too close) and enforce a minimum distance; prefers greater distances now
- Updated .bot files: removed bad magwell names; removed country patch flags, missing or otherwise; removed bad pouch attach point names
AI bug fixes
- Fixed reaction time variable being ignored in close proximity when AI would move towards the player
- Fixed prone and crouch not resetting on AI when it loses sight of target for a brief period of time
- Fixed AI shooting each other, now doing a check whether another AI is in front of them before firing
- Fixed incorrect rotation for AI after engaging an enemy at a different height level
- Fixed an issue where aim miss deviation was calculated incorrectly for Untrained AI
- Fixed an issue where aim values were not being applied properly based on skill level
- Fixed AI characters being rotated in weird angles
Gameplay and animations
- New Video setting: Lean Roll (POV)
- Allows tweaking how much to roll the camera when leaning left/right (0 = no roll; 10 = camera fully rolls along with character animation)
- Currently available under Settings › Video › Camera
- Allows tweaking how much to roll the camera when leaning left/right (0 = no roll; 10 = camera fully rolls along with character animation)
- New anti-cheat measures:
- Disabled some cheaty console variables
- Metadata for stamina and sway variables removed from config files
- Night vision overlay is one and the same with the post-process effect now, making it harder to remove
- Disabled some cheaty console variables
- Another attempt to fix the “gun shake” bug (commonly appeared after sprinting)
- Re-enabled collision between dead bodies
UI
- The Main Menu has received a beauty pass
- Cleaned up and did a minor style pass on all pop-up hints
- Created new pop-up hints:
- No NVG equipped — for when players try to activate NVG without having any equipped on their character
- NVG proximity blur — to alert players that the NVG’s fixed focal range make them difficult to use with most sights
- Fallback patches — to instruct players that any custom (modded) patches equipped require a fallback stock patch selection to display to players that choose not to see modded patches
- No NVG equipped — for when players try to activate NVG without having any equipped on their character
- Cleaned up teamkill warning: added support for handling multiple teamkill victims at a time; resets names if detects a player a second time
- Updated Customize Patches dialog:
- Style consistency and update pass
- Added hint for custom (modded) patch visibility
- Added tag and tooltip to specify custom patches
- Style consistency and update pass
- Created Patch Visibility setting under Settings › Gameplay: this allows players to determine the visibility of other players’ custom patches online
- Minor visual update to radial menus (partial, WIP)
- Various small visual and text tweaks to a lot of UI elements for better appearance and consistency
💡 When using the new Patch Visibility settings, please bear in mind that your preferences will not be updated on other players until you restart the level, leave or enter the ready room, or reconnect. There may be a few other quirks with this system that we will hopefully iron out in V1034.4.
Modding
- Modding menu now opens on the first tab by default
- New tab under Modding: the Quick Create menu allows simple (non-asset) mod types to be easily created and uploaded to the Steam Workshop
🛑 Although the Workshop is not yet public, mods can already be uploaded to it via the Quick Create menu, and installed via Local Mods and Server Mods (as long as the Mod ID is known).
💡 There may also be some unresolved kinks in the mod sync system, especially if you cancel a download mid-update or spam subscribe and unsubscribe requests, and so on. We are not kink-shamers, but we will nevertheless look to eradicate these issues in V1034.4. Usually the game needs to be restarted after a brief pause to make sure your modding settings are up to date regarding Steam Workshop downloads and housekeeping.
Maps
- Updated Ready Room signage to static lightboxes
- Re-enabled volumetric fog in Small Town, Compound, Rig and Storage Facility
- General cleanup and addition of blockers to navmeshes for better AI navigation
- Rebuilt navmesh on all maps
- Fixed tree coming through wall in Run Down
- Removed glass shards with bad material from Run Down
- Replaced foliage in Run Down due to poor collision setup with existing meshes
- Fixed "double pane" glass in City that was showing incorrect bullet holes when shot out
- Fixed floating sign on generator in 747
- Fixed some navigation and collision issues in 747 (stairs in main building and in lower level of aircraft)
Game modes
- Fixed bad laptop under stairs in City (Intel Retrieval)
Inventory
- Fixed NVG Head Mount not having any NVG mounted by default
Known issues
- Attachment points are sometimes incorrectly highlighted in the Customize Operator screen (e.g. visible attachment point is gray, and attachment point on opposite side of the rail is white); only happens when accessing the customization screen via Main Meu
- Ability to equip anything while on the ladder (players can draw their primary, secondary, and items like grenades)
- Toggling NVG on/off while prone may require multiple attempts
- [Spectator Mode] Headcam feed text will appear in other camera modes (fixed next update)
🐞 Hostage Rescue remains in a provisional state. Technically it is more fixed up now in terms of functionality, but there are some lingering issues with the sacks persisting on the hostage after they are released (but the hostage can see OK) and some lingering/broken UI prompts afterwards. Please bear with us, and hopefully it will be back to full fighting fitness in V1034.4.
Current Release
22285733
Uploaded Apr 24, 2026
System Requirements
How to Install
GroundBranch.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
39.1 GB
22285733
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