With the opening of the official store page new crowd funded pre-order build updates will be posted here along with a more detailed post on the Ground Branch website:
http://www.groundbranch.com/2018/06/a-new-build-oh-my/
Lots going on with Ground Branch these days and as we get ready for Early Access we will be releasing more frequent builds to get the most testing possible. So build 1020 for client and server is available now and include a lot of bug fixes and quality of life changes that should make the overall Ground Branch experience smoother and more enjoyable.
If your game does not start
There may be various reasons your game doesn’t start, but one known issue depends on the OS version you are running.
If you are running a version of Windows other than Windows 10 and cannot start the game, please delete the 3 *.dll files located here:
\steamapps\common\Ground Branch\GroundBranch\Binaries\Win64
Experiencing In-Game control/Inventory issues
If you are experiencing in-game control and/or kit item/weapon issues please delete all the files in this folder:
\Users\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor
If you do not see your AppData folder then it is hidden. To unhide the folder open File Explorer and select View along the top, then make sure the Hidden Items box is checked. Now you should be able to see your AppData folder.
Update Highlights
-New 416 Shorty(11" barrel)
-New Mk18 Mod1
-We are trying out a simple and unobtrusive grenade arc. Its not something we like personally, but was something a few players wanted to try. We’ll see how it goes…
-Stacked inventory drop downs and inventory quick change. Items are no longer listed individually in the inventory. For example….Instead of seeing 4 grenade entries there is one but with a 4x identifier. The ability for quick change was also added by simply tapping the inventory key you want to switch to and you will equip the first item in that category. If you want to choose a specific item in a category then hold the button for a second and the drop down menu will appear.
-Weapon pickup now more reliable. If you currently have a weapon equiped and pick one up, the newly picked up weapon will be slung on your shoulder and will be available for use in your inventory. Picked up ammo will be added to your dump pouch and be available for use if you have a compatible weapon. Be aware though as you can pick up empty magazines that will then go into your rotation. So look before you grab something off the ground!
- Ammo limitations are now in so you get only what you take into a mission or can pickup. No more unlimited ammo!
-A basic first pass implementation of Terrorist Hunt has been added to Storage Facility. Its hard!
-747 map is coming along. If you want to see it type ‘open 747’ from the console
-A.I. Improvements
- AI can now shoot and move at the same time.
- AI will now run to cover, to get LOS of sight etc.
- AI will now move and look around randomly when set to Guard/Idle
FIXES
* FIXED holo sight reticle issues
* V3 multiple reticles
* Both generally not lining up with shot
* fixed head & gloves not being changeable in character editor.
* fixed skin swatch not being valid if switching from appearance asset with no skins to appearance asset with skins.
* FIXED bad rock hit effect that didn't have proper transparency setup
* FIXED falling through ground on Small Town near basement door
* FIXED missing illuminesent stripe on top of ACOG 4x32
* FIXED time limit crash caused if no maplist is defined (oops)
* fixed crash (I hope) due to bad component being accessed by particle collisoins on client/in stand alone game.
* fixed name of player missing when following in spectator mode
* fixed death overlay appearing during map change
* fixed not being able to use items after map change
* fixed spawning in RR when entering spectator mode for the first time
* fixed freecam spectator mode controls not working
* adjusting speed with mouse wheel now works
* moving up/down with space/c now works.
* FIXED incorrect scale on PMII_5-25x scope LODs
* fixed issue with selecting/using breaching charges
* FIXED missing illuminesent stripe on top of ACOG 4x32
* fixed insertion point to auto-selection in GBServerManagement::HandleToPlayArea()
* fixed chat overlay preventing player from clicking on spectator/rr buttons
* fixed inconsistent insertion point selection in RR caused by selecting an insertion point while game is already in progress (I hope).
* fixed possible nones in next BTXXX_XXX classses.
* FIXED misspelling of Flecktarn in customization screens
* FIXED grenades hitting invisible wall in RR shooting range
* FIXED missing collision on drywall walls in PowerStation map
* FIXED M4 block II muzzle devise(suppressor) location not correct
* FIXED M4 Block II magazine placement
* fixed slight horizontal offset on AK side mount for on the SKEL_AK74
* fixed AK side mount for on the SKEL_AKS-74u being way too far back to the rear of the mesh.
* fixed references to 'none' BP_AN_PEQ_Master & BP_IRStrobe when in character editor.
* fixed possible usage of missing GBInstigator or GBInstigator->Controller in BP_Grenade_Master
* fixed dropped binoculars not removing binocular overlay or making hands visible again.
* fxied inventory switching issue caused by non-replicated inventory list.
* inventory list now replicated to owner only
* requiring fixing several C++ classes and Blueprints that were hoping to access the non-owned inventory list on the client
* fixed slight offset on BP_1P78_Kastan_Scope.
* fixed scale being set on BP_PSO_1M2Scope.
* fixed BP_optical_PMII_5_25x not rendering due to odd scale on scene capture component.
* fixed bad default setup for BP_BodyArmour, BP_LBT_6094 & BP_TacticalVest.
* fixed rail attachments "walking" up the rail as they were if loaded and saved multiple times due to rounding errors.
* fixed BP_ModularAmmoPouch_Master based pouches spawned wrong replacement pouch if replicated when character is missing appropriate firearm.
* fixed skin swatch display for appearances and items in character editor.
* fixed character restrictions not limiting access to appearances/items that had no skins
* fixed magazines encoding non-external magzine components as there 'well'
* fixed platforms not applying skin to child pouches immediately
* FIXED Sunglasses clipping head mesh
* FIXED bad b_Item_Right location in A_Unarmed_X animations.
* FIXED incorrect scaling on 416 AR
* FIXED 416 iron sights scaling to match new 416 scale
* FIXED incorrect scaling on STANAG and Poly 556 mags
*fixed editor complaining about references in WBP_PickupFirearm
* FIXED improperly scaled M16
* fixed charging handle and bolt not being animated during MP5 reload.
* fixed hand not moving with pump duing pump action reload (temp fix - needs work)
* fixed incorrect collision box on dropped magazines.
* fixed GBFirearm PreEncode() check calling DefaultSetup() instead of just adding a magazine.
* fixed BP_MPX_SBR, BP_MP7A2, BP_M24 & BP_SDASS_Martial being used without a valid sight of some kind.
* fixed AI getting stuck in infinite reload cycle when out of ammo.
* fixed crash in RBAnimationModified_FootPrep is trying to use without FootMarkerChannel name set.
* FIXED Tanker Ship AI getting into non playable area inside above Galley area
* FIXED incorrect front sight alignment on M16
* FIXED Arms going through sleeves of Undershirt
* FIXED LBT-6094 going through some torso meshes around chest area
* FIXED bad material assigned to Tan goggles
* FIXED optic positioning on rail
* HoloSight
* Reflex Large
* V3_HoloGraphic
* RedDot Pro
ACOG 4x32 and 6x48
* FIXED scale on STANAG and PolyMag magazines
* FIXED bad alpha channel causing "squares" in one of the metal hit effects
* FIXED IRStrobe not working (Hopefully)
* FIXED Some bad collision on Storage Facility cave walls
