GROUND BRANCH · published · build 18394448
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.
To celebrate the launch of V1035, GROUND BRANCH will be on sale with a 10% discount for 1 week. Enjoy!
https://store.steampowered.com/app/16900/GROUND_BRANCH/
Without further ado, let's go over the release notes for V1035.
💡 For a more comprehensive and technical list of changes since V1034, see the patch notes for CT Update #01, CT Update #02 and CT Update #03.
⛔ WARNING: Outdated Mods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.
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).
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.
Watch on YouTube
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).
💡 Magazines and belt boxes can no longer be removed from weapons in the customization screen — only replaced with different options.
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.
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 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 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 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 volumes now impact player movement depending on how deep you are in the water.
Interactions with laptops (for Intel Retrieval and Uplink) have been improved, and a “magic hand” animation was added for such interactions.
The following items and skins have been added to GROUND BRANCH:

A modernized AKM with plenty of aftermarket accessory rails.
Ammunition: 7.62×39MM
Feed system: 30-round magazines
Fire modes: Semi / Full

A modified G36K carbine with accessory rails and a custom stock.
Ammunition: 5.56 NATO
Feed system: 30-round magazines
Fire modes: Semi / Full

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

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

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

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

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.
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.
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.
The original OKP-7 sight, which is mounted via side dovetail rail, is now available for AK platforms.
A side-mounted version of the Kobra sight is now also available for AK platforms.
A version of the MRO with a raised mount is now available.
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.
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.

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).

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.

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.
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.

New AOR-2 helmet skin and individual pouch skins
Hostile AI (and in relevant respects, also friendly AI) have had a number of tune-ups and other improvements and changes:
V1035 features one entirely new map, one full map remake and a couple of significant map updates.

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 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 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 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.
V1035 features a number of updates to art and visuals, from individual models to environments.

An art and optimization pass was done in several maps. Here are the main changes:
A number of inventory items have been updated with new models, textures and/or art fixes.

The various new items of kit mentioned above have all had relevant particle effects created and implemented. In other developments:
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.
The more significant changes in audio — not listed elsewhere — include:
💡 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.
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:
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:
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.