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Beyond The Wire News

Firefight Game Mode

Welcome Soldiers!


Our next update arriving this week brings with it a new game mode that is aimed at making server seeding easier and low populated servers more enjoyable. With this in mind our design team have created Firefight, a game mode that will pit two teams against each other in a small-scale battle similar to Frontlines.



Battling over a single sector, teams will need to advance on the area in order to locate the three objectives. Both sides will have 20 minutes to capture objectives and gain as many victory points as possible to determine the winner.



Players have the option to create Command, Infantry and Engineer sections in Firefight, with the smaller battles not requiring support from Artillery and HMG detachments. With this team setup, players will have closer engagements as infantry have the opportunity to move up to the front unhindered.



This brand new game mode arrives with version 0.12 and will make early games and low pop servers more enjoyable, by concentrating players in a smaller and more condensed frontline. Stay posted for Firefight to arrive later this week Soldiers - We'll see you in the trenches!

Early Preview: Renault FT-17

Welcome Soldiers!


[previewyoutube][/previewyoutube]

Tanks are still on the agenda and we have an early preview ready for the Renault FT! Following the Mark IV being shown on Combles, the team have worked to get the french-made Renault FT-17 up and running as well.



Equipped with a 37mm Putreaux Cannon and able to glide over trenches, the FT-17 will break through enemy lines with ease. Seen here operating around Chateau-Thierry, we loaded into the map to test the tank moving through undulating terrain and around the chateau grounds.




We recently had the opportunity during an internal playtest to run the Renault alongside some Infantry Support. While damage models are still being thought out, you can start to see how these machines will change the look of the battlefield when they arrive later this year.


Expect more footage of the Renault FT-17 before it arrives along with those important details on damage models. As always, stay posted Soldier!

Character Damage Model

Welcome Soldiers!


One of our recent updates made some changes to the damage model of player models in-game where we drilled down further on realistic shooting mechanics. One update included a new damage volume for the central nervous system of a character, meaning successful shots to this new area as well as headshots, cause high damage. With this change, we thought it would be good to identify this system with a quick graphic displaying the main damage volumes.



Aiming to continually improve the shooting mechanics as we move through Early Access, adding further depth to the damage model for characters is one part of how we deliver the realistic feeling we're aiming for. With a more in-depth system, our players are rewarded for landing accurate and deadly shots. Opening up the central nervous system to one-shot kills along with the headshot makes sense given the lethality of receiving a gunshot to these areas. While damage drop-off over distance will affect whether shots to the centre of mass are fatal, most engagements will see these shots drop the enemy. This system adds an additional layer to our realistic gunplay, which will continue to be a core part of the game.

Stay posted for further news on our summer updates, Soldier!

Hotfix 0.11.2 Released

Welcome Soldiers!


We have a small hotfix to release which addresses a number of issues on our maps and includes new gameplay layers. Check out the changelog below!


[h2]Maps[/h2]

[h3]Gameplay Layers[/h3]
  • Updated MapRotation.cfg for server owners
    Note for server administrators: Delete your old map rotation and update your server to ensure outdated map names don't cause your server to crash
  • Added Sechault Assault 1915 GER vs FR
  • Added Zonnebeke Assault 1914 GER vs FR
  • Added Ansoncourt Assault 1915 GER vs FR
  • Added Ansoncourt Frontlines 1915 FR vs GER
  • Changed attacking team on Cantigny Assault GERvsFR from French to German
  • Changed attacking team on Chateau-Thierry Assault GERvsFR from French to German


[h3]Cantigny[/h3]
  • Fixed large spools of barbed wire not being cuttable
  • Combles
  • Fixed floating trees at C2-2-8
  • Fixed grave collisions


[h3]Poelcapelle[/h3]
  • Added easier ways to get out of BEF spawn
  • Fixed deep craters across
  • Fixes exposed water planes
  • Fixed floating assets
  • Fixed missing corpses


[h3]Sechault[/h3]
  • Fixed exposed trench line edges
  • Fixed no Collision on Trench Wall at E3-4-5
  • Fixed pile of corpses missing textures


[h3]Zonnebeke[/h3]
  • Fixed static meshes clipping deeply through the roof of a trench foxhole at B2-5-4
  • Fixed a visible gap in the terrain at C3-7-3


[h2]Art[/h2]
  • Fixed melee weapons playing flesh bullet impact effects instead of melee impact effects.
  • Fixed issue with cannon muzzle smoke jittering
  • Fixed collision issues with earthen trenches on LOD3
  • Fixed ground decals projecting onto player models


[h2]Known issues[/h2]
  • Changing stance causes the camera to flicker
  • Rifle grenade explosions will sometimes not appear on certain surfaces. Damage should still apply
  • No. 20 Rifle Grenade equip animation not properly lined up
  • No. 20 Rifle Grenade uses placeholder sounds
  • Switching Audio quality in the options menu will cause a crash. Please restart the game to prevent that from happening.
  • AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions
  • VOIP widget role icon is not being displayed correctly
  • Damage radius of field cannons will sometimes cause players to not be killed immediately

Development Recap: May

Welcome Soldiers!


The development for Beyond The Wire is now fully engaged towards the next stretch of updates, and we have our latest recap to show exactly what work has been kicked off since Operation Two release. While a reduced number of devs worked to get small updates out to prepare for the free weekend, the rest of the team have started on this next phase of content for the game. Check out the progress below!

[h2]Canadian Expeditionary Force[/h2]


Infantry NCO Character Model
After finally revealing our roadmap recently, we can start sharing the work done for the faction so far! With a unique uniform arriving with this force, the art team have finalised the character models, which already look fantastic!



The CEF would never be complete without the iconic Ross MK III, and they will be arriving in Beyond The Wire wielding this famous rifle. Renowned for its accuracy for the times, we are sure our players will enjoy deploying with this firearm!


It wouldn't be right to leave without showing you the Smith & Wesson. The Hand Ejector 2nd model - modified for .455 Webley rounds will be one of the first weapons the Canadians will be equipped with when heading out Beyond The Wire.

 

The early stages of development are well underway for the debutant battle for the Canadians - Vimy Ridge. The level design team have pulled together the majority of the white boxing with the level taking shape with the unmistakable 'pimpled' ridgeline dominating the area.


Playtests on this new field of battle have already started internally to ensure the map delivers a truly unique experience. A new favourite map for many of the developers, we think the community will also love taking part in this battle!



[h2]Animations[/h2]

Animations for BTW are still being crafted as we introduce new weapons and polish existing animations. Both the Hotchkiss 1914 and Modele 75mm field canon are now rigged with full animations. We know you have been keeping an eye out for the French weapons, and they’re on the way!
[previewyoutube][/previewyoutube]


[h2]Customization and Progression[/h2]

Our last livestream showed some of the concept images for our new customization and progression system coming this summer. Showing here the proposed new main menu and how the new Headquarters sub-menu will look. While this system is currently being iterated on, we love the style already but you can expect the final version to be different!


This new system is taking substantial work on the front end, but the engineering team have also been working hard to ensure that the tracking of player actions and stats in-game ensure a stable framework for this new system, which will be bringing with it a brand new scoring system and end of round scoreboard! We will be going into detail with a dedicated blog on the progression system, so stay posted for that soon!


Another change coming with this overhaul will be an update to loadout icons. Aiming for a more fitting theme, our artists have designed these new icons for player roles which will look fantastic against the backdrop of our new menu!



[h2]Tanks[/h2]

That’s right, tanks will be entering the fray later this year as well, and work has begun in getting a working prototype inside the maps. While the work to implement such game-changing features will take some time, we have been excited to share what has been done so far!
[previewyoutube][/previewyoutube]

Showcasing a male Mk IV patrolling the fields of Combles reveals the progress so far, with independent track control to replicate the realistic movement as well as having a working, operable cannons. While the systems needed for damage models and penetration values are still to be built, having a running tank able to drop into our levels means we can begin the process of moulding the game and any existing maps for these new additions.

As always Soldier, stay posted for more articles as these new toys move closer to completion. In the meantime, we’ll see you in the trenches!