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Hotfix: 0.13.11806 Released!

[h2]Welcome Soldiers![/h2]
Our latest hotfix is out and aims to resolve various stability, performance, gameplay and visual issues since the 0.13 release.

[h3]Gameplay[/h3]
Changes

  • Rally Point Refactor: Rally Points are now called Spawn Points in-game.

    • Spawn Points visuals were updated to include a large flag and are now easier to locate
    • No longer destroyed by enemies who walk near. Previously they were destroyed once an enemy was within a certain proximity to them.
    • Added contextual interaction, enemy players can now destroy them by interacting with the rally point object itself (holding the “F” key by default)
    • Added damage check so that rally points can also be destroyed by explosives (cannot be destroyed by friendly fire)

  • Removed smoke grenades from recruit roles
  • Reduced movement speed in barbed wire from 95 to 35. It should now be quicker in most cases to cut barbed wire than move through it
  • Reduced MOA spread on MG-08 emplacement from 50 to 30
  • Reduced MOA spread on Vickers HMGs from 50 to 30
  • Removed ability to lock sections and prevent other players from joining them. Since the number of sections that can be created is finite, this was done to avoid trolling where a few players could create multiple locked sections to prevent large amounts of players on their team from being able to join and access better roles. Players can still kick players from their section if they’d like to make a private section with others.
Fixes

  • Fix for Stosstrupp SL being unable to select their MP-18 loadout
  • Attempted fix for ADS sensitivity issues


[h3]Factions[/h3]
Fixes

  • Renamed Newfoundland Regiment display name to “Newfoundland Regiment” instead of “Newfoundland Regiment Detachment” to prevent text spilling on certain resolutions
  • Renamed Jaeger regiment display name to Jäger-Regiment


[h3]Maps[/h3]

  • Updated Chateau Thierry Assault and Frontlines layers’ layout and capture points
  • Updated Combles Assault and Frontlines layers’ layout and capture points
  • Updated Poelcappelle Assault and Frontlines layers’ layout and capture points
  • Updated Poelcappelle Assault CEF vs GER to have Germans attacking (renamed to GER vs CEF)


[h3]UI[/h3]

  • Fix for Combat Record not displaying any statistics
  • Fix M1895 “Potato Digger” having the incorrect name on HUD
  • Fix section list referring to “Squads”
  • Updated wording on the radial menu
  • Renamed Rally Point to Spawn Point
  • Removed Commander Field Telephone score from the personal stats screen


[h3]Known issues[/h3]

  • AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround

    • 1. Open following file: C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini
      If the file doesn’t exist, create it.
      2. Add following lines at the end:
      [/script/engine.audiosettings] bDisableMasterEQ=True

  • Players will crash when disconnecting from or losing connection to a server
  • Assault capture points can sometimes not be captured, even if the objective shows up on the HUD. If you hear the ticking noise, capturing is successfully progressing
  • Ansoncourt Day: Underground Bunkers look overly bright in distant areas
  • Changing Sensitivity Settings will break when joining a server or switching map while having sensitivity multipliers enabled
  • Combat Record / Personal statistics do currently not display the scores correctly
  • Damage radius of field cannons will sometimes cause players to not be killed immediately
  • Deploying LMG bipods on walls while prone can lead to players teleporting under the map
  • Infantry section members will see a SL ability icon in the bottom left screen
  • No. 20 Rifle Grenade uses placeholder sounds
  • Personal awards are not granted correctly
  • Players can get stuck within joining the process of joining a server
  • Audio input settings will be reset after two restarts. Please ensure your microphone is set as Default Communications Device in Windows.
  • Some CPUs can have degraded performance when Hyperthreading/SMT is active
  • Some surfaces do not show impact effects. Damage should still apply
  • Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
  • VOIP widget role icon is not being displayed correctly


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Hotfix: 0.13.11596 Released!

Welcome Soldiers!


Our latest hotfix is out and aims to resolve various stability, performance, gameplay and visual issues since the 0.13 release.

[h2]Gameplay[/h2]

[h3]Changes[/h3]

- Added alternate Rifleman role with Berthier 1907/15 to early war French team infantry sections
- Added alternate Rifleman role with Ross Mk. III to Canadian late war infantry sections
- Changed CEF recon role's side arm from Colt 1917 to Webley Mk VI
- Decreased suppression scores from 15 to 5
- Increased Section Leader teamwork , Section Leader spawn, and Rally Point scores from 1 to 5
- Reduced Madsen magazine from 30 rounds to 25 rounds, increased max mags from 6 to 7
- Reduced max time per objective on assault from 20 minutes to 16.5 minutes (15 minutes + 1.5 minute prep phase)
- Reduced recoil of the RSC 1917
- Removed ammo boxes from Signaller roles
- Increased ammunition from 30 to 40 for all pistols
- Removed reload UI audio feedback
- Removed smoke grenades from rifleman roles
- Unified naming of Berthier 1907/15 rifle across French and Harlem Hellfighter roles

Updated various loadouts

- Section Leader 01: Revolver, Frag Grenade, Smoke Grenade
- Section Leader 02: Semi-Automatic Pistol (or Revolver depending on faction), 2x Frag Grenade, Smoke Grenade
- Section Leader 02: Rifle, Sidearm, Frag Grenade, Smoke Grenade
- Light Machine Gunner: Primary weapon, Pistol, Melee Weapon (no longer has grenade)
- Signaller: Removed ammo bag
- Medic 01: Rifle, Smoke Grenade, Medic Bag
- Medic 02: Pistol, Smoke Grenade, Medic bag
- Commander 01: Revolver, Frag Grenade
- Commander 02: Semi-Automatic Pistol (or Revolver depending on faction), 2x Frag Grenade

[h3]Fixes[/h3]

- Fixed Harlem Hellfighter roles with Berthier rifles only rearming 3 magazines instead of 10 on Rally Point/Section Leader spawn

[h2]Factions[/h2]

[h3]New[/h3]

- Added Newfoundland Regiment detachment to BEF on Poelcappelle layers
- Added Stoßtruppen section to German Empire on Zonnebeke, Chateau-Thierry and Cantigny

[h3]Fixes[/h3]

- Added missing medic and Signaller armbands for early war BEF
- Added missing medic armbands for early war FR
- Adjusted the HHF belt to better contour the tunic
- Removed redundant medical decal from the medic roles
- Fixed naming issue for weapons on CEF Officer late war and Recon leader late war

[h2]Maps[/h2]

[h3]Fixes[/h3]

- Adjusted playable area sizes on Ansoncourt, Chateau-Thierry, Combles, Frise, Poelcappelle and Vimy Ridge to be within blocking zones
- Added out-of-bounds volume to fix exploits on Vimy Ridge
- Fixed Frise river ending abruptly
- Fixed collision size in asset causing collision issues in Ansoncourt
- Fixed Sechault capture zone sizes
- Fixed various issues on Vimy Ridge
- Fixed Vimy Ridge firefight using full team template
- Fixing bad spawn points on Vimy Ridge Frontlines
- Fixed CEF Shooting Range loading HHF
- Fixed floating cliff faces on Vieil Armand
- Fixed missing ravine outside of the map on Vieil Armand

[h2]Art[/h2]

- Optimized forest trenches

[h2]UI[/h2]

- Fixed icon for password protected servers not updating
- Fixed misaligned scoreboard columns
- Fixed Chinese characters not being displayed correctly where new font is in use
- Fixed passworded servers not displaying the lock icon correctly
- Fixed not being able to favorite a server

[h2]Optimization / General Fixes[/h2]

- Fixed various server and client crashes
- Optimized trench assets on Ansoncourt and Zonnebeke
- Added missing LODs for Late War FR character equipment

[h2]Known issues[/h2]

- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround

1. Open following file:

C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini

If the file doesn't exist, create it.
2. Add following lines at the end:
[/script/engine.audiosettings] bDisableMasterEQ=True
[Audio] bDisableMasterEQ=True

- Ansoncourt Day: Looking through Binoculars can be overly bright
- Ansoncourt underground bunkers have lighting issues
- Assault capture points can sometimes not be captured, even if the objective shows up on the HUD. If you hear the ticking noise, capturing is successfully progressing
- Changing Sensitivity Settings will break when joining a server or switching map and having Sensitivity Multipliers toggled on
- Soldier Sensitivity Scaling settings will not apply to every weapon where it may be expected
- Combat Record / Personal statistics do currently not display the scores correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately
- Deploying LMG bipods on walls while prone can lead to players teleporting under the map
- Infantry section members will see a SL ability icon in the bottom left screen
- M1895 “Potato Digger” is called M1985 “Potato Digger”
- No. 20 Rifle Grenade uses placeholder sounds
- Personal awards are not granted correctly
- Players can get stuck within joining the process of joining a server
- Saving the microphone will be reset after two restarts
- Shooting Range for CEF vs GER loads HHF vs GER instead
- Some CPUs can have degraded performance when Hyperthreading/SMT is active
- Some surfaces do not show impact effects. Damage should still apply
- Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
- VOIP widget role icon is not being displayed correctly

October Developer Q&A

Welcome Soldiers!


At the end of October our development team sat down to speak with the community through Discord’s Stage Night feature about Beyond The Wire’s journey up to now. Part of the event included a submission of community questions which we have gathered here for everyone to read through.

Q: Why did you name your team Redstone?
A: The name was inspired by the red-coloured sand found on the beaches of Brazil, where our creative director grew up.

Q: We have seen that the aim is to diversify the gameplay with planes and tanks – Why do you not feel that cavalry could be included on this list? It offers a potential widening of the map types and arguably more contribution to the primary gameplay on the ground than planes. What is the end-game vision?
A: The production effort for a working cavalry model is outside the scope of our team size.

Q: Is it a consideration to rework the rifles and sidearms to offer some difference in what they offer beyond ammunition capacity? Currently, with the exception of the Lebel which bolts fast and reloads slowly, they all bolt and achieve nearly the same rounds per minute which puts the British Empire factions in an unusual position when they do not have specialist trench clearing equipment/close quarters equipment. As an example, the SMLE should bolt faster, this can be compensated with a slower reload for ten rounds.
A: In the Operation III update there will be the first iteration of different characteristics which we plan to explore further with future updates.

Q: What was/is the motivation behind BTW?
A: To deliver an authentic, realistic WW1 atmosphere paired with a tactical and rewarding FPS experience.

Q: Have you considered how early you will go for maps, for example the battle of the frontiers, which may cause a different pace due to the different tactics
A: Yes, meeting engagements would be ideal but it’ll require quite a bit of production effort to get there so we can’t guarantee when that’ll be.

Q: What are some possible ways you’re looking to expand the commander role?
A: We’re looking at various call-in options for the commander such as aircraft support and additional off-map artillery options

Q: When’s the next soundtrack?
A: The second volume of our OST will be available in 2022

Q: Will music get a bigger role in the future to create a more dramatic scene or just mainmenu only? Red Orchestra 2 for example did a good job in building-up the music throughout the match.
A: Music will continue to be a large part of the Beyond The Wire experience. We introduced some new atmospheric music during rounds in update 0.13 which will be expanded on over future updates.

Q: Is the interior of the Chateau in Chateau-Thierry going to be added?
A: The plan is to make a portion of the Chateau interior playable.

Q: Can we expect to see Austria-Hungary and Russia?
A: Austria-Hungary will be releasing as a new faction before full release.

Q: Will there be death animations added or updated gore/ragdolls?
A: It’s planned but requires a lot of production effort so can’t guarantee when that will be.

Q: Will there be any logistic aspects added to the game?
A: Potentially but not immediately planned.

Q: When will there be a big optimization of the game?
A: Yes. Optimization is a major factor of game development and will be part of early access priorities. Once all our major systems and content is in the game we can apply full effort to this area.

Q: How do you plan on making the weapons and customization diverse enough to be interesting while still staying at least more than semi historically accurate?
A: The player will have a ‘preset’ slot that will represent different years of the war, certain cosmetic items will only be available for certain years. There’s still a decent amount of customization that can happen while respecting what year a uniform or equipment piece would have been widely used or available.

Q: Any plans to add a naval battles in future?
A: No

Q: Instead having the Scottish as sub faction, could we have them as a customization?
A: No, in order to maintain uniformity and historical authenticity in terms of the soldiers that are present on a team during a round of gameplay, any group of soldiers that has a reasonably large difference in terms of uniform or equipment will be relegated to a sub-faction.

Q: How do you foresee the multiplayer campaign system functioning? Will it involve a transition from early to late war map layers as the campaign progresses?
A: Multiplayer campaign has been shelved but yes, it was planned to transition from early war to late war.

Q: Will flamethrowers be operated by one or two people? How will they fit into the current squad system? Will you make sure to keep the range of it as far as it should be?
A: Flamethrowers will be operated by one player. Range and ammo will be dictated by gameplay needs and balance and authenticity will be secondary.


Q: Are we going to have heavy siege howitzers? like the BL 9.2 inch heavy siege howitzer or the Mörser 10 or 16?
A: Unlikely, heavier artillery will continue to be represented by commander off-map support abilities.

Q: What motivated the decision to change the bandaging and digging system
A: We noticed accessibility issues with new players accessing inventory items. Actions such as bandaging, wire cutting and building were streamlined to increase accessibility for players new to the genre

Q: There is Counter Strike logic with how you run faster with your melee out. Could you explain the reason for such a decision?
A: The reason this exists in this game and others is so that if you’re approaching a player with a melee weapon and they are moving away from you, you are able to catch up with them. If you are both constantly moving at the same speed, it results in long chases which makes it more likely the melee-user will be killed before they’re able to reach their target.

Q: When will we get bots in the game?
A: Our most recent roadmap shows our plan to introduce bot support at full release (1.0)

Q: What are you future plans to market the game?
A: We work alongside valve to coordinate marketing efforts on steam for each update. Beyond these in-app promotions we will be ramping up advertisement and promotion when the game comes closer to completion. Free weekends, sales and sponsored promotion marketing will all be explored

Q: Can we expect having another addition to melee combat as in weapon bashing (smacking enemies with the rifle buttstock)?
A: It’s been planned since prior to release but requires a decent amount of production effort so can’t guarantee when this will happen.

Q: We went from having a defined amount of bandages to being infinite?
A: It isn’t meaningful to limit them in our game since the pace is much quicker and there isn’t any kind of logistics system.

Q: Are there any PVE modes planned?
A: We have a gamemode planned that will include AI waves for players to defend against

Q: Any chance for getting a next gen console version?
A: There’s currently no plans to develop BTW for next gen consoles however we see that the game would make a great console game. Perhaps a future endeavor!

Q: Is there any chance the game will upgrade to UE5?
A: The development team would love to move to UE5 and there had been some preliminary research into the engine. However UE5 is still relatively new and more time is needed before we can confirm if the upgrade is possible.

Q: Are other Entente gas masks coming?
A: Yes

Q: When planes are added, is there going to be air to air combat only or is there going to be air to ground as well?
A: We’re expecting to offer flying capability for air-to-air combat as well as air-to-ground game modes.

Q: What about other vehicles like armored cars and trucks?
A: Yes.

Q: Are you going to implement vote kicking in servers?
A: We have a prototype “Vote Kick” system arriving with update 0.13 which will be developed further over the following updates.

Q: Would you be more likely to add a German subfaction before a different central power faction?
A: Sub-factions for the German Empire are planned with the Jager regiments arriving in the next update.

Q: What was the hardest part about developing the customization system? Will it only get harder as more factions are released? Will sub factions have unique customization options or will they use equipment from their parent country?
A: Getting to grips with the sheer scale of the customization system has been the most difficult part with the system differentiating by faction and year. Initially only major powers will have customization options, customization for sub-factions will come over time and only if they have a variety of diverse enough uniforms/equipment to warrant customization.

Q: Will you ever add body dragging like in Squad? If not, why?
A: It’s been planned since before release but can’t guarantee when it will happen due to resource limitation.

Q: How widely are you planning to introduce flamethrowers. By this I mean will there be multiple flamethower models for each faction and different types of flamtehrowers like portable and stationary
A: Flamethrowers will be portable, they will exist as an option for teams that historically used them widely.

Q: What sort of tanks will be added, I’m guessing a Light and Heavy class for each nation? For example the FT17 and Saint Chamond for France, Whippet tank and Mark tanks for Britain and the Leichter Kampfwagen II and A7V for Germany I’m guessing?
A: Tanks and vehicles that are historically authentic will be available for the relevant teams but gameplay needs and balance may supercede authenticity in some cases.

Q: Have you considered the possibility for battles not directly related to WW1 but still happened in the WW1 timeframe
A: Yes.

Q: Will you be able to spawn tanks in the shooting range?
A: Yes.

Q: I would like to know what is the sourcing process for historical references and material like, easy or hard? Do you have historical advisors like professors etc? Has Discord or Reddit been any help for this? Where do you usually get your inspiration for future content?
A: Yes, we use historical advisors who usually have a network of material or additional human sources to draw from. It hasn’t been easy as a lot of specific information from world war 1 is lost or obfuscated. Some of our historical advisors have come from our Discord community.

Q: How was it for you guys making those epic trailers? And how did you do it? do you have special teams working on them?
A: Making the trailers is one of the best parts! We employ and collaborate with a cinematographer to create the trailer concept before supporting them with art and tools to use in-engine. From here the cinematographer captures any scripted scenes or any live gameplay. We also include original music from our music composer.

Q: Are we gonna have like a christmas update? Something like the 1914 christmas truce?
A: Offering time-limited events such as christmas truce is something we will take part in down the line but the team is currently concentrating on developing the content and systems for 1.0.

Q: Are there plans to make all the window models be broken?
A: The plan is to make the window glass destructible.

Q: Will you be buffing barbed wire to make it more of an obstacle? If not, why?
A: Yes we’ve been looking at ways to tweak barbed wire to make them more useful/impactful on the battlefield.

Q: Will we get different handling and other characteristics for the different pieces of field artillery?
A: It’s unlikely handling characteristics will be drastically different unless we discover a way to make it meaningful while still being fair or balanced.

Q: And will we see different shells for the field artillery such as gas, smoke and shrapnel?
A: It’s planned but due to resource limitations we can’t guarantee when that will be.

Q: Will voicelines be added for other things, such as healing, reviving, being shot, being suppressed, friendlies dying around you, being healed, etc.?
A: Our voiceline system will be expanded on however we don’t plan on pairing every character action with a voiceline

Q: Will the early war maps be updated with proper early war uniforms?
A: Yes

Stay posted for upcoming news and articles on Beyond The Wire. See you in the trenches!

Update: v0.13 Released!

Welcome Soldiers!


After many hours of development, investigation and testing our latest expansion is ready for release! Operation III: Canada’s 100 Days will introduce new factions and fields of battle for them to fight over. Building on the character equipment of the BEF, the CEF brings new additional, unique weaponry.

This content expansion will include 2 new maps with additional gameplay layers to existing maps.

[h2]Gameplay[/h2]
[h3]New[/h3]
- Added new suppression system
- Added music to the deployment screen
- Added commander telephones to all spawn points
- Added new scoring system (work in progress)
Individual Player Score
- Objective Score
- Objective Captures
- Objective Defense
- Objective Offense
- Teamplay Score
- Ability Score
- Ammo supplied
- Revives
- Healing
- Construction
- Section Cohesion
Combat Score
- Incapacitations
- Kills
- Deaths
- Kill/Death Ratio
- Longest Shot
- Headshots
- Longest Kill Streak
- Melee Kills
- Melee Blocks
- Support Weapon Kills
- Grenade Kills
Section Score
- Section Cohesion
- Objective Captures
- Objective Defenses
[h3]Changes[/h3]
Assault
- Added auto scaling capture point sizes to assault capture points
- Reduced the amount of main spawn groups on most assault layers from 2 to 1
- Increased the distance between spawn groups and the active capture point on assault layers to roughly 200m
- Adjusted assault game mode times for new capture points
- Reduced capture points on most Assault layers to one
- Reduced staging phase time on assault from 180 seconds to 120 seconds
- Added automatic spawn point selection (should default to section leader or rally if available, main spawn group if not)
- Adjusted commander’s off-map support ability costs:
- Artillery 150 to 250
- Chlorine Gas 125 to 120
- Smoke 100 to 80
- Added Karabiner 98 AZ to Rifleman 02 role for German Empire
- Added RSC 1917 to Rifleman 02 role for French Republic (Late War)
- Added spawn auto-selection system in Firefight
- Adjusted assault game mode times for new capture points
- Adjusted SL kit unlock order, first SL kit variant is a revolver, second SL kit variant (unlocked at 3 players in section) is a semi-auto pistol (or revolver with extra grenade depending on faction), third SL kit variant (unlocked at 6 players in section) is bolt-action rifle
- Adjusted unlock requirements for assault & grenadier – melee assault available with 3 player in section, alternate assault kit available with 6 players in section – grenadier role available with 6 players in section (down from 8)
- Disabled weapon overheating for heavy machine guns. It never triggered but was running in the background.
- Enabled the option to bolt during a sprint
- Increased exhausted penalty modifier from 0.75 to 0.85 (reduces the severity of being exhausted)
- Increased global horizontal sway from .25 to .65
- Increased global vertical sway from .25 to .45
- Increased ground friction from 3 to 8
- Increased hurt stamina regen rate from 8 to 10
- Increased max walk speed crouch from 180 to 200
- Increased max walk speed prone from 88 to 100
- Increased stamina drain from focus aim from 16 to 27.5
- Increased visibility of muzzle flashes
- Reduced the amount of Command Points that are given for objective capture on Frontlines and Firefight
- Reduced damage multiplier on upper arm and upper thigh body parts from 1.0 to 0.9 to mitigate the number of one-hit kills
- Removed camera rotation while leaning
- Reduced max walk speed from 323 to 300 for all roles except:
- Light Machinegunner role max walk speed reduced to 280
- Assault role max walk speed unchanged at 323
- Reduced stamina penalty for sprinting in all stances from 16 to 14
- Removed firearms from Assault 01 role
- Removed Signaller role phone deployable, updated role text for Signaller and commander role
- Replaced frag grenades with smoke grenades on Rifleman kits
- Unified the naming convention of engineer detachment to be Engineer, Sapper, and Engineer Officer
[h3]Fixes[/h3]
- Fixed HMG triggering suppression on friendly soldiers
- Fixed being able to bolt a manual weapon while using a bayonet
- Fixed melee from hitting unintended collision objects
- Fixed iron sights not being lined up correctly for emplaced machine guns
- Fixed section leader spawn not being created if the leader is alive when the section is created
- Fix Commander Telephones from disappearing when a player creates/leaves a section

[h2]Factions[/h2]

[h3]New[/h3]
- Added Early and Late War variants of Canadian Expeditionary Forces
- Added Early War variant for German Empire, British Expeditionary Force, French Republic
- Added the first iteration of Jäger Regiment (available on Vieil Armand)
- Updated various character models to include new equipment pieces for added variation and authenticity
[h3]Changes[/h3]
- Added voice lines for section leader orders and call outs to all factions
- Added situational voice lines, like throwing grenades or putting on a gas mask to all factions
- Unified faction acronyms across gameplay layers AEF, BEF, CEF, HHF, GER, FR

[h2]Weapons[/h2]

[h3]New[/h3]
- 2nd Model Hand Ejector
- BAR M1918
- Berthier 1907/15
- Hotchkiss 1914
- Karabiner 98 AZ
- M1895 “Potato Digger”
- Modele 1897 75mm cannon
- MP-18
- Ross Rifle Mk. III
- Ross Rifle Mk. III Sniper Variant
[h3]Changes[/h3]
- Added interpolated / smooth motion for emplaced weapons when not aiming down sights
- Added slight deviation to ADS with LMGs
- Adjusted bipod rotation to no longer allow players to hover over the ground
- Adjusted bipod values so they are easier to deploy on uneven terrain
- Improved Enfield 1917 animations
- Improved Feldkanone 96 animations
- Improved Lange Pistole 08 ADS fire animation
- Improved line of sight offset for all rifles
- Improved Madsen M1905 animations
- Improved MG 08 animations
- Improved QF-13 animations
- Improved Vickers 1915 animations
- Improved Vickers Mk I animations
- Increased bolting animation speed for Lebel 1886 APX by 15% to bring it to the same standard as other weapons
- Increased damage of M1916 Karabinergranate
- Reduced hip fire deviation on Lange P08
- Reduced recoil for Colt 1911
- Reduced recoil for Lange Pistole 08
- Reduced recoil for Pistole 08
- Removed ADS zoom from light machine guns
- Removed line of sight offset for equipable items, pistols and grenades
[h3]Fixes[/h3]
- Fixed 1911 hammer position during reload dry animation
- Fixed Barbed Wire being destroyed by anything other than wire cutter
- Fixed exit point of Vickers 1915 HMG being on top of the roof
- Fixed grenade launcher projectiles doing direct impact damage
- Fixed issue with overly bright Lewis muzzle particle effects
- Fixed Lebel VB not playing any reload sounds
- Fixed MG08 collision blocking leaning
- Fixed Pistole 08 normal not having equip / unequip sounds
- Fixed QF13 collision not rotating with gun
- Fixed SMLE Mk. III dry firing sound missing
- Fixed SMLE Mk. III reload dry duration
- Fixed swing animation not being visible when an equipping melee and attacking

[h2]Maps[/h2]

[h3]New[/h3]
- Added Vimy Ridge, Arras
- Added Vieil Armand, Vosges

[h3]Changes[/h3]
- Ansoncourt
- Reworked various gameplay spaces and points of interest across the map
- Added new minimap for Ansoncourt
- Added more lights to Ansoncourt night layer
- Fixed flare not being synchronized across players
- Fixed mesh sticking out of the ground at C3-8-3
- Fixed a bunker poking through the terrain
- Fixed fire not dealing damage in Ansoncourt
- Update surrounding terrain for Ansoncourt
- Updated lighting and reflection values
- Updated Ansoncourt foliage draw distance
- Cantigny
- Various fixes
- Chateau-Thierry
- Decreased size of decals on Chateau-Thierry
- Combles
- Reworked various gameplay spaces and points of interest across the map
- Recalibrated night lighting so exposure values are more consistent with other lighting scenarios
- Removed a section of the cover that was under the terrain
- Fixed floating trees at C2-2-8
- Frise
- Reworked various gameplay spaces and points of interest across the map
- Poelcapelle
- Fixing black and white flickering on distant smoke columns
- Various fixes
- Sechault
- Fixed floaters and gaps
- Fixed floating trenches
- Shooting Range
- Renamed Shooting Ranges to properly display the name of the map on the HUD
- Fixed decal sizes on shooting range
- Zonnebeke
- Added a crate to the bell portion of the church to prevent players from entering
- Fixed exposed edge of a water plane at C3-7-5
- Fixed terrain clipping into a bunker
- Fixed wooden blockade under the terrain at C3-1-1
- Reworked various gameplay spaces and points of interest across the map

[h2]Art[/h2]
- Fixed sounds not playing when hitting certain types of trenches
- Color corrected face dirt texture
- Improved character equipment shader
- Updated farm cart models in some levels
- Reduced left hand glitching when interrupting sprint during a reload

[h2]UI[/h2]
- Added a reload progress bar
- Added new in-game scoreboard
- Added new main menu
- Added new multiplayer screen
- Added new server browser
- Added new training selection UI
- Added sound effect when reload is complete
- Add notification for when the max deployable limit is reached
- Fixed not being able to right click on capture points on deployment map
- Fixed section headings on spawn screen being incorrect after changing teams
- Increased visibility of WIP message on HUD
- Updated faction emblems
- Updated nearby medic UI indicator
[h2]
Optimization / General Fixes[/h2]
- Added double-sided collisions to trench pieces with corrugated metal
- Fix Deployment Screen not showing the correct flag and not randomizing recruit soldier
- Fixed a crash in spawn system related to players disconnecting while waiting to spawn
- Fixed bridge material having no impact sound or particle effects
- Fixed Commander Telephone receiving landscape decals
- Fixed crash related to player ID not being registered correctly
- Fixed crash related to ragdoll system
- Fixed crash related to reloading misconfigured weapons
- Fixed crash related to the VOIP system
- Fix Deployment Screen from showing incorrect flag and kit when leaving section while spawned
- Fixed desync for some weapon’s equip animations
- Fixed desync of melee damage traces between different clients
- Fixed heavy fortification and sandbags showing as being built after joining a match in progress
- Fixed issue with Respawn from the console causing a crash
- Fixed missing physmat assignment in landscape layers and trench material
- Fixed mud puddles having no impact sound or particle effects
- Fixed M_WeaponMaster material not having metal physmat
- Fixed narrow collision of bunker stairs asset
- Fixed oversized collision on some tree assets causing collision issues
- Fixed PhysMat_DryMudWall not producing hit effects
- Fixed Physmat_Fabric using wood VFX when shot with rifle grenades
- Fixed PhysMat_Head_Flesh absorbing rifle grenades
- Fixed PhysMat_MetalHelmet absorbing rifle grenades
- Fixed PhysMat_WoodNoPenetration hiding rifle grenade explosions
- Fixed players being teleported up when emplaced weapons take damage
- Fixed players not seeing other players’ bipods being deployed
- Fixed some deployables to use only one deployable state mesh instead of multiple single pieces
- Fixed some emplacements not being damageable when in the unbuilt state
- Fixed terrain texture issues on low-quality settings
- Fixed weather system causing log error
- Fixes to missing physmats on barrels and tree assets
- Fix server default map is set to an invalid path causing a server crash
- Improved collision on tunnel pieces
- Improved collisions on bed props
- Improved deployment screen performance
- Improved LODs for rifle bayonets
- Improved LODs for rifle SMLE MK III
- Improved LODs for weapon animations
- Improved shadow configurations for equipped items and weapons
- Increased the height above the landscape at which the deployment menu spawns
- Optimized birch tree LOD and impostors to counter overdraw in Ansoncourt
- Optimized simplified collisions for windmill & damaged version
- Potential fix for commander radio disappearing after using call-in
- Reduced triangle count of some debris assets
- Reduce puddle footstep volume to be more in line with the rest of the footstep sounds
- Removed unnecessary character textures

[h2]Known issues[/h2]
- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround
1. Open following file:
C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini
If the file doesn’t exist, create it.
2. Add following lines at the end:
[/script/engine.audiosettings] bDisableMasterEQ=True
[Audio] bDisableMasterEQ=True
- Combat Record / Personal statistics do currently not display the scores correctly
- Personal awards are not granted correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately
- Some surfaces do not show impact effects. Damage should still apply
- No. 20 Rifle Grenade uses placeholder sounds
- Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
- VOIP widget role icon is not being displayed correctly
- Infantry section members will see a SL ability icon in the bottom left screen
- M1895 “Potato Digger” is called M1985 “Potato Digger”
- Shooting Range for CEF vs GER loads HHF vs GER instead
- Ansoncourt underground bunkers have lighting issues
- Deploying LMG bipods on walls while prone can lead to players teleporting under the map

Roadmap Update

Welcome Soldiers!


Over the past number of weeks the team at Redstone have been working on revealing an updated roadmap for the community to give a more definitive view of what Beyond The Wire will look like when we've completed Early Access. With a view towards 1.0 release we have detailed the path forwards, with concrete plans for each update between now and launch.

After reshuffling some of the upcoming content we can confirm that our new progression and customization system will be arriving as part of a new update scheduled for Winter 2021/2022 alongside a full release of the Jäger Regiment, a light infantry sub-faction for the German Empire. The following updates through 2022 will further add interesting and exciting content that will enhance player's experience of The Great War, with each expansion adding more factions and famous battlefields from the Western Front. Optimization of features, systems and levels will still be an on-going effort, with the most effort applied to this area in the closing stages of Early Access. Each update will continue to mould gameplay and user experience as we rework game modes, improve special effects and streamline player interactions.

We're excited to share the road ahead with you all and we're looking forward to hearing your feedback on all aspects! As always stay posted for upcoming news from Beyond The Wire. See you in the trenches!