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Beyond The Wire News

Update: V0.12 Released

Welcome Soldiers!


Update 0.12 arrives with the usual host of fixes and changes as well as our new gamemode, Firefight. Check out the full changelog below!

[h2]Gameplay[/h2]
[h3]New[/h3]
- Added game mode Firefight
- Small-scale game mode designed for low-populated servers and seeding
- Players fight over one sector until the time runs out
- Capture points follow the same logic as capture points on Frontlines
- Only Commander, Infantry and Engineer sections are available

[h3]Fixes[/h3]
- Fixed incorrect weapon image being displayed for GER Artillery Crewman
- Fixed incorrect icon being displayed for HHF Sapper 01
- Fixed incorrect weapon name being displayed for GER Sapper and Builder roles
- Fixed incorrect weapon name being displayed for HHF Assault 01 role
- Fixed AEF HMG Crewman having deployable sandbags
- Fixed knives not having enough range to hit prone and crouched players

[h2]Maps[/h2]
[h3]Gameplay layers[/h3]
- Added Sechault Firefight
- Added Ansoncourt Firefight
- Added Frise Firefight
- Added Poelcapelle Firefight

[h3]Ansoncourt[/h3]
- Fixed floating grass
- Fixed players being able to leave the playable area
- Fixed misplaced smoke effect

[h3]Cantigny[/h3]
- Fixed floating grass
- Fixed gaps in the Cathedral allowing players to enter upper level
- Fixed water plane poking out of the terrain

[h3]Chateau-Thierry[/h3]
- Fixed floating rocks
- Fixed floating trees
- Fixed low rendering distance for plank pile
- Fixed missing geometry on rocks near C3-5-5

[h3]Combles[/h3]
- Fixed floating grass

[h3]Frise[/h3]
- Fixed fence being below the ground
- Fixed ground texture applying to players at B3-6-8

[h3]Poelcapelle[/h3]
- Fixed floating piece of terrain
- Fixed floating debris

[h3]Sechault[/h3]
- Fixed misaligned sandbag section
- Fixed gaps between earthen trench pieces on The Anthill

[h2]Art[/h2]
- Fixed various melee impact effects
- Added new sounds for Trench Clubs when hitting concrete
- Fixed rifle projectiles not penetrating deep enough
- Fixed sharp melee weapons not showing effects on certain surfaces
- Fixed rifle grenades having not showing effects on certain surfaces
- Fixed fabric surface showing wood effect on explosion
- Fixed sandbags having no impact effects
- Fixed helmet surface having no impact effects

[h2]UI[/h2]
- Added a hint that describes the purpose of a role when spawning
- Changed sections to be collapsed by default in section selection screen
- Updated Assault HUD to match new Frontlines HUD

[h2]Optimization[/h2]
- Optimized red flare effect
- Fixed wood debris LODing too early
- Enabled projectile collision and penetration on tents
- Disabled collision on tent ropes

[h2]Known issues[/h2]
- Firefight game mode UI shows more than one sector
- New role hints will not scroll if the text length exceeds the height of the widget. Fix incoming
- New role hints may stick to the screen and not fade out. Press ESC to force it to disappear
- Reloading field cannons will sometimes cause a light glare to show up briefly
- 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 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.
- VOIP widget role icon is not being displayed correctly
- 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

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