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Free weekend and beyond!

Welcome Soldiers


Hello from the Redstone headquarters! We hope everyone enjoyed our first free weekend, we certainly had tons of fun playing with all of you during this event.

Before we go back to our regular operations, the dev team wanted to share a quick sneak-peek at one of our most desired new features coming soon to Beyond the Wire: TANKS!

Mark IV Male tank driving through Frise


Tanks will be multi-crew vehicles, meaning we're going to have a team of players controlling different functions of each tank.



These are Work-in-Progress images, so please keep in mind things will very likely be adjusted and change before they are finally added to Beyond the Wire!

That's it for today! We want to once again give our most sincere thanks to our community, clans and everyone that has been enjoying Beyond the Wire. Stay tuned for more updates regarding tanks and all other amazing features coming to the frontlines soon!

See you in the trenches!

Last Chance: Free Weekend & Sale

Welcome Soldiers!


The end of our free weekend is here and we wanted to quickly to thank everyone who has tried Beyond The Wire! With over 100,000 downloads we've seen a huge turn out and we are excited to see so much interest in our game. The free access will close in a few hours, so enjoy the remainder of our first free weekend!



Don't forget - the 35% off sale also ends at the same time, so pick the game up before it goes back to full price later today!


Welcome to the trenches!

Hotfix 0.11.1 Released

Welcome Soldiers!


After update 0.11 released earlier this week we have a quick hotfix that adjusts some of the recent changes.

[h2]Gameplay[/h2]

[h3]Changes[/h3]
- Reverted Stamina not depleting when running, jumping or vaulting
- Decreased stamina depletion

[h3]Fixes[/h3]
Fixed Ammunition Depots being stackable

[h2]Art[/h2]
- Fixed field gunner projectiles playing wood debris effects on all surface types

[h2]UI[/h2]
- Reverted blood screen effects

[h2]Known issues[/h2]
- Changing stance causes the camera to flicker
- 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

UPDATE: V0.11 RELEASED!

Welcome Soldiers!


With the Steam Free Weekend around the corner, which will take place from Thursday, May 20th to Monday, May 24th, we are releasing an update to Beyond The Wire, which will address a variety of gameplay and balancing issues and optimizations.
This update won’t include any new content but should improve the gameplay feel overall.

Notable changes include the rework of various parts of Cantigny, Sniper scopes causing a glare to be visible from a distance, bolting speed being increased by 15%, the reduction of HMG accuracy over distance, stamina no longer depleting for sprinting or vaulting and the fixing of a variety of gameplay exploits.

We also have addressed a number of crashes and performance issues. Lastly, we’ve upgraded to Unreal Engine 4.23.1 which should help with additional stability.


[h2]Gameplay[/h2]
[h3]NEW[/h3]
  • Added “Central Nervous System” hitbox which allows one-shot kills over distance if players hit the spine area
  • Added scope glare to Sniper rifles

[h3]CHANGES[/h3]
  • Increased bolting speed by 15%
  • Increased visibility of muzzle flashes for bolt action rifles
  • Disabled stamina consumption from player movement (running, vaulting, jumping). Focus aim and melee block still cause stamina to deplete.
  • Changed bayonet charges to no longer perform an attack when stopping the charge or running into other objects
  • Sappers can now rearm their Ladders on Ammunition Dumps
  • Reduced Heavy Machine Gun accuracy over distance
  • Reduced Heavy Machine Gun firing angle from 75 to 50
  • Reduced player rim light “glow” opacity from 0.5 to 0.15

[h3]FIXES[/h3]
  • Fixed players being able to build emplacements while they are in an emplacement
  • Fixed players sometimes becoming invincible on emplacements

[h2]Weapons[/h2]
  • Fixed SMLE MK III animation glitching out when spamming LMB during reload
  • Fixed MG08 ammo count not showing on the HUD
  • Fixed No. 20 Rifle Grenade being called “VB Rifle Grenade”

[h2]Maps[/h2]
[h3]ANSONCOURT[/h3]
  • Added Ansoncourt Assault & Frontlines layers for FR
  • Fixed trench lamps rendering out too soon
  • Fixed terrain sticking out on bunker entrance at B2-4-5
  • Fixed floating trees at C2-1-9

[h3]CANTIGNY[/h3]
  • Added more paths and repainted large sections of Cantigny
  • Added additional detailing
  • Reworked sightlines and negative space
  • Reduced foliage

[h3]COMBLES[/h3]
  • Fixed some trees appearing glossy

[h3]FRISE[/h3]
  • Fixed missing fire particle effect

[h3]POELCAPELLE[/h3]
  • Fixed hole in the ground at B3-2-3
  • Fixed exposed water plane at C3-1-4
  • Fixed floating crater at C3-1-7
  • Fixed shadow in artillery shelter at C3-3-8 being too dark
  • Fixed exposed terrain at D3-4-9

[h3]SECHAULT[/h3]
  • Fixed an exposed edge of a water plane at C3-3-5
  • Fixed missing collision on trench wall at E3-4-5
  • Fixed foliage clipping through some walls at E3-5-1

[h3]ZONNEBEKE[/h3]
  • Added additional polish
  • Improved areas around capture points
  • Improved performance by updating terrain
  • Reduced visual noise across the map
  • Fixed rendering distance for various objects
  • Fixed collisions for various objects

[h2]Art[/h2]
  • Fixed Mk1 Grenade being oriented incorrectly
  • Fixed BEF cape clipping through head
  • Fixed decals on German medic role
  • Fixed weapon and player model shadows not being displayed correctly on different quality settings
  • Reduced the number of full beards on player models
  • Removed pixelated smoke effect

[h2]UI[/h2]
  • Added BEF and HHF loading screens
  • Updated animations for Frontlines / Assault notifications
  • Updated Commander call-in map markers to scale with the actual radius
  • Updated blood screen effects when getting wounded
  • Attempted fix to address floating deployment screen
  • Fixed minimap alignment on all maps
  • Fixed rounds sticking out of weapon on deployment screen

[h2]Optimization[/h2]
  • Optimized collision for various trench objects
  • Optimized collision for farmhouses
  • Optimized collisions on dead trees

[h2]Miscellaneous[/h2]
  • Upgraded to Unreal Engine 4.23.1
  • Fixed a crash related to SL abilities
  • Fixed a crash related to the new interaction system
  • Fixed a crash related to HUD widgets

[h2]Known issues[/h2]
  • Changing stance causes the camera to flicker
  • New blood effect visibility doesn’t scale with the amount of damage take or health left
  • 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

[h2]BUY NOW ON STEAM[/h2]
https://store.steampowered.com/app/1058650/Beyond_The_Wire/

Operation Two: Community Survey Results

Welcome Soldiers!


Earlier this month we finished up the Operation Two release with our first Community Feedback Survey where we asked our players to answer questions to help developers get a decent understanding of the sentiment across the community. The questions revolved mainly around the major changes that happened with Operation Two, with a final section engaging players to write their wishes for the future of the game.  With 900 responses, this article will show the full results from the form with no interpretation, so everyone can see how the community feels about various features and mechanics.

[h2]Section 1: General[/h2]

The first question asked players about their general time in Beyond The Wire. After the first 7 months of Early Access release, the majority of our players have played less than 50 hours (65%) with over a third of players having more than 50 hours in-game.


The next question aimed to see how the community perceived Operation Two as a whole. Thankfully over 85% of players said the update was good or better! This is reassuring for the development team to see the changes being made are welcomed.


The third question for this section asked players to state how much time they have played in the update. Over half of the respondents have played below 10 hours (63%), with the rest netting over 10 hours.


Finally, for this section, we wanted to see how the community feel generally about the update. It is reassuring to see over 75% of players felt an improvement in the game with this update, although a smaller percentage (16.6%) said they haven’t noticed a difference.



[h2]Section 2: Gameplay[/h2]

The second section sought to gauge the sentiment on a few of the mechanic changes and new systems introduced. The first question asked if players preferred the new interaction system, changing a few inventory items and player interactions into a single keybind. The large majority of our players (49.2%)  feel this change is an improvement, while a number would like to keep the system with some changes (31.8%), with the final 19% preferring the old inventory system.


The next question engaged the players on their opinion of the new hit detection audio feedback system. The overwhelming majority like the system (68.4%) and 21.1% want to keep the system but improve it. The remaining 10.5% of players stated the audio had a negative impact on their experience.


As we continue to tweak gun handling we asked the community their views on the new sway values. While 37.5% liked the new handling, most players didn’t notice the change and the final 7.3% would like to see sway values changed back.


The following question asked if players had noticed their engagements happening at closer distances due to the damage drop off. The majority stated they had indeed been engaging the enemy at shorter distances, with the remainder saying their firefights had been the same as before the update.


The last two questions on this section revolved around the latest revisions of our game modes.

First we asked if the community had found the Frontlines game mode more enjoyable since the overhaul. Again the majority said they have been enjoying the new version (64.6%) and 29.9% saying they hadn’t noticed a difference. The final 5.5% said they haven’t enjoyed the game mode more this update.


A follow up asked if the new Preparation Phase in the Assault game mode was worthwhile. 62.1% said yes, with 23.7% needing more time in the game mode to judge properly. Just 14.2% said the new phase was pointless.



[h2]Section 3: Maps[/h2]

The two questions in this section were written to identify which of the new maps was performing the worst for players, as well as which map from our collection was the favourite.

Out of the 3 new maps that released with Operation Two Poelcappelle has the worst performance (46.1%) followed by Sechault (28.3%) and finally Combles (25.5%) which appears to have the best performance.


For the first time, we have asked players to share their favourite map. Interestingly Zonnebeke is the community’s favourite map (22%) with Chateau-Thierry being the second (19.3%) and Poelcappelle being the third favourite map.
List:
Zonnebeke 22%
Chateau-Thierry 19.3%
Poelcappelle 15.6%
Combles  12.5%
Sechault 12%
Ansoncourt 7.4%
Frise 6.5%
Cantigny 4.8%



[h2]Section 4: Performance[/h2]

This section sought to identify the performance of the game. First, we asked overall how Operation Two performed compared to the earlier build. Most players noticed an improvement with 50.8% saying the game now ran better. 37.6% said the game ran the same as before, with just 11.6% of players noticing the game ran worse.


Secondly, we tried to seek out which issue was giving the players the most frustration. Map optimization was the biggest area of concern (42.6%) along with network issues (40%). Worryingly, 17.5% of our community have had crashes ruin their experience since the update was released.


[h2]Section 5: A Look To The Future[/h2]

The final section was aimed at the future and asked players to write their wishes for the future. A multiple-choice question closed out the form to see which types of content our players would like to see in the future. This list was written to gauge what content the community deemed important and perhaps reflect our development decisions for the immediate future.

More Factions 65.4%
More maps 57.8%
A new theatre 57.2%
Customization and progression 51.7%
New game modes 38.9%
Steam challenges 15.8%


Thanks to all of our players who submitted their feedback, it has given our dev team a great snapshot of the current situation. We will continue to share these surveys when large updates make changes to the game. Stay posted for the next one arriving later in the year. See you in the trenches, Soldier!