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Beyond The Wire News

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!

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/