• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[PREVIEW] Beyond The Wire

eh por isso q n sai do PS/HLL pra ele, base do PS ja eh pequena e no BTW parece ainda pior... tenho aqui verdun/tannenberg parados por isso
Beyond jogo apenas algumas vezes aos fins de semana
Poucos Players, 2 server lotados no máximo
Talvez quando o jogo tiver mais corpo (veículos), talvez atraia um pouco mais os players, mas deve ficar no nível do PS
 
Development Spotlight: Tanks
Welcome Soldiers!

Our Development Spotlight series returns to take a look at the on-going work being done in preparation for the introduction of tanks in our next expansion. Since the decision to include tanks before 1.0 release came recently there has been a number of requirements to update various aspects of gameplay systems, maps, and vehicle physics.


The level design team has been busy identifying the work needed to prepare certain fields of battles to be ready for tanks. With work going into existing maps to open up routes of travel for the land ships the team has also been addressing combat spaces for infantry which will be heavily impacted by the arrival of tanks. Seeking to add new areas to find safety in cover as well as routes onto objectives, players will notice the new and improved maps coming in Operation IV. Expanded trench lines, new tunnel systems and areas of hard cover have all been addressed across several maps giving infantry the safety they need to defend the incoming machines of war.
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A new implementation for tank maps is the new tank trap systems that the environment art team have been working on. These new assets are being placed in certain areas of the maps where the design teams want to prevent tanks from accessing for gameplay reasons. Research has been done to see how armies engineered ways to defend against landships and these metal contraptions were seen across many frontlines. Here you can see the first version that the team have produced, large metal beams placed on Vimy Ridge to force tanks to find alternative routes. We’ll share further updates on these as they come closer to completion!
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Another aspect that has been refined are the vehicle physics that arrived with the code base we’re using. Given the difficult terrain of WW1 battlefields, the behaviour of vehicles has had to be modified in order to develop tanks that operate properly and give them the advantages that these machines need for traversing across the field. From navigating across the shell holes of no-mans-land to the wide trench networks that sprawl across the field, the rework of these physics has been done to achieve realistic movement.
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One aspect of movement that has been completed is independent track movement. Aiming to have tanks move and turn in a realistic fashion we developed the independent track movement early on and can be seen in the video below. The second aspect of movement that has been developed is the switchable gearing that drivers will be able to engage, allowing them to set a constant speed while moving, or to enable a parked mode when stationary. This addition will allow players to move consistently when advancing, giving better control over the vehicle and more opportunity for gunners to acquire and engage targets on the move.
Tank movement video[btwmedia.s3.us-east-2.amazonaws.com]

Finally the A7V has entered the last stages of development.While we have yet to show it in action, this will be third tank arriving with Op IV and will be main tank for the German Empire, offering some unique options for crew sizes to pair with it's formidable looks. A true land ship looking to dominate the field, this tank will be getting more attention in the coming weeks as progress continues so keep your eyes on the horizon for further developments!
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Work on the tanks is on-going and will be a major focus of development as we charge towards Operation IV release. Stay posted for more updates and recaps to get the latest detail on how tanks will be changing the landscape for Beyond The Wire. See you in the trenches!
 
Development Recap: February
Welcome Soldiers!

February has come to an end and the development team continues to storm through the priorities for the upcoming updates for Beyond The Wire. With tanks and the progression system still taking up a large portion of development time we can reveal some of the works being done by the other departments. Take a peek behind the scenes at some of the highlights completed through February!

Character Models
The character models for the new factions are underway with the uniforms and equipment being modeled this month. Making slight changes to the uniform supplied for the British Empire, the Australian Imperial Force will be arriving with distinguishing features to their uniform to help separate them visually from the other Empire forces. Seen here are variations on the coat collar, trench coat and puttees that we've seen from various resources which gives the faction a unique look.
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Another development on character models this month had been a much requested addition from the community for soldiers to show the accumulation of mud and blood from the conflict. Working on an update to texture progression players will have the option to choose how much wear is shown on the uniform when customizing their soldiers. Adding increasing levels of dirt and blood to character models will show how your soldier has been deployed throughout the war and the hardships they’ve overcome. Minor details like this will further the authenticity of our customization system and add background for your soldiers story.
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Hotchkiss M1909 Portative
Animations have been completed for the next version of the hotchkiss that will be arriving in-game. Building upon the arsenal for the entente the Franco-American Hotchkiss Portative will be seen in the hands of the entente in pre-1916 maps, with some exceptions. While it was eventually replaced by superior weapons the M1909 Portative will be arriving to reinforce the French and American armies in our next update.
Hotchkiss Portative Reload[btwmedia.s3.us-east-2.amazonaws.com]

Webley Mk. V
Another sidearm option is also on the way for the British Empire. Looking almost identical to earlier iterations the Mk IV was revised and scaled down to use smaller ammunition with most of it's internal mechanisms being taken from the Mk III. Keep an eye on the horizon for when this new sidearm will be entering the fray.
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Map Reworks
As mentioned in our latest spotlight article many of our released levels have been receiving some attention in preparation for Operation IV. Cantigny has recently been updated with changes to foliage and landscape shaders as well as repainting some of the areas that haven't been touched since it's release. One of the goals for this work was to give players a better sense of direction when moving towards the center of the map. With new trench lines, less dense foliage and clearer pathing players will have an easier time navigating this map
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Further focus has been given to updating Combles with more areas receiving a new lease of life. With infantry-heavy areas getting some attention, trench systems have been expanded and various points of interest have received additional detail to help bring the map up to standard for Operation IV. We're sure this new version of the Somme battlefield will be a big hit with the community.
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As always we'll be sharing more updates from the team they work through all the new content and features arriving with Operation IV this spring. Keep the eyes on the horizon Soldier, we'll see you in the trenches!
 
Development Recap: March 2022



Welcome Soldiers!

Our development recap blog returns with detail on some of the progress on the project through March. With much anticipated reworks of the ragdoll physics and commander menu UI, it’s been a busy month gearing up for Operation IV. As always with these recaps, all work show is still in progress and is subject to change prior to release.

Ragdoll Physics

The development team have been wanting to address the in-game ragdolls for a while and have completed a rework of the physics system attached to character models. Addressing the existing collisions for physical assets players will now see a more realistic reaction when dropping an enemy. While the previous system provided some comedy moments the system wasn’t ideal and now gives a more realistic visual to suit the games atmosphere.

Ragdoll Physics 1
Ragdoll Physics 2

UI

The commander UI has been updated with new icons for call-ins. Non-directional fire support now shows a crosshair icon and directional call-ins had a direction indicator. These new icons are part of the UI and deployment overhaul coming with Operation IV.

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Weapons

We have more weapon options on the way and there’s been two recently completed which will play very different roles on the battlefield. First up is a new pistol for the Central Powers, with the C96 arriving soon. Animations for the pistol have recently been completed and show a difficult reload having to gold the bolt while inserting the rounds. A much anticipated sidearm that we’re sure will be a hit with the community.

C96 Animations

Next up is the Tank Gewehr which we’ve revealed in previous blogs and will play a huge role in combating the inbound tanks. With a single round capacity this large caliber rifle will be one of the main methods in taking down advancing tanks.

Tank Gewehr Animations

The final weapon that’s seen progress this month is the new HMG that will be coming in Operation IV, the St Etienne is fully animated and will be bolstering the arsenal for the Entente forces.

St Etienne Animations

Australian Imperial Force

The next faction due for release is close to completion as uniforms, headwear and melee weapons are modeled and ready for texturing. Arriving in Operation IV to reinforce the Western Front the AIF will have unique uniform items and weapons, adding further variety when heading out Beyond The Wire. See the latest update on the faction below!

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A7V

The newly revealed German A7V is now in the testing phase with operable cannons being the latest focus. The video below shows the view from the hull and how the cannons work. We’ll soon be testing these landships with our closed testing group so stay posted for a full gameplay video!

A7V Cannon Testing

We'll be dedicating time to previewing the various changes and overhauls coming with Operation IV so stay posted for upcoming developer blogs. See you in the trenches!
 
Faction Reveal: ANZAC
Welcome Soldiers!

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For this year’s ANZAC day we are proud to reveal the latest faction arriving Beyond The Wire in our next update. Taking part in some of the most pivotal moments of the conflict, the Australian and New Zealand Army Corps arrived on the Western Front early in 1916 before fighting in the major campaigns leading up to the 100 days that ended the war. The Australian and New Zealand infantry divisions spent time in Egypt and Gallipoli, meeting the threat of the Ottoman Empire before moving to reinforce the British Empire and their allies in France.

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While the ANZAC forces will be deploying with British uniform and equipment we have added some uniqueness to the faction to help separate them from the forces currently on offer in the game. Primarily armed with the Charger Loading Lee Enfield as their rifle the Australian and New Zealand forces will also take the fight to the German armies with the SMLE sniper and the Hotchkiss light machine gun, in addition to the Lewis gun. While they weren’t known for being widely used on the western front, the ANZAC forces did utilize the hotchkiss LMG in the Palestine campaign and so will be using these loadouts to give them a unique aspect in battle.

SMLE Sniper[btwmedia.s3.us-east-2.amazonaws.com]
Hotchkiss Portative[btwmedia.s3.us-east-2.amazonaws.com]

Following the evolution of other armies during the war, the ANZAC forces saw their section types change to meet the changing landscape of the conflict. Differing from the other BEF units, the ANZAC snipers will be found integrated into the bomber section on maps prioer to 1918. During the final year the snipers were reorganized into infantry sections. These deadly roles will make use of the brand new SMLE sniper which sets these roles apart from others within the Empire.

1917

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1918

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The ANZAC forces will be arriving Beyond The Wire in Operation IV which is just around the corner. Stay posted for our upcoming blogs on our next expansion!
 
Update: 0.15 Released!
Welcome Soldiers!

Our brand new update has released and is now available to download on steam! Operation IV arrives with some of the biggest changes to the game, seeing the deployment of tanks to the frontlines of Beyond The Wire and the latest faction to arrive on the western front, the ANZAC forces. Check out the full patch notes below!



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Gameplay

Changes

- Engine upgrade and physics improvements
- Reduced bullet drop for Sniper Rifles
- MG-08/15 Damage rebalance
- Added capture point scaling to adjust objectives based on server’s player count
- Added additional objectives to assault layers on all maps
- Balanced spawn distance for Vimy Ridge Assault 1914 GER vs FR
- Revamped the Scoreboard logic for objectives, teamplay, sections, awards, personal stats, team stats, abilities, and combat.
- Reduced the number of constraints for deploying weapon emplacements
- Adjusted defender Phase 5 spawn area on Ansoncourt assault
- Reduced weapon disable timer from 10 seconds to 5 seconds

Factions

New

- Britain deploys the Australian and New Zealand Army Corps (ANZAC) to assist with war efforts

Vehicles

New

- British Mark IV Tank added
- French Renault FT Tank added
- German A7V Tank added

Weapons

New

- Hotchkiss M1909 added
- Mauser Tankgewehr 1918 (T-Gewehr) anti-tank rifle added
- Long Lee-Enfield (CLLE Mk1)added
- St. Étienne Mle 1907 added
- SMLE No. 1 Mk.III (HT) Sniper Variant added


Maps

Changes

- Revamp maps to accommodate tank layer gameplay
- Added additional cover to trenches in Sector Two of Séchault
- Remove ambient flags from all maps
- Improved asset load distance on all maps

Art

- Implement high resolution for first person character models
- Added Springfield 1903 bayonet animation
- Added additional MG08/15 animations
- Added depth of field effect to the Springfield M1903

UI

- Observe the next step in warfare with updated main menu animations.
- Completely revamped the deployment UI.
- Improved role selection visibility.

Optimization / General Fixes

Fixes

- Fixed Jäger 1914 & 1915 Engineers being able to use enemy artillery pieces
- Fixed objective names on Vimy Ridge 1917 CEF vs GER and 1915 FR vs GER
- Prevent attackers from from pushing the first sector during the preparation phase on Vimy Ridge Assault 1914 GER vs FR
- Updated mini-map boundaries for Ansoncourt, Chateau-Thierry, Poelcappelle, and Séchault
- Adjusted some objective names on Vimy Ridge assault layers
- Reworked personal stats to account for deaths caused by environmental effects and player's own grenades
- Improve melee weapon collision when engaging in close quarters combat
- Lebel 1886 Riflegrenade reloading with empty magazine
- Ensured Section Leaders receive speed boost when triggering section charge ability
- Remove scope glare from M1903 Springfield non-scoped variant
- Fixed some player settings not saving when joining a server.
- Various fixes to improve client stability and prevent crashes
- Fixed No. 20 Rifle grenade briefly disappearing after reloading
- Adjusted Hotchkiss M1914 first person camera, so it doesn’t clip through character model
- Fixed Berthier Rifle bayonet sometimes disappearing when attached
- CEF soldiers not looking through scope when in third person
- Fixed Reichsrevolver 1883 reload animation
- Fixed Incapacitating enemies not granting an incapacitation score when using anything other than a grenade
- Improved rally point spawning logic, so players don’t get pushed out of bounds when rallies are place in certain places
- Currently selected tab in settings is now visible

Known issues

- Some personal statistics don’t currently display the scores correctly
- Certain Weapons and Explosives are using placeholder SFX
- 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.
- Ansoncourt daylight layer underground bunkers have lighting issues
- Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
- Rally Points do not have a 30 meter range limit for frontlines objectives
- Tear Gas effect can sometimes appear with gas mask
- Tanks are blocked from driving sometimes. Please press SHIFT+SPACE to unlock brakes
- Tank roles can appear selectable/spawnable when not having enough XP but will not spawn with a tank
- Tanks leave invisible collision volumes at their spawn location
- Certain historic roles appear not available
- Shooting range for ANZAC is missing

- 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.

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

If the file doesn't exist, create it.
 
Última edição:
Hotfix: 0.15.1 Released!
Welcome Soldiers!

The 0.15.1 Hotfix addresses various gameplay and visual issues since the 0.15 release.

Optimization / General Fixes

Fixes

- Unintended gathering of XP
- Third person voiceover for ANZAC hearable everywhere
- Some Universal roles were not selectable
- T-Gewehr missing ammo display
- Removed tank from roles where it was not intended

Known issues

- 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.

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

If the file doesn't exist, create it.

Add following lines at the end:

[/script/engine.audiosettings] bDisableMasterEQ=True[Audio] bDisableMasterEQ=True

- Some personal statistics don’t currently display the scores correctly
- Certain Weapons and Explosives are using placeholder SFX
- 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.
- Ansoncourt daylight layer underground bunkers have lighting issues
- Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
- Rally Points do not have a 30 meter range limit for frontlines objectives
- Tear Gas effect can sometimes appear with gas mask
- Tanks are blocked from driving sometimes. Please press SHIFT+SPACE or Q to unlock brakes
- Tank roles can appear selectable/spawnable when not having enough XP but will not spawn with a tank
- Tanks leave invisible collision volumes at their spawn location
- Certain historic roles appear not available
- Shooting range for ANZAC is missing
 

BEYOND THE WIRE V1.0 RELEASE NOTES!​


WELCOME SOLDIERS, TO 1.0 OF BEYOND THE WIRE!​

In extra to the new Customization and Melee Blocking Systems that were recently introduced you will be able to provide additional support to infantry units against tanks using the new Armored Autocar for the CEF faction. Strike fear into the hearts of your enemies with German and French forces deploying Flamethrowers (now with 35% increased turn speed and adjusted fire propagation damage!) and affect the landscape of the battlefield with the addition of dynamic environmental effects.

GAMEPLAY​

Changes

  • Introduced the Armoured Autocar to the Canadian Expeditionary Force
  • Increased Flamethrower turning speed by 35%
  • Adjusted fire propagation damage, so players instantly take damage when entering an environment that’s on fire
  • Repositioned phase 4 defender spawns on Zonnebeke assault, so there’s equal distance to objects as the attackers
  • Added restrictions so certain roles and sections only become available once a specific player count is reached. Artillery section now requires 20 players to be created
  • Adjusted the assist score to be based on the amount of damage done to an enemy; instead of a set value
  • Adjusted values for building and completing deployables
  • Grant additional XP for melee kills, and removed XP from being granted for each melee attack.
  • Added additional progression task
  • Removed bipod function MP18
  • Adjusted tank movement while reversing, so it’s more predictable
  • Increased the turning speed of the MarkIV tank
  • Players will no longer earn a support weapon score while using flamethrowers or tank weapons
  • Added additional stats for Attacking/Defending/Capturing objectives

LEVEL DESIGN​

  • Added additional colliders to Ansoncourt bunkers, so player won’t fall through the map
  • Adjusted environment on Vimy Ridge to address holes in terrain
  • Updated Cantigny audio sub level

ART​

  • Adjusted the French EW backpack so the blanket doesn’t wasn’t so bright
  • Updated the Harlem Hell Fighters meshes to use updated models for the customization and progression system
  • Grant all players access to default cosmetic items for each faction/year/role when loading the game

UI​

  • Adjusted available factions in the progression systems
  • Updated tank HUD
  • Added UI to display controls for switching seats, while inside a vehicle
  • Fixed C96 Mauser displaying the incorrect name in match

OPTIMIZATION / GENERAL FIXES​

Fixes

  • Character, material, and texture optimizations to improve performance in game
  • Fixed inconsistent camera animation when interacting with the customization system
  • Fixed issue where role names could be displayed incorrectly in the progression system
  • Resolved issue where AEF M1917 Light Tank wouldn’t spawn on Ansoncourt Assault 1918
  • Stopped players from receiving grenade kills when using the flamethrower
  • Patched server crash related to end of match functions
  • Patched microphone input resetting after two restarts
  • Patched two tank Out of Bound exploits
  • Patched issue where player would become bald and invulnerable to weapons if the HMG or Artillery is destroyed when a player is deployed on it
  • Fixed issue where player meshes would disappear if the admin cam was used
  • Fixed melee kills not increasing from bayonet kills
  • Fixed German 1914 assault role in the customization menu not updating when changing cosmetics
  • Updated customization system so cosmetics will populate correctly for players
  • Patched server crash related to saving cosmetics in the customization system
  • Resolved a game crash related to game initialization process
  • Fixed an issue when completing a progression task caused a error message to be displayed
  • Resolved an infinite ammo exploit related to squad leaders
  • Patched game crash related to taking damage from fires placed around the map
  • Patched client crash related to opening the customization menu
  • Patched client crash related to selecting certain hats in the customization menu
  • Resolved server crash related to killing player with the bayonet
  • Resolved server crash relate selecting a roll while having certain progression task active
  • Resolved server crash related to players walking into fog volumes
  • Implemented additional fixes to address various crashes and bugs reported by the community. Thank to everyone who sent in logs and helped track down these issues!

KNOWN ISSUES​

  • AMD FX users will have degraded performance due to issues with the audio system. Workaround: AMD FX users have degraded performance
  • Assault capture areas are not correctly displayed on the minimap
  • Rifle grenades do not cause environmental damage
  • Some weapon/vehicle HUD icons are incorrect
  • Personal awards are not correctly displayed
  • Certain Weapons and Explosives are using placeholder SFX
  • Melee charging may cause rubberbanding and a broken weapon animation
  • Rally Point placement limits aren’t applied in all cases
  • Tear Gas effect can sometimes appear with a gas mask
  • A shooting range for ANZAC team is missing
  • Flamethrower hose appears detached from the tank
  • Bandaging can fail with a delay after crouching




---------------------------------------------------------------

UPDATE: V0.16 RELEASED!​


WELCOME SOLDIERS!​

Our brand new update has released and is now available to download on steam! With 0.16 adapt to the ever changing battlefield with the introduction of the Customization and Progression system. Personalize your soldier with over 450+ newly available cosmetic items. Strike fear into the hearts of your enemies with German and French forces deploying Flamethrowers. Effect the landscape of the battlefield with the addition of dynamic environmental effects. Engage in close quarters combat and defend your teammates with the new Melee Blocking System. Check out the full patch notes below!

GAMEPLAY​

Changes

  • Progression System: Complete strategic objectives on the battlefield to unlock unique items to customize your soldier
  • Environmental Effects: Damage and destroy foliage with flamethrowers, explosives, artillery strikes. Flames from flamethrower have a chance to spread to nearby leaves, grass, and bushes. Crawling through mud and being near explosions will cause dirt to attach to player's uniform and weapons
  • Reworked the XP gathering rate, and adjusted the prices for Universal Roles
  • Introduced “Flamethrower Role” to the German and French Faction
  • Iterated on melee blocking system to now ‘stun’ a player who is successfully blocked in melee combat, providing an advantage to the defender
  • Added ability to destroy window glass
  • Adjusted the distance of Château-Thierry frontline spawn points so they’re similar from each objective on both teams.
  • Stopped “Longest Kill Streak” from contributing to players Combat Score
  • Implement Picture-In-Picture Scopes for all sniper rifles
  • Made available spawns be re-selected automatically
  • Added camouflage netting to machine gun & fortification emplacements to improve occupants' survivability
  • Poison gas now uses volumetric gas volumes

LEVEL DESIGN​

  • Complete level overhaul for Zonnebeke, Séchault, and Frise. With additional level revisions for Combles and Poelcappelle
  • Adjusted minimaps to reflect level changes
  • Vimy Ridge: Added vehicle spawns to CEF vs GER assault layers
  • Vimy Ridge: Fixed issue where climbing some hills would cause players to get stuck behind collision
  • Vimy Ridge: Fixed players being able to glitch ontop of tunnels and shoot through walls
  • Combles: Fixed GER vehicle spawnpoint in last sector from being Out of Bounds
  • Frise: Fixed middle sector from being enterable during round preparation on Frontline
  • Polecappelle: stopped HQ spawn being available in sector 3 during Frontline
  • Zonnebeke: Adjust water near trenches
  • Séchault: Fixed HQ spawns only being available during their last defending sector for frontline
  • Reworked Underground Bunkers
  • Reworked damaged farmhouse buildings

ART​

  • Implemented 450+ cosmetic items that can be unlocked through the progression system
  • Darkened German uniforms to be more historically accurate
  • Improved 3rd Person clothing textures
  • Adjusted position of the Leather Jenkin
  • Adjusted offset of the tunic and the officer jacket
  • Added medical & signaler arm band to the ANZAC roles
  • Added the Officer Saber and Bayonet to ANZAC roles
  • Adjusted clearance of the leather bandoleer
  • Adjusted offset of the Greatcoat
  • Improved bloodied textures on soldier limbs

UI​

  • Fixed the Winchester 1897 texture
  • Added Faction and Year to team info
  • Display a warning when trying to claim tank and the team’s tank limit has been reached

OPTIMIZATION / GENERAL FIXES​

Fixes

  • Patched server crash related to using ‘AdminEndMatch’ or ‘AdminChangeMap’ while on certain layers
  • Patched server crash related to operators leaving HMG or Field Artillery section, while operating respective emplacements
  • Patched server crash when attempting to leave a section, while being spawned in as that section
  • Patched Windmill collision exploit
  • Resolved artillery projectile issues when firing only a few meters away from operator’s own emplacement
  • Stopped players from receiving full ammo while alive and being promoted to Section Leader
  • Fixed both teams not having forward spawns on Vimy Ridge during Frontline
  • Fixed both teams not having forward spawns on Zonnebeke during Frontline
  • Can’t enter seat 2 without a crewman role message being shown for seat 2 of the Renault FT while not using the Field Artillery SL/ Crewman roles
  • Number of shots remaining not displayed for the Mauser Tankgewehr 1918
  • Added additional vehicle spawn points to prevent them from spawning on top of each other.
  • Adjusted lighting for team selection screen on Zonnebeke night layers for better visibility
  • Updated “NEWS FROM THE FRONT” Section
  • Adjusted minimap for defending team on Assault, so it appears blue
  • Players not receiving warnings and remain able to use weapons when out of bounds in enemy sectors
  • Infantry receiving the wrong countdown warning when entering enemy sectors early
  • Fixed MP18 unexpectedly not firing after reload
  • Choosing a new equipment loadout after starting a match, would occasionally default to the first equipment loadout
  • Patched issue on Sechault where players would occasionally be teleported in they’re in the underground tunnel
  • Stopped tanks from leaving collision behind at spawn point
  • AEF Automatic Rifle section missing an automatic rifle role
  • Implemented several fixes to improve client stability and resolve multiple reported client crashes
  • Patched players from receiving XP for other players healing themselves
  • Fixed German team defaulting to the A7V Tank instead of the Officer Role
  • Tanks were blocked from driving. Press SHIFT+SPACE to unlock breaks
  • Patched tanks from being visible on minimap and enterable by both teams when unmanned
  • Fixed players from claiming a tank by entering a tank that’s in use
  • Player deaths not being counted when dying to environmental damage
  • Stopped “Assist” from counting on the scoreboard before all conditions are met
  • Fixed “Melee Kills” being added to players personal scoreboard after “Death” instead of after the kill
  • Stopped “Melee Kill” stat from increasing due to a variety of unrelated weapons
  • Fixed some Players spawning as Infantry when claiming a tank role
  • Fixed player from being able to claim tank roles with an insufficient amount of XP
  • Stopped Tank’s parking break from being turned on and staying active when driver switches seats and firing a weapon
  • Fixed players from being able to continually spawn tanks if they claim the “Tank Role” after respawn
  • Stopped tank's parking brake from turning on when switching seats or firing weapon
  • Fixed Tanks from spawning ontop of one another when free spawnpoints are available
  • Patched players from being able to continuously spawn tanks if they reclaim tank role after getting killed/ respawning
  • Removed invisible collision volumes left by tanks at their spawn location
  • Fixed tank roles from being able to spawn on infantry spawnpoints without a tank
  • Stopped infantry roles from auto selecting vehicle spawn points on compatible layers
  • Patched players from being able to select vehicle role while alive
  • Adjusted admin commands effecting XP system
  • Resolved issue where players were earning XP from blocking friendly melee attacks
  • Patched players gathered XP during current life being granted to the next player that died
  • Added Faction and Year to Team Info
  • Sections with more than 9 roles will now show all available roles
  • Fixed issue where players instantly lost XP when being incapacitated VS when they give up
  • Fixed players from not being able to claim tank roles when team tanks are destroyed after tank limit is reached
  • Stopped role limits from no longer applying once the player can afford the universal role

KNOWN ISSUES​

  • AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions. Workaround: AMD FX users have degraded performance
  • Microphone not working or Input device is reset after restarting the game twice. Workaround: My microphone 'Input Device' is reset after restarting the game
  • Rifle grenades do not cause environmental damage
  • Some weapon/vehicle HUD icons are incorrect
  • Personal awards are not correctly displayed
  • Damage radius of field cannons will sometimes cause players to not be killed immediately
  • Certain Weapons and Explosives are using placeholder SFX
  • Melee charging may cause rubberbanding and a broken weapon animation
  • Rally Point placement limits aren’t applied in all cases
  • Tear Gas effect can sometimes appear with a gas mask
  • A shooting range for ANZAC team is missing
  • Abandoned tanks can be seen and entered by the enemy
  • Flamethrower hose appears detached from the tank
  • Bandaging can fail with a delay after crouching
 
Beyond The Wire 1.0 Launch

WELCOME SOLDIERS, TO 1.0 OF BEYOND THE WIRE!
Offworld Industries is excited to announce that Beyond The Wire has now launched and is available in English, French, German, and Simplified Chinese! With 10 factions to play from the Allied Forces and Central Powers, Beyond The Wire offers 50 vs 50 historical engagements with era-authentic weaponry and vehicles, with maps from the western front of the Great war that span up to two kilometres.

Launch brings many new additions to Beyond The Wire, including a new customization system featuring historical equipment and clothing with a variety of 440 different items to start, a melee combat system involving parry, attack and counter for close combat in the brutal warfare of the trenches, and updates to existing maps based on months of playtesting and player feedback. Finally there is the crispy beauty of the new flamethrower and improved fire effects.

We would like to especially thank you all for your support, feedback and comments that helped us shape Beyond The Wire into the game that it is. We are looking forward to see you all playing it!

Finally if you encounter issues after the launch please report them here: Beyond The Wire 1.0 - Issues Reporting

See you all down in the trenches!



 
Ta valendo a pena?
 
Ta valendo a pena?
depende muito do que vc gosta de jogar
gostei, joguei ontem 1 partida, depois de uns meses
a base de players desse jogo é ridiculamente baixa e deve se manter assim
 
Ta valendo a pena?


Parece que vai ter um free week (nesse fim de semana)



-------------------------------------------------------


Beyond The Wire Hotfix 1.1
Welcome Soldiers,

Thanks to your reports we have been able to identify a couple of key issues that were causing performance issues. We are aiming at solving some of these issues with this hotfix and will keep investigating the reports that we received to further improve stability and performance down the line.

Thank you to all of you for accompanying us in our launch of Beyond The Wire and your patience as we work to resolve these issues. If you have further issues please report them in our dedicated thread. (URL LINK)


Progression

- Fixed a case where a player could be stuck in an infinite loading screen after activating a progression task
- Fixed a case where a player could be stuck in an infinite loading screen after completing a progression task


Customization

- Fixed an issue where saved customization loadouts were not being loaded correctly

Optimisation/General Fixes

- Disabled fire propagation (fires that spread dynamically through the environment) until further investigation can be done on performance impact
- Fixed a rare crash when system automatically selects the best spawn point for a player
- Small map fixes for Zonnebeke, Ansoncourt, Cantigny, Chateau-Thierry, Frise, Vimy Ridge, Sechault and Combles
- Fixed the character's missing arms/legs when using free-look
- Fixed the display name of the Armoured Autocar
- Removed Armoured Autocar from Vimy Ridge Firefight
- Fixed missing vehicle spawn points on Poelcappelle Assault GER vs CEF and JAG vs CEF
 
tem server BR?
 
Parece que vai ter um free week (nesse fim de semana)



-------------------------------------------------------


Beyond The Wire Hotfix 1.1
Welcome Soldiers,

Thanks to your reports we have been able to identify a couple of key issues that were causing performance issues. We are aiming at solving some of these issues with this hotfix and will keep investigating the reports that we received to further improve stability and performance down the line.

Thank you to all of you for accompanying us in our launch of Beyond The Wire and your patience as we work to resolve these issues. If you have further issues please report them in our dedicated thread. (URL LINK)


Progression

- Fixed a case where a player could be stuck in an infinite loading screen after activating a progression task
- Fixed a case where a player could be stuck in an infinite loading screen after completing a progression task


Customization

- Fixed an issue where saved customization loadouts were not being loaded correctly

Optimisation/General Fixes

- Disabled fire propagation (fires that spread dynamically through the environment) until further investigation can be done on performance impact
- Fixed a rare crash when system automatically selects the best spawn point for a player
- Small map fixes for Zonnebeke, Ansoncourt, Cantigny, Chateau-Thierry, Frise, Vimy Ridge, Sechault and Combles
- Fixed the character's missing arms/legs when using free-look
- Fixed the display name of the Armoured Autocar
- Removed Armoured Autocar from Vimy Ridge Firefight
- Fixed missing vehicle spawn points on Poelcappelle Assault GER vs CEF and JAG vs CEF
Vlw amigo, bom que vou poder testar.
 
Beyond The Wire Hotfix 1.0.2
4734d2ab6826d43f92d543569ece3231ce584c7b.png


Hey Soldiers,

New Community Manager Gray here! We’re back with another small Hotfix update to address some of the performance issues we’ve been seeing, fix a variety of vehicle/player spawns and environment bugs, and more. Read the full list of changes made in Hotfix 1.0.3 below.

Thank you again to everyone who has continued to share your feedback on Beyond The Wire since our 1.0 launch. We see all of it and we’re hard at work addressing your most frequent requests and concerns.
We’ll have more information to share at a later date on the larger updates we’re currently working on for Beyond The Wire!

Until then, share your feedback in the official BTW Discord[discord.gg] and subreddit. Let’s keep the conversation going, and help me help you help Beyond The Wire!


Key Improvements
  • Added ‘Completed’ & ‘Required’ numbers while viewing a task on the progression system menu
  • Improved certain Textures to reduce performance impact
  • Fixed a heavy performance impact of fire propagation on clients. Fire propagation is now re-enabled
  • Lowered the probability of fire propagating to reduce time the fire continues to spread

Bug Fixes
  • Fixed issue where the team score received for suppressing enemies with the St. Etienne and A7V mounted MG08 HMG was incorrect
  • Fixed a spawn area assigned to the wrong team on Ansoncourt Assault 1915 GER vs FR layer
  • Fixed issues where vehicles would spawn ‘out of bounds’ on Cantigny Assault and Combles layers
  • Fixed missing vehicle spawns on a Combles Assault, Vimy Ridge Assault, and Zonnebeke Assault layers
  • Fixed multiple incorrect objective names/letters on Vimy Ridge, Sechault, and Combles Assault layers
  • Fixed a variety of minor environment clipping issues on Vimy Ridge and Zonnebeke
 
Beyond The Wire Hotfix 1.1.2
Hey everyone, in this hotfix we're addressing the issue of team balancing with bots, as well as making some minor adjustments to bot behavior.

Optimization / General Fixes
  • Fixed an issue where bots would walk backwards during melee
  • Improved bot navigation on Zonnebeke, Sechault, and Vieil Armand
  • Bots will not be considered as players during team balancing.
For server owners:
New server config settings:
  • PreserveTeam=True/False
    - If set to False (default), this setting will disable exceptions to team balancing rules during server join and map transition. If a player was on a team and leaves then rejoins the server, the player will now be auto-balanced to the team with fewer players, rather than forced on the same team as before.
  • EnforceTeamBalancing=True/False
    - This setting is set to True by default. It can be adjusted by server admins, though it is recommended to keep it active.
New default server setting:
  • NumPlayersDiffForTeamChanges (number) changed from 3 to 1
    - This setting will affect when players will be considered for team-balancing. Players will be considered for auto-balancing upon server join and map switch if the opposite team’s human player amount has a difference of more than 1.

    This setting can also be changed by server admins.

We recommend that server owners review and update their server settings according to the values outlined above to fix balancing issues.




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Parece que uma equipe assumiu o jogo
E vão lançar novos conteúdos e atts
 

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