[PREVIEW] Beyond The Wire

Beyond The Wire: Road Map


Welcome Soldiers!


After an extremely exciting month of release, working to get hotfixes our for major issues and some recovery time for the team, we are now spinning up to deliver the major instalments of Early Access content for Beyond The Wire. Below you can find the initial living road map that we will be updating over time as update plans and timelines are cemented.

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The final months of this year will see players enter the battle of Cantigny, the first assault of the AEF which featured a combined effort with the French Republic and our upcoming developer blog will take a look at this new field of battle. Also included in this update will be the first version of our Training Range where players can hone their skills offline.

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Operation Two: For King and Country arrives in Q1 of 2021 with the British Expeditionary Force joining the battlefield. Three new maps will also come with this new faction, Sechault and Saint-Thierry and Poelcapelle. Operation Two also includes the first sub-faction for BTW - The Harlem Hellfighters, who will be an option as a faction on certain maps. The 369th Infantry Regiment was one of the first American regiments to serve alongside the French Army and we're excited to feature this infamous force! Following on from the second operation will be further instalments where you can expect new weaponry, maps, sub-factions and more!

As always, stay posted for future updates on development. See you in the trenches Soldiers!
 
Peguei o jogo.

Primeiras impressões:


Positivas

- Pra um jogo em desenvolvimento, já tá rodando bem legal.
- O gráfico é ótimo, pra quem tava acostumado com o Rising Storm 2 nesse tipo de jogo, é uma evolução grande.
- O sistema de corpo a corpo é muito bom, foi algo significante na WW1 nas trincheiras, então é interessante ver isso bem trabalhado em um jogo e não apenas um sistema simples de facadinha padrão que nem todo FPS tem.
- A comunicação de voz com o time é fácil, com o sistema de Pelotão/Equipe, que nem tem no Rising Storm 2.
- O jogo tem o sistema de se inclinar para os lados, importante pra FPS tático.
- O som não é nada incrível, mas é bom, o mix de balas voando perto de você, explosões perto, passos na lama é bem intenso.

Negativas

- Não há muitas opções de "loadout"/setup de equipamentos. Talvez eu não tenha descoberto ainda, mas pelo que joguei, você tem um equipamento padrão pra cada classe e acabou, não é customizável.
- Não há nenhum indicativo de que você matou o inimigo. No Rising Storm você tem a "dica sonora", quando você acerta o corpo do inimigo, escutará um barulho característico mas discreto, se você acerta a cabeça, escutará outro barulho. Não precisa de indicador no HUD nem nada, mas pelo menos uma dica sonora eu esperaria, principalmente quando você está a distância, é complicado você trocar tiro e não saber se o inimigo realmente caiu. Entendo que isso faz parte do realismo proposto, mas vai levar um tempinho pra acostumar.
- Não há servidor brasileiro, os servidores que tem ficam com uns 170 de ping pra mim. Apesar disso, não é difícil jogar, o lag não é nada absurdo, como o jogo é bem cadenciado, não atrapalha tanto.

O jogo é legal sim. Mas o RS2: Vietnam ainda seria a minha escolha para esse tipo de jogo (FPS tático de grande escala), me divirto mais com ele.

Entretanto, continuarei testanto o Beyond the Wire pra aprender mais, com certeza é o tipo de jogo que você precisa de um mínimo de experiência pra começar a aproveitar bem.
 
Road Map Update


Welcome Soldiers!

With a new year upon us, we've taken the opportunity to review our road map and make some changes for the first few months of 2021. Our second Operation 'For King and Country' is still slated for Q1 but we've introduced a new update to deliver content for the game sooner than our original plan. Check out the updated road map graphic below!

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Coming in the second month of the year will be Chateau-Thierry, a battle from Marne, in addition to new emplaced weapons, rifles and melee weapons. This map was originally part of the 'For King and Country' update but has now been replaced by a new map - Combles, a battle from the Somme offensive. We'll be detailing this new February update over the next few developer blogs, so be sure to stay posted for news coming over the horizon!

Before that intel arrives, reconnaissance has forwarded the first imagery from Chateau-Thierry in preparation for the assault!

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Section Types: Engineers
Welcome Soldiers!

Back in our January Development Recap[playbtw.com] article, we teased a new section type coming to Beyond The Wire. Given the extremes of trench warfare, engineering sections were often put to task to fortify and entrench positions across the battlefield. With hardcover and protection against enemy fire and the elements being a priority for the armies of WW1, these sections will be vital to any army looking to advance on the Western Front. This new unit will be able to place structures, defensive equipment and various deployable to support their team. Whether the infantry needs an elevated firing position or secured rear positions, these pioneers will create the strong foundation needed for the fight ahead. We’re expecting to implement these new roles in the next update, but expect them to be expanded later in development.

Engineers

A 3 man section tasked with reinforcing and fortifying positions across the battlefield to support the army. With several options of emplacements suiting different scenarios, the engineers will be busy creating strong bases for the infantry to strike from.

NCO

The Engineer NCO will have the ability to construct fortified positions to help create strong defences. These constructions improve as more effort is applied to building it, making the structure more enclosed and fortified with each stage. Note: Engineer NCO is able to build emplacements.

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In addition to these constructions, the Section Leader will be responsible for placing deployable ammo depot’s to resupply general ammunition, as well as rifleman’s ammo bags. Teams need to be wary as the depot will cause an explosion when it’s destroyed. The NCO will also be able to place barbed wire, sandbags and duckboards.

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The two remaining roles that make up the section will also be able to affect the battle around them with their own selection of deployables. Engineers have access to building barbed wire and sandbag defences to further embed vital firing positions, as well as portable ladders to help gain access to elevated positions. The Sapper also has access to a Bangalore torpedo, a long tube-carried explosive that can be used for clearing barbed wire and destroying enemy emplacements.



Sapper
  • Bangalore torpedo
  • 1x Ladder
  • 1x Duckboard

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Bangalore torpedo video [btwmedia.s3.us-east-2.amazonaws.com]Note: Bangalore is still a work in progress and has a bit of development work still to be done.

Builder
  • 2x Barbed Wire
  • 2x Sandbags
  • 2x Duckboards

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When these engineers arrive teams will be better equipped and more prepared to strengthen and lockdown critical positions. With ingenuity at the heart of this unit players will have interesting options at their disposal, and we’re sure this role will be popular across the board.

We have more articles coming in fast so stay posted Soldiers!
 
Section Types: Engineers
Welcome Soldiers!

Back in our January Development Recap[playbtw.com] article, we teased a new section type coming to Beyond The Wire. Given the extremes of trench warfare, engineering sections were often put to task to fortify and entrench positions across the battlefield. With hardcover and protection against enemy fire and the elements being a priority for the armies of WW1, these sections will be vital to any army looking to advance on the Western Front. This new unit will be able to place structures, defensive equipment and various deployable to support their team. Whether the infantry needs an elevated firing position or secured rear positions, these pioneers will create the strong foundation needed for the fight ahead. We’re expecting to implement these new roles in the next update, but expect them to be expanded later in development.

Engineers

A 3 man section tasked with reinforcing and fortifying positions across the battlefield to support the army. With several options of emplacements suiting different scenarios, the engineers will be busy creating strong bases for the infantry to strike from.

NCO

The Engineer NCO will have the ability to construct fortified positions to help create strong defences. These constructions improve as more effort is applied to building it, making the structure more enclosed and fortified with each stage. Note: Engineer NCO is able to build emplacements.

84c0ae0b09ba8a285251b45da186d1410f9e8777.jpg


In addition to these constructions, the Section Leader will be responsible for placing deployable ammo depot’s to resupply general ammunition, as well as rifleman’s ammo bags. Teams need to be wary as the depot will cause an explosion when it’s destroyed. The NCO will also be able to place barbed wire, sandbags and duckboards.

e90b88e402f24e43d7357eb03b448343f2b8c961.jpg


The two remaining roles that make up the section will also be able to affect the battle around them with their own selection of deployables. Engineers have access to building barbed wire and sandbag defences to further embed vital firing positions, as well as portable ladders to help gain access to elevated positions. The Sapper also has access to a Bangalore torpedo, a long tube-carried explosive that can be used for clearing barbed wire and destroying enemy emplacements.



Sapper
  • Bangalore torpedo
  • 1x Ladder
  • 1x Duckboard

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Bangalore torpedo video [btwmedia.s3.us-east-2.amazonaws.com]Note: Bangalore is still a work in progress and has a bit of development work still to be done.

Builder
  • 2x Barbed Wire
  • 2x Sandbags
  • 2x Duckboards

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When these engineers arrive teams will be better equipped and more prepared to strengthen and lockdown critical positions. With ingenuity at the heart of this unit players will have interesting options at their disposal, and we’re sure this role will be popular across the board.

We have more articles coming in fast so stay posted Soldiers!
Vc que joga o Hell Let Loose, quais as principais diferenças? Vale a pena tê-lo ?
 
Vc que joga o Hell Let Loose, quais as principais diferenças? Vale a pena tê-lo ?
Tudo que eu falar pode mudar com o passar do desenvolvimento
Mas...
mapa aqui é menor
Menos loadouts
Menos armas
Servidores SA inexistentes
bem menos players
o gameplay é mais travado
 
Fields of Battle: Séchault
Welcome Soldiers!




The next few instalments of our Fields of Battle series will be showcasing the latest maps that will be arriving with Operation Two: For King and Country. The first map we’re attending to is Séchault, an infamous battle from the Meuse-Argonne offensive where the Harlem Hellfighters gained renown.

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Premiering the brand new sub-faction sitting under French command, Sechault will introduce the 369th regiment to Beyond The Wire.

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Charging through the hills of Séchault shows the difficulties of assaulting such a position. Any advance must be well planned, with elevated firings positions abound, the chalk-lined trenches will have to be utilised during the approach to ensure some level of safety before starting the attack.

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The rear lines of the entente show tents with a field kitchen, as well as some benches and a piano, brought in on the nearby railway. Shallow trench lines lead over the hill and down to the frontline, providing safer routes of travel as well as secure positions for artillery and HMG crews to operate.

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No man’s land is a crater-riddled field, filled with water and fallen comrades. There are various strong points connecting makeshift trenches which can be used as a springboard to extend your footing in the area. Any remaining trees that stand have been scarred and angled askew from the blasts of artillery shells.

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Overlooking the map is the ruined chapel which provides the greatest elevation and vantage point, located at the very centre of the level. This position will be regularly contested as armies battle for the hilltop and chapel remains.

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Pushing on through no-mans-land reveals the more established lines of the German Army. Defensive trenches and bunkers converge on the few remaining buildings that have been established as storage areas for ammunition and general equipment.

Stay alert Soldiers, we have more brief's on the way before heading out for Operation Two!
 
Última edição:
Fields of Battle: Combles
Welcome Soldiers!

We now shift the focus of the frontline back towards the Somme, and the fight for the Combles valley in 1916. After spending many years as backwater stores, the Combles valley in the north of France was captured by the British Expeditionary Force in late 1916 and helped spring the entente's advance. This new map arriving in Operation Two will introduce the BEF to Beyond The Wire.

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Devastated by the earlier barrages, the combles valley now sits deformed and littered with destroyed houses, blasted walls and abandoned land ships. Heavy rainfall has left the ground waterlogged and hazardous, leaving pools of standing water across the field.

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The frontline runs across the floor of the valley, with reinforced German firing positions crowning one side. Soldiers will need to take caution when moving at any point on this level due to the inherent risks of attacking uphill.

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In addition to the difficulties of the environments, the claustrophobic ruins of the village will need careful attention. Fighting in these areas will carry the threat of hand-to-hand combat as the narrow paths and dark corners converge into tight spaces.

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No man's land holds the remnants of the village that previously stood as a base of operations. The standing debris and abandoned trucks provide safety during assaults but beware of hidden enemies trying to cut off routes and paths.

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The rear lines of the British show sporadic temporary trenches have been dug out to support the ground gained, with wooden structures and watchtowers quickly erected to support the infantry advance.

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Sitting opposite is the formidable German HQ. Elevation, strong defences and steep access make this position a nightmare for attackers. With bullets and grenades thrown down from above, any army assaulting this final position will need all options available.

Stay posted for more detail on Operation Two coming later this week, Soldier!
 
Welcome Soldiers!
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To celebrate the launch of our biggest update yet we have partnered with Steam to offer our biggest sale yet. From the 14th April till the 21st you'll be able to pick up Beyond the Wire for just £18, $22.75, E19.50, saving 35% off the usual price! With Operation Two being our most extensive update yet, now is the perfect time to head out Beyond The Wire!

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

Update V0.10 Released!

Welcome Soldiers!
We are pleased to release our latest update bringing a host of additions, changes, fixes and improvements. Check out the full changelog below, and stay tuned for an incoming patch notes video.
Our first major content expansion, also known as Operation II: For King and Country, will not only introduce the British Expeditionary Force but also 3 new maps, new weapons, and our first subfaction, the Harlem Hellfighters.

Gameplay
]New
- New Faction: British Expeditionary Force
- New Faction: 369th Infantry Regiment (Harlem Hellfighters)
- Added subfaction system allowing multiple factions to be on one team
- Added Engineering Section
- Added Engineering NCO role
- Added Sapper role
- Added Builder role
- Added deployable Ammunition Dump
- Added deployable sandbags
- Added deployable barbed wire
- Added deployable heavy fortification
- Added deployable ladders
- Added charge ability to hand-held melee weapons. Hold [Left Mouse Button] while running to perform a melee charge
- Added ability to also perform bayonet charge by holding [Middle Mouse Button] first and then pressing [Left Shift] to run
- Added a new universal interaction system. You can now bandage, revive, build by pressing [F] instead of equipping a special item first. Medic bags still function as before
- Added audio feedback when hitting body parts or helmet of enemies with firearms
- Added new bayonet attack and charge sounds
- Added new playable area mechanic, damaging players that accidentally glitch out of the playable area
- Added sounds when capturing / losing an objective a player is currently inside of
- Added second Medic loadout

Changes

Frontlines
- Removed time-based phases in favor of point system
- Team who reaches a set amount of points first will win a sector
- Points are gained for holding more than 50% of the sector’s capture points
- Team to win 3 sectors or have the most sectors by the end of the match timer wins the match
- Updated UI to match new mechanics

Assault
- Added cooldown period after a sector has been captured to allow attackers and defenders to organize
- Added damage volume to prevent attackers from entering the next sector before the cooldown timer has ended
- Updated UI to match new mechanics
- Reduced max capture rate from 0.125 to 0.015. Capture speed will now max out at a 3 player advantage
- Fixed first assault capture point sometimes not reporting progress correctly

- Changed Commander call-ins to be limited to only one at a time for the same marker
- Changed Commander command point generation and call-in cost
- Changed ammo bags to be placed at any angle
- Changed spawn selection to default to rally point if it’s available
- Changed damage curves for pistols, rifles, LMGs, and HMGs reducing the range for one-shot kills.
- Changed explosives to reload slower than other ammo from ammo bags
- Reduced amount of time that must pass before attempting to change the team from 240 to 30 seconds
- Reduced instant kill damage threshold from 450 to 150 to make headshot instant kills
- Reduced range for local VOIP from 100m to 50m
- Reduced damage volume for barbed wire
- Reduced penalty for placing rally point near enemies from 30 to 15 seconds
- Reduced rally point destruction ranges from enemies from 30 to 10 meters
- Removed melee directional attack indicator
- Removed team limit on Commander 02 role

Fixes
- Fix players being able to fire while dead on the server but alive on client. Should reduce chances for trade-kills.
- Fixed collision on deployable sandbags
- Fixed wooden parts of deployables ignoring penetration values
- Fix SL Spawns not working on captured objectives
- Fixed inventory inconsistencies of various roles
- Fixed being able to revive players who are already being revived
- Fixed players being able to dig down occupied emplacements, causing the bald player bug
- Fixed players being able to block attacks from behind
- Fixed rally points not being rotated correctly, causing players to always spawn facing East
- Fixed Artillery Gun not applying blast damage to players in front of it

Weapons
New
- Added SMLE MK III*
- Added Webley MK VI
- Added Lewis Gun
- Added .303 British Vickers HMG
- Added QF 13-pounder gun for British Expeditionary Force, French Republic, American Expeditionary Force, and Harlem Hellfighters
- Added No. 27 Smoke Grenade
- Added Mk1 No. 5 Mills Bomb
- Added Pattern 1897 Officer Sword
- Added Pattern 1907 SMLE bayonet
- Added Lead Cast Trench Club
- Added Bolo Knife

Changes
- Improved firing animation of Pistole 08 and Lange Pistole 08 to address visibility issues
- Improved Lebel 1886 bolting animation
- Reduced gravity scale to allow further throws with M1916 Bundle Grenade

Fixes
- Fixed missing MG08 equip sounds
- Fix players not being able to lean near the Vickers 1915 HMG
- Fixed Mk1 grenade having a wrong projectile mesh
- Fixed Bayonet Knife using Trench Club image in role selection

Maps
- New map: Séchault, Somme
- New map: Poelcapelle, Flanders
- New map: Combles, Somme
- Updated naming conventions of all maps: Mapname Gamemode Year Team1 vs Team2
- New gameplay layers
Combles Assault 1916 UK vs GER
Combles Assault 1914 FR vs GER
Combles Frontlines 1916 UK vs GER
Combles Frontlines 1914 FR vs GER
Sechault Assault 1918 HHF vs GER
Sechault Frontlines 1918 HHF vs GER
Poelcappelle Assault 1917 UK vs GER
Poelcappelle Assault 1914 FR vs GER
Poelcappelle Frontlines 1917 UK vs GER
Poelcappelle Frontlines 1914 FR vs GER
Frise Assault 1918 UK vs GER
Frise Frontlines 1918 UK vs GER
Zonnebeke Assault 1915 UK vs GER
Zonnebeke Frontlines 1914 UK vs GER

Ansoncourt
- Various bug fixes
- Updated Ansoncourt Frontlines with new cap layout approach and made US on west and GER on east
- Updated Ansoncourt Frontlines with new out of playable area bounds
- Updated Ansoncourt Assault – drastically altered layout
- Removed some of the foliage on Ansoncourt

Chateau-Thierry
- Various bug fixes
- Added more ambient sounds with interior ambient sounds for all buildings, nature sounds, etc.

Cantigny
- Various bug fixes
- Added new non-playable area bounds to Cantigny gameplay layers
- Added fourth underground entrance/tunnel
- Updated Cantigny Assault layers
- Reduced amount of terrain components for better performance
- Fixed Cantigny Frontlines referencing US instead of FR

Frise
- Various bug fixes
- Added new nonplayable area bounds to Frise gameplay layers
- Added additional polish and set-dressing
- Updated stables objects on Frise
- Updated particle effects placed on the map
- Fixed spawn locations on Frise Assault

Shooting Range
- Added British Expeditionary Force version
- Added Harlem Hellfighter version
- Updated emplaced weapons based on faction

Zonnebeke
- Various bug fixes
- Added new out of area bounds to Zonnebeke gameplay layers
- Added FR w/ UK coalition faction to Zonnebeke 1914 layers
- Updated draw distances of various objects
- Updated Zonnebeke Frontlines
- Lowered terrain resolution for better performance
- Fixing out of bound spawns on Frise

Art
- Added facial hair to some character models
- Added shuffling feet animation when turning with emplaced weapons
- Added dagger / blade attack sounds
- Added additional environmental assets such as buildings, vehicles, vegetation, props, debris etc.
- Added mud explosion effects
- Added support for distance shadows on Low and Medium settings
- Improved sprint end animation
- Improved bayonet stabbing animation
- Improved character movement animation
- Improved head model visuals
- Improved eye material visuals
- Improved animations for melee combos
- Improved fire particle effects
- Improved melee flesh slash effects
- Improved collisions on various environmental assets
- Improved placement on helmets
- Improved character skinning on some of the character equipment
- Fixed incorrect sounds and effects being played on various surfaces
- Fixed no sounds playing when moving through bushes, water, or barbed wire
- Fixed low and high ready pose overlapping with sprint animations inside enemy territory
- Fixed issues related to runtime virtual texturing (terrain blending)
- Fixed first sprint animation switching back and forth when moving over bumpy terrain
- Fixed various textures not being PBR-valid causing issues with lighting
- Fixed water refraction
- Fixed no sounds playing when doing melee combos

UI
- Added new role icons to Artillery, Engineering and Recon sections
- Added option to choose input device in audio settings
- Added volume slider to hit sound effects
- Added Win / Lose Themes to all factions
- Updated keyboard overlay showing default controls in-game from F1 to F5 key
- Updated game mode text for new version of frontlines that appears on loading screen
- Updated all inventory images to be consistent in style
- Updated main menu background for Operation II
- Updated VOIP widget
- Updated role icons for Signaller, Recruit
- Updated ammo box and telephone HUD icon
- Updated chatbox visuals
- Updated design of admin / server messages
- Updated design of deployment screen
- Updated interaction widget design and give up screen
- Changed “Benchmark” button to “Auto-Detect Settings” in graphics options window
- Fixed “Create Section” button is no longer visible on section & role screen due to increased amount of sections
- Fixed deployable radial menu button showing up red even if it’s available
- Fixed compass and weapon info overlapping
- Fixed camera exposure in deployment screen

Optimization
- Overhauled game settings to correctly lower the quality of certain rendering features at lower quality settings
This may improve drastically for some players or may cause issues for others. Please reset your user cache if you encounter performance problems.
- Optimized Chauchat 1915 animations
- Optimized scope attachments
- Optimized character textures
- Optimized various particle effects
- Optimized HUD widgets such as objective markers, ammo bag icons, etc
- Optimized various environmental assets, such as trenches, vegetation, props, debris
- Optimization of water and puddles / rain and ripples

Miscellaneous
- Fixed players jittering / lagging in enclosed spaces
- Fixed various stability issues and crashes
- Fixed log spam when creating a section
- Fixed black lines and black decals on Cantigny and Zonnebeke
- Fixed a crash when players got shot on HMGs
- Fixed infinite loop during server shutdown
- Fixed deployable barbed wire spawning too many instances of wire causing server/client desync
- Fixed AdminChangeMap showing the incorrect Map
- Fixed a crash when joining a server
- Fixed a rare crash on Frontlines

Known issues
- BEF Grenadier is missing No. 20 rod rifle grenade. Will be added soon.
- Players may experience blurry textures on certain graphical options
- Touching the barbed wire of the new Heavy Fortification will cause players to slow down indefinitely until they respawn
- Launching the Training Range for BEF and HHF from the menu doesn’t work. Please use AdminChangeMap Shooting Range HHFvGER or AdminChangeMap Shooting Range BEFvGER
- 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
- Cutting barbed wire on Cantigny will cause a major performance drop for a second
- When a match starts on Cantigny it will cause a major performance drop for a second
- VOIP widget role icon is not being displayed correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately



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

Faction First Look: British Expeditionary Force

Welcome Soldiers!
Operation Two: For King and Country arrives this week, and storming into mainland Europe comes the British Expeditionary Force. Mobilised after declaring war on Germany in 1914, the British Army that deployed to France was thought to be the best the Empire had sent to war. These men benefited from hard lessons learned during the Boer War and were effective in the use of cover and the ability to deliver rapid, accurate rifle fire.

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While other armies for the time were established through conscription, the BEF was made up of professional soldiers with solid foundations of extensive training and high morale. However, catastrophic losses during the start of the campaign forced the recruitment of more men and a restructuring of the military organisation. With more reinforcement, the army was now capable of fighting a war on a continental scale.

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Having mustered forces from across the Commonwealth, the BEF will eventually be supported in-game by sub-factions from the various units seen under their command on the Western Front. Entering the fray with an array of iconic weapons from the SMLE MK III* to the Lewis Gun, players will have a new arsenal to learn and familiarise themselves with. British HMG detachments can look forward to deploying the Vickers Mk I with a sandbag bunker, while Artillery detachments will be launching shells from the QF 13-pounder field cannon.

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Arguably one of the most impactful and important factions during The Great War, the British Expeditionary Force will play a major part in Beyond The Wire going forward and we're excited to bring their story to our game. Stay posted for a video in the next few days on the new weapons arriving with the BEF!


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Faction First Look: Harlem Hellfighters

Welcome Soldiers!
Operation Two: For King and Country will be introducing the first sub-faction to Beyond the Wire. Mobilised in 1917 by the AEF and deployed in support of the French effort on the Western Front, the 369th Infantry Regiment fought under French Command and were the most active and long-serving American regiment in WW1. Nicknamed Höllenkämpfer by the German Army, they were to be known as the Harlem Hellfighters.

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Combining AEF and French equipment, the Harlem Hellfighters were deployed as reinforcement to the French Army who welcomed them with open arms and reissued them with items of their own equipment and weaponry. With demand for reinforcements being so high, the 369th was deployed straight to the front and would see 191 days of active combat duty, more than any other U.S. unit during the war. Thanks to their heroic efforts and courage, they never lost ground or had one member of their unit captured by the enemy.

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During the final offensive on the town of Séchault the regiment suffered some of the worst casualties of any American unit during the war. After the town was captured they were relieved from the front lines and the entire regiment awarded the Croix de Guerre medal. But shortly after the Hellfighters were reinstated to active duty in 1918 and became the first unit to reach the banks of the river Rhine as the Entente pushed the retreating Germans back.

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Introduced to Beyond the Wire with the lebel rifle as a placeholder, the Harlem Hellfighters will later be equipped with Berthier rifles, the main rifle used by the regiment. Other loadouts include the french Chauchat for machine gunners, m1917 trench gun and captured German Gewehr 1898 rifles. We expect this sub-factions unique arsenal to be one of the favourites and we're excited to hear the feedback on the 369th, as well as the new multiple faction system that they will be premiering.

We are honoured to pay homage to the Harlem Hellfighters with their place in Beyond the Wire. The 369th Infantry Regiment will no doubt be a favourite amongst our players. See you in trenches, Soldier!
 
Hotfix: 0.10.1 released!
Welcome Soldiers!

We've worked to get this first hotfix ready to resolve some issues that arrived with V0.10 last week - including some stability fixes and the return of Cantigny after having to to be pulled from the map rotations. Check out the changelog below!

Gameplay

Changes
- All Medic 01 roles now have smoke grenades instead of hand grenades
- Disabled explosion when digging down Ammunition dump

Fixes
- Fixed Heavy Fortification barbed wire causing movement to be slowed down permanently
- Fixed Ammo Bags and Ammunition Dumps rearming constantly and rearming outside of radius
- Fixed players not being able to shoot people through QF 13-pounder shield opening
- Fixed taking damage and being slowed down for a second after cutting wire
- Fixed barbed wire slowdown and damage applying even when not overlapping with the actual barbed wire model. Previously you would start taking damage from further away than intended
- Fixed barbed wire slowdown not being removed when the current barbed wire is cut. Previously you could take damage right after cutting barbed wire and walking through it
- Fixed GER Medic 02 wrong loadout name
- Fixed damage not being removed when entering the next sector during prep phase and the next sector becoming active on Assault
- Fixed AEF HMG NCO has field dressing in inventory
- Fixed equipment name being misspelt for BEF Signaller

Weapons

New
- Added No. 20 Rod Rifle Grenade to BEF Grenadier

Changes
- Updated ADS view for all pistols. Sight pictures should be improved and be more consistent.

Fixes

- Fixed Lewis Gun having incorrect equip/unequip animations
- Fixed P14 having wrong HUD image
- Fixed incorrect HUD images for Mk1 grenade and Mills bomb grenade
- Fixed Assault objective map markers being filled 70% at match start

Maps
- Fixed visual effects not loading for some maps
Cantigny
- Fixed barbed wire causing major performance drop
- Fixed various gaps in Cantigny cathedral

Combles
- Fixed aggressive culling in certain areas
- Fixed cart disappearing too close to the player
- Fixed floating trees in certain areas

Frise
- Fixed fire sound being audible but no fire effect being visible in certain areas

Poelcappelle
- Fixed floating rock at B3-3-2
- Fixed tunnel at B3-4-5 having collision and terrain issues
- Fixed a hole in the ground at D3-4-3, Fixed a gap in the sandbags at C3-3-4
- Fixed Poelcappelle frontlines layers missing blocking volume during staging
- Fixed missing wall section

Séchault

- Fixed floating cans
- Fixed floating assets in bunkers
- Fixed foliage clipping through building
- Fixed bad collision in tunnel
- Fixed no collision on trench wall

Shooting Range

- Fixed BEF and HHF versions of shooting range not loading

Art
- Improved visibility of characters in darker scenarios
- Fixed collisions for dead trees
- Fixed sprint animation not stopping during climb/vault
- Fixed animations not resetting when a player is wounded while interacting
- Fixed wound and blood textures not showing on player models
- Fixed deployment view floating above maps

UI
- Added message to server queue widget to notify players about seeding empty servers
- Updated neutral sector flag for Frontlines
- Updated spawn type icons
- Fixed spelling error in spawn button and fixed formatting for overrun rally / SL spawns
- Fixed end round screen displaying "The match is a draw" briefly
- Fixed spawn point list only showing two spawn points
- Fixed next map widget displaying incorrect image
- Disabled option to enable automatic bolting
- Disabled option to share rally point in map widget

Optimization
- Various crash fixes
- Improved the prioritization of sounds. This ensures certain sounds will always play, even if the audio - channel limit is reached.
- Increased audio channels on Epic from 128 to 192 to allow more sounds to be played at once and reduce the likelihood of sounds cutting out
- Improved performance on deployment view
- Optimized HUD widgets
- Optimized character models
- Optimized dismemberment limb models

Known issues
- No. 20 Rifle Grenade equip animation not properly lined up
- No. 20 Rifle Grenade uses placeholder sounds
- Players may experience blurry textures on certain graphical options
- 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
- No. 20 Rifle Grenade is called “VB Rifle Grenade”
 
Operation Two Community Feedback Survey
Welcome Soldiers!

Our recent update For King and Country made some big changes and we wanted to get a better understanding of how the community as a whole feels about the recent changes. These feedback surveys will be used when we release large updates that make certain changes to the game. The development team are wanting to see how the community reacts to the changes and their general sentiment on the game at that point. We'll be using these over the course of Early Access where we feel a need to survey the communities feedback. Please fill out this google form below before Friday 14th May when we will be closing submissions, after which we will share the results publicly. Thanks in advance for your time to complete the form, we appreciate your feedback and we will endeavour to address areas of concern.

https://forms.gle/82wHVGXjWnsNWmt98






Para quem quiser enviar um feedback para os devs.
 
Road Map Update

Welcome Soldiers!
It is with great excitement that we reveal our latest road map, and for the first time give a broader view of how Beyond The Wire will look in the future. While we have discussed plans sporadically during streams and discussions with the community we decided it was time to lay the future down so our players can see all the interesting features being planned and where Beyond The Wire is headed. With Operation Two closing out the first 6 months of Early Access, we are ready to present the journey ahead for Beyond The Wire. Throughout Early Access we will continue to release Operations to deliver relevant and fascinating content that delivers a new experience on the Western Front, with new diverse battlefields, iconic weapons and important factions all changing the battlefield around them. Supplementing these larger releases will be smaller updates to fix bugs, make UI improvements, introduce new weaponry for existing factions and make general quality of life and optimization improvements.

Note: This roadmap is subject to change dependant on community feedback and development requirements.

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The major pieces to identify in our new roadmap are the two Operations that follow For King and Country. This summer brings Canada's 100 days, releasing the Canadian Expeditionary Force along with our initial customization and progression system and new weapons for existing factions. Following this operation players will see the Australian and New Zealand Army Corps joining the fray along with a first iteration of vehicles, flamethrowers and a multiplayer campaign. Throughout Early Access, there will be ongoing improvements to client and server optimization, sounds & special effects and continued level polish as we improve the game in all areas.

Our long term development plans which go beyond the 1.0 launch will see us aim for air battles, a COOP mode against AI and a brand new theatre, opening a new front of World War I. We will reveal details on all these new features and operations in due time, so remember to stay up to date on our development recaps and future updates on the game. See you in the trenches, Soldier!
 
Beyond The Wire - Free Weekend Announcement
Welcome Soldiers!

After the successful release of Operation Two and the reveal of our new and updated road map, we are now ready to open up Beyond The Wire for a Steam Free Weekend! Kicking off on the 20th of May, Beyond The Wire will be free to play on Steam until Monday the 24th! Coinciding with the free weekend Beyond The Wire will also be on sale during this time, with a 35% sale happening meaning the game will cost just £18 / $22.75 / E19.50! We can't wait to open Beyond The Wire to those looking to try the game and meet the new people joining our community. The game will be receiving a quick update next week in preparation for the free weekend with balancing, optimization work and bug fixes being the main agenda.

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As Beyond The Wire opens up to the public it is important that our veterans take time to help new players understand the game and get maximum enjoyment. With communication and teamwork being a huge part of the experience, we're hoping our experienced players can set the example for how our community behaves and interacts with one another.

Stay posted on that update arriving soon Soldier. See you in the trenches!
 
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.

Section 1: General

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.
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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.
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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.
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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.
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Section 2: Gameplay

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.
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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.
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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.
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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.
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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.
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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.
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Section 3: Maps

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.
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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%
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Section 4: Performance

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.
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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.
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Section 5: A Look To The Future

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%
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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!



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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.


Gameplay
NEW
  • Added “Central Nervous System” hitbox which allows one-shot kills over distance if players hit the spine area
  • Added scope glare to Sniper rifles
CHANGES
  • 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
FIXES
  • Fixed players being able to build emplacements while they are in an emplacement
  • Fixed players sometimes becoming invincible on emplacements
Weapons
  • 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”
Maps
ANSONCOURT
  • 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
CANTIGNY
  • Added more paths and repainted large sections of Cantigny
  • Added additional detailing
  • Reworked sightlines and negative space
  • Reduced foliage
COMBLES
  • Fixed some trees appearing glossy
FRISE
  • Fixed missing fire particle effect
POELCAPELLE
  • 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
SECHAULT
  • 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
ZONNEBEKE
  • 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
Art
  • 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
UI
  • 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
Optimization
  • Optimized collision for various trench objects
  • Optimized collision for farmhouses
  • Optimized collisions on dead trees
Miscellaneous
  • 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
Known issues
  • 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
 
Última edição:
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.

Gameplay

Changes
- Reverted Stamina not depleting when running, jumping or vaulting
- Decreased stamina depletion

Fixes
Fixed Ammunition Depots being stackable

Art
- Fixed field gunner projectiles playing wood debris effects on all surface types

UI
- Reverted blood screen effects

Known issues
- 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
 
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!

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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.

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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!
 
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!

Canadian Expeditionary Force

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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!
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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!
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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.
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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.
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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!
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Animations

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!



Customization and Progression

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!
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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!
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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!
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Tanks

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!



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!
 
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!


Maps

Gameplay Layers
  • 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

Cantigny
  • Fixed large spools of barbed wire not being cuttable
  • Combles
  • Fixed floating trees at C2-2-8
  • Fixed grave collisions

Poelcapelle
  • Added easier ways to get out of BEF spawn
  • Fixed deep craters across
  • Fixes exposed water planes
  • Fixed floating assets
  • Fixed missing corpses

Sechault
  • Fixed exposed trench line edges
  • Fixed no Collision on Trench Wall at E3-4-5
  • Fixed pile of corpses missing textures

Zonnebeke
  • 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

Art
  • 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

Known issues
  • 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
 
Early Preview: Renault FT-17

Welcome Soldiers!




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.

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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.


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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!
 
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.

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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.

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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.

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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!
 
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!

Gameplay
New
- 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

Fixes
- 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

Maps
Gameplay layers
- Added Sechault Firefight
- Added Ansoncourt Firefight
- Added Frise Firefight
- Added Poelcapelle Firefight

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

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

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

Combles
- Fixed floating grass

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

Poelcapelle
- Fixed floating piece of terrain
- Fixed floating debris

Sechault
- Fixed misaligned sandbag section
- Fixed gaps between earthen trench pieces on The Anthill

Art
- 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

UI
- 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

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

Known issues
- 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
 
Hotfix: 0.12.1 released!
Gameplay
Changes

  • Reduced global sway factor from 0.65 to 0.1
  • Increased round duration on Frontlines from 45 mins to 60 mins
  • Updated Commander Abilities
    • Removed time-cooldown on all support abilities
    • Reduced passive income on command points from 1 per 2 seconds to 1 per 3 seconds
    • Altered cost of support abilities to
      • HE Artillery - 200
      • Chlorine Gas Artillery - 120
      • Smoke Artillery - 80

Fixes

  • Fixed British Vickers Mk1 using the incorrect weapon model

Maps

  • Updated all Assault layers to include more objectives per sector and decrease by one in the next sector
    • Reworked Ansoncourt Assault GER vs FR
    • Reworked Ansoncourt Assault USA vs GER
    • Reworked Cantigny Assault GER vs FR
    • Reworked Cantigny Assault USA vs GER
    • Reworked Chateau-Thierry Assault GER vs FR
    • Reworked Chateau-Thierry Assault USA vs GER
    • Reworked Combles Assault FR vs GER
    • Reworked Combles Assault UK vs GER
    • Reworked Poelcappelle Assault FR vs GER
    • Reworked Poelcappelle Assault UK vs GER
    • Reworked Sechault Assault FR vs GER
    • Reworked Sechault Assault HHF vs GER
    • Reworked Sechault Assault FR vs GER
    • Reworked Zonnebeke Assault FR+UK vs GER
    • Reworked Zonnebeke Assault UK vs GER
    • Reworked Zonnebeke Assault GER vs FR

UI

  • Added auto scroll to role hint
  • Fixed role hint widget not disappearing
  • Fixed “Lorem ipsum” default text
  • Fixed role hint not respecting user setting for not displaying it
  • Fix sector count displaying in Firefight game mod
  • Fix join button text not changing color properly

Optimization

  • Fixed server crash when calling in artillery
  • Fixed view flickering when changing stance
Known issues

  • Assault objectives can appear alphabetically out of order in the HUD
  • 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
  • VOIP widget role icon is not being displayed correctly
  • Switching Audio quality in the options menu will cause a crash. Please restart the game to prevent that from happening.

Note for AMD FX CPU users

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
 
Development Recap: June
Welcome Soldiers!

The latest edition of our development recaps is due and we have lots of development progress to share. While work has continued on various aspects of Operation III some short term projects have also been on-going, with this month’s recap showcasing the progress being made on the project in June.



Canadian Expeditionary Force
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The CEF character models are close to completion now with the recently finished haversack tying the Canadian uniform together. Loaded with the equipment needed for expeditions Beyond The Wire, the CEF will be well prepared for the conflict on the Western Front.
be16c947bd8683714c8c52d9512c7d3c153778e9.jpg


Vimy Ridge
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Set dressing for this new map is well underway, with the field of battle starting to gather a striking atmosphere. Trench linings, fallen soldiers and burning tree assets have been added to the level making a visible difference to the map.
ea8d7ae518e716708b932f611fb104cf329ad9a1.jpg

621ed17bc4a73335981785afaf25382e6b5c0e5c.jpg


Vieil Armand
294499f4e4626a10b9ac4fff56bbe40fc4d3c01c.jpg

The second map arriving with Operation III features a snowy, mountainous stronghold which will provide a unique experience. With a brand new biome featuring new weather types, this rocky environment will be a welcome addition to map rotation.
2923d47c0b54f3f635fce1334748361665ce996c.jpg


Textures
With Vieil Armand sitting atop a mountain the team have been testing a new snow texture which is shown here being blended into the environment. With this being the first introduction of a snowy environment we’re excited to see players fight for this intimidating fort.
962e75e0139f9edbcabf3351003d9da5f331a6f5.jpg


Updated Uniform Material
a89ac2afde59d4fd1f8bd4bcd5996b35570c35c1.jpg

Aiming for more realistic cloth shaders to increase the visual fidelity of characters, our art team have worked to implement new master material for cloth uniform and equipment pieces.

Animations
Colt–Browning M1895 Reload[btwmedia.s3.us-east-2.amazonaws.com]
The Colt–Browning M1895, nicknamed "potato digger", will be released with the Canadian Expeditionary Force and has recently had the reload animations blocked out. We'll be taking a deep look at this machine gun and the rest of the Operation III arsenal closer to release so standby for that detail.

HMG animation[btwmedia.s3.us-east-2.amazonaws.com]
Heavy weaponry has also had some attention this month with a slight change in how the first person camera behaves while panning. Gunners operating heavy machine guns will now notice added movement emulating the weight of such items.

Berthier Bolting Animation[btwmedia.s3.us-east-2.amazonaws.com]
It's been a while since we showcased the Berthier model but it is on the way with bolting and reload animations now complete. You'll be seeing the Berthier shipped to the frontline in the coming months, with the Harlem Hellfighters taking this French rifle as their main firearm.
Berthier Reload Animation[btwmedia.s3.us-east-2.amazonaws.com]

Weapons
There's a host of weapons that have been worked on in preparation for future releases with weapons for both the Entente and Central Powers expected. Check out the new firearms and melee weapons at various stages of completion below!

Enfield Mk.II Revolver
cc865891b8c76085ca9762f5d84d669bde88bf74.jpg


British Pattern 1908 Cavalry Sword
38ef13de4ae8de235eac6aacdef6c9c56cbbf2ac.png


German 1873 Artillery Saber
c613193bbc668179544a86dac480218b6dcd487d.png


Trench Morningstar
ad64c695eaa3c32eec1bab035a285395d94ecec9.png


Karabinar 98 AZ
63624dc3059fcb7bc07f85e6135737286984ce13.png


M1918 BAR
2d63dba10348ae8de55d62c372b8b99ad96c17c2.png


MP18
be0bfec7446189a0b21d2fe468fed746da4712e5.png


Jam Tim Grenade
11304b5e3fc1b11faab2c117bf79b2f0481b7dff.png


As always stay posted for the next months progress and get ready for some exciting blogs that are on the way. See you in the trenches Soldier!
 

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