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!
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
- 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
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.
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.
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
1918
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!
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.
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.
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 hold the bolt while inserting the rounds. A much anticipated sidearm that we’re sure will be a hit with the community.
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.
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.
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!
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!
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!
Studio Announcement
Welcome Soldiers!
For the past few months the management team at Redstone Interactive has been busy defining the future of the studio and looking at ways to ensure the success of the team for the continued development of Beyond The Wire. The studio was founded with the opportunities our close relationship with Offworld Industries gave us, and while working as a standalone studio has been a fantastic endeavor, we are excited to announce that we have agreed to be acquired in full by Offworld.
This decision will allow us to take advantage of the established infrastructure, publishing, and technical support that Offworld can provide us, to allow us to fully develop Beyond The Wire. With an ambitious roadmap taking us to 1.0 launch and beyond, we see this new direction as the best step for our future plans. We are thrilled to be working with Offworld Industries in an even closer capacity and look forward to the development of BTW with their support and expertise improving all aspects of the project.
This new business decision does not change or impact our plans for Beyond The Wire and our aim is still firmly fixed on the large expansions due in 2022 ready for the 1.0 launch over the next year. We would like to thank our community for their continued support and feedback as we move towards this major goal and the full release of Beyond The Wire!
The best is yet to come.
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. 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.
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 British armies in our next update. Hotchkiss Portative Reload
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.
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 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.
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 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.
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!
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.
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
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!
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: January
Welcome Soldiers!
Our first Development Recap of the year is here, and after a much needed winter break the team is picking up steam with major preparations happening for our next expansion - Operation IV. While development continues to work on the features of our next release we’re able to showcase some of the work going on behind the scenes. Catch up from some of the work done in January!
Passchendaele
The next field of battle to arrive is Passchendaele and is well underway with the majority of whiteboxing being completed and the environment art team working on new buildings that will add a unique look to this map. As this battlefield will be debuting with tanks, much of the level design focus has been aimed at ensuring satisfying vehicle gameplay while sticking with our direction for brutal infantry combat. Featuring an open, daunting no-man's-land before tight combat spaces in the town and across bunker systems spread across the line. layers will see the first major gameplay diversity arriving with tanks in this latest map. While much of the map layout is complete the team are still world-building and look to create new assets to offer some unique visuals.
Tanks
Our QA team has been busy taking on the mammoth task of testing the new tanks due in Operation IV. Running these machines through the mill to see exactly where potential issues are - there’s been some funny results with vehicle physics that have been causing issues when traversing complicated terrain. This has resulted in a rework of the physics so tanks won't be sent flying when trying to advance! Tank Testing Video
The new setup allows tanks to move more smoothly across the terrain and able to overcome obstacles, such as wide trenches, as desired. There’s a long list of test points for these land ships and they’ll be getting many hours of internal testing before going onto large scale gameplay tests closer to spring time. Stay posted on more news on the horizon! Tank Testing Video
Customization
Work continues to build a large base of options for players with the new customization system arriving in our next Operation. Shown below are example of the types of webbing and backwear options players will have to customize their character model when the system arrives. With over 200 switchable items being introduced when it launches, you won't be short of adding a unique touch to your character. Also, we can finally reveal the full list of cosmetic items will cover your character's face, headwear, facewear, upper body, lower body, webbing, backwear and hand slots! Again we will have more information on this system as we move closer to it's initial release.
C.L.L.E Mk 1
A new rifle is on the way and animations have been recently completed for the Charger Loading Lee Enfield. Utilising a charger bridge for quick, 5-round charger reloads this rifle saw service with many of the Territory Forces after being converted from M.L.E's. Expect this rifle to be textured and ready to ship with the Australian Imperial Force in Operation IV! C.L.L.E Animations 1 C.L.L.E Animations 2
Stay posted as we prepare to showcase all of the content lined up for our next update. See you in the trenches!
Community Tutorials
Welcome Soldiers!
We wanted to send out a news post after recent efforts by members of the community to produce some new, up-to-date tutorials for Beyond The Wire that can go a long way in helping new players and veterans get a better understanding of the game. It’s been a bit of time since our first endeavour to have tutorials for the community with our sponsored series from Karmakut, and the game has progressed to a point where updated versions were needed.
In the recent weeks there have been new videos released by members of our community which look to help new players and ambitious leaders looking to improve their impact on the battlefield. While we are intending to have official guides and tutorials within the game at some point in the future we thought we could highlight these community videos and share them. Catch the tutorials below!
The first tutorial that was recently released was this helpful video for Section Leaders. Covering all the basics that Section Leaders need to succeed, Elevator has done a fantastic job of compressing down the important tips into a digestible video. If you're looking to get started as a Section Leader this video is a great starting point! [previewyoutube="BvvZVC9KpUA;full"]
Another helpful video for Section Leaders has been produced as part of a series of tutorials by Viper. This Section Leader guide includes general gameplay tips and tricks for aspiring leader's looking to lead a section into battle. The chapters in this video cover all aspects from commands, communication, spawn points and commander support requests to give a complete guide to help both aspiring and experiences leaders. [previewyoutube="3b9eqKIBq1Y;full"]
If you're looking to take the step-up to Command and lead your team to victory then the second video from Viper will will give new commanders the information they need to get started. From breaking down the CP cost of call-ins to how to interact with the command menu, this tutorial will be a great starting point for players wanting to have a major impact on their teams success. [previewyoutube="oVjaBXqw4IM;full"]
Finally, and perhaps most importantly is the 2022 New Player Guide. Breaking down the fundamentals of Beyond The Wire, this extensive guide will help new players get to grips with all of the mechanics and aspects of gameplay. Walking through deployment, game modes, inventory and communication and more, this tutorial covers every core part of the game that will give new players an important introduction to the main features of the game. Even if you're an old timer - we suggest checking out the video as there may be some tips and tricks you find useful. Great work Viper! [previewyoutube="6OeNUMI-JJM;full"]
We're grateful that the community has shown initiative in helping new players by creating these tutorials and guides which help fill the gap until the in-game tutorial is ready so make sure to show support to these channeStay posted for upcoming news on development as we pick up steam after the winter holiday. See you in the trenches!
Hotfix: 0.14.1 Released
Welcome Soldiers!
Our latest hotfix is out and brings some fixes and changes to update 0.14 that released last week.
Gameplay
Changes
- MG-08/15 changes on round dispersion - Sniper rifle utility was enhanced by improving dispersion and velocity - Relaxed placement rules on all deployables to address player frustration when placing on uneven or bumpy terrain (this may go too far in the other direction and allow emplacements too much freedom for placement but this is a better problem to us than how frustrating they are to place currently, we’ll revisit placement rules when we have time in the future to achieve a better solution)
Fixes
- Fixed Jager engineer officer ability to use field guns - Combles Assault FR vs GER missing spawns and sector configuration was fixed
Art
Fixes
- Early war Germans fixed from having skull decal on pickelhaube
UI
Fixes
- Removed Section Leader HUD icons from the bottom left of the screen as system is not yet fully functional
Maps
Changes
- Zonnebeke Assault layers - first sector adjusted so defenders cannot push too far forward of their first defense objective - Combles Assault layers (GER attacking) - first sector adjusted so defenders cannot push too far forward of their first defense objective - Vimy Assault layers (Entente attacking) - first sector adjusted so defenders cannot push too far forward of their first defense objective
Fixes
- Fixed some bad sector names on Vimy Ridge and Sechault layers - Zonnebeke Assault JAG vs BEF fixed the wrong year being displayed - Various fixes on CEF vs GER & FR vs GER Vimy Ridge assault layers
Optimization / General Fixes
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
If the file doesn't exist, create it. 2. Add following lines at the end: bDisableMasterEQ=True [Audio] bDisableMasterEQ=True
- Bayonet cannot be equipped to Springfield 1903 iron-sighted variant - Awards and some of the personal statistics do currently not display correctly - Damage radius of field cannons will sometimes cause players to not be killed immediately - No. 20 Rifle Grenade has placeholder sounds - Switching Audio quality in the options menu will cause a crash when connected to a server or in the Shooting Range. Please restart the game to prevent that from happening. - Ansoncourt underground bunkers have lighting issues on the day version - Deploying LMG bipods on certain spots while prone can lead to players teleporting under the map - 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 - Vickers MK I emplacement is using the Vickers 1915 model - Deployment/Team menu scenery appears too dark on night layers - Damage is dealt at the marker position instead the chlorine artillery shells - Deployment menu music continues playing when the deployment menu is closed using ESC