Beyond The Wire Hotfix 1.1.1

Beyond The Wire

Set in the muddy trenches of WW1, Beyond The Wire is a 50v50 multiplayer FPS that immerses players in the desperate & brutal circumstances of the Great War. Featuring an arsenal of historic weapons, ten massive maps, ten playable factions, era-specific tanks, & a brutal melee combat system.

Hey everyone, We've been monitoring your feedback and have made some improvements to bot implementation and addressed a variety of other issues we've been seeing in this hotfix! [h2]AI[/h2] [h3]New[/h3] [list] [*] Added bot combat distance settings for server owners - Aim precision at 100 meter distance - Forward visual detection range - Bot proximity detection range [/list] [h3]Changes & Fixes[/h3] [list] [*] Improved bot navigation around deep water areas [/list] [h2]Maps[/h2] [h3]Changes & Fixes[/h3] [b]Passchendaele[/b] [list] [*] Optimized Passchendaele spawns [*] Fixed an issue where bots would become inactive during last phase on Passchendaele Assault CEF vs GER & ANZ vs GER [*] Added vehicle spawns for the CEF Autocar to Passchendaele Assault 1915 GER vs CEF [/list] [b]Vimy Ridge[/b] [list] [*] Fixed navigation mesh placement in certain locations to improve bot pathing [*] Optimized bot pathing to address an issue where groups of bots would become stuck in specific areas [/list] [b]Sechault[/b] [list] [*] Fixed bot pathing to improve navigation around specific areas [/list] [b]Vieil Armand[/b] [list] [*] Fixed bot pathing to improve navigation around specific areas [/list] [h2]Optimization / General Fixes[/h2] [list] [*] Added an additional check to the wave spawn ruleset to avoid an issue where players would repeatedly respawn at rally points unexpectedly [*] Disabled a sever log regarding bot navigation to reduce log spam [*] Fixed a sever log regarding player collisions with certain objects to reduce log spam [*] Fixed an issue where players were able to clip through walls of certain bunkers [/list]