Fuel can now be processed into Refined Fuel at the Refinery. This new resource is a more efficient version of fuel, which will help drive high consumption vehicles like Armoured Cars and Light Tanks.
In addition, Refined Fuel can be used at the new Advanced Mining Facility, which is now available to build at Scrap and Sulfur Mines. This will enable resource Heaps to be produced, which are higher yield orders of Scrap and Sulfur. Claiming and building Advanced Mining Facilities will significantly increase resource output near the front.
In future updates, Refined Fuel will be used to power new advanced vehicles and structures.
GRENADE TRAJECTORY UI
The trajectory indicator for grenades has been improved. It now clearly shows when the trajectory is obstructed by the environment or other objects.
UNREAL ENGINE 4.20 UPGRADE
The internals of the game have been updated with a newer version of the Unreal Engine. This will enable future optimizations and improvements to the game.
Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
DEAD HARVEST EVENT
Prepare for our first Halloween exclusive game mode, The Undead Harvest! Play as the undead or survive against them! Watch the video below to get all the details on this limited time event.
The event goes live on Thursday at 11AM EDT and will last for a week. The devs will be joining the Dead Harvest when it starts so this will also be your chance to play with the team!
After the event goes live, it will be accessible from the Travel Map screen.
SNIPER RIFLE
A long anticipated weapon has arrived! The Sniper Rifle is a scoped, bolt action firearm that has extreme range, high accuracy, and one shot kill damage. While this may seem overpowered, it also has some trade offs. It's heavier than most other small arms, has a slow rate of fire, and takes a very long time achieve a steady aim.
Initially, the Sniper Rifle will only be available in Skirmish and the Dead Harvest event. Based on your feedback, we may consider adding this to World Conquest in the future.
COLLABORATIVE LOGISTICS
We're adding some new tools to help logistics players work together and manage their supply chains more effectively. First, Factory orders can now have three permissions:
Private - You can pick up this order
Squad Only - Squad members can pick up this order
Faction Wide - Faction members can pick up this order
The Factory screen has tabs that show production queues for all three categories. This allows collaborating players to see each other's orders and schedule their orders accordingly. The number of available inventory slots for Factories has also been increased, allowing for more crates to be left behind for others to use.
Finally, the same permission system also applies to Resource Mines, which will allow Scrap and Sulfur Mines to be operated communally as previously requested by players.
Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
Due to the complexity of Foxhole, whenever we make big updates to the game like this there is always the risk that we break something or introduce new problems. Please let us know on Discord or Reddit if you encounter any issues. We’re always open to feedback and conversation :)
Facilities
Facilities can now be constructed at certain world structures to extend their functionality. For example, Garrison Facilities can be added to Forward Operating Bases to allow non decaying structures to be built nearby. When Facilities are built, new visuals are added to the structure to indicate the new functionality. This currently only happens on the redesigned structures like the Refinery and Factory, but it's a feature that will eventually come to all structures. In the future we hope to add new facility types to enable even more customization to structures.
Industry & Economy Improvements
We've made many changes to the economy that we hope will enable more choice, progression, and dynamic situations for players. Instead of having logistics predefined by the level designer, players are now free to choose where their logistics centers are and when they will be there. Every single town in the game now has an industrial wing that can be built up for production, refinement, and storage. This allows players to define their own supply lines and to make strategic decisions on whether to risk having their logistics power closer to the front or to slowly build up safely behind friendly lines. We've also redesigned the logistics structure assets as part of our ongoing visual refresh.
To support this new economy, new resources have been introduced. Tech Parts now refine into Research Parts, which are used to advance the Tech Tree, and Upgrade Parts, which are used to build Facilities.
Redesigned User Interface
For the first time since the start of the project, we’ve done a complete redesign of the user interface. Our goal was to preserve the utilitarian and immersive nature of the existing UI, while adding in flexibility for future expandability and improving the overall cohesiveness and visual polish. In short, we wanted to make it easier for us to add new gameplay and quality of life features in the future (the old UI architecture often made it difficult to make any changes) and also to add a new coat of paint to the visuals. We’ve been very cautious, but let us know if any workflows have been broken and we can fix them in future updates.
Improvement Highlights
Item Categories - Tabs to organize item categories on Production and Stockpile screens.
Faster Item Retrieval - The stockpile screen no longer closes when retrieving items.
Factory Screen - One screen displays all production information so all orders and queues can be managed in one place. Items can now be individually removed from an order before submission without the need to cancel the entire order first.
Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning.
HUD - HUD elements have been pushed to the corners of the screen, removing the clutter from the player's view of the world.
Storage Facility
This is a new logistics structure that acts as a staging area for produced items at major logistics centers. It behaves like a “stockpile for crates”. Initially this will be useful at Port Bases, where produced crates can be efficiently stored until a supply line driver can come by pick them up. This essentially allows producers to be decoupled from delivery and generally allows for more logistics flexibility and planning.
Friends List
You will now be able to mark other players you meet on the battlefield as friends. You can do this either through the ALT-click player context menu or via the operations player list. Friends are always displayed on the HUD player list so it’s easy to know when they are online and convenient to whisper to them.
We’ve seen many players share incredible war stories about meeting strangers on the battlefield and working with them to overcome incredible odds. Players will now be able to get in touch with these prior comrades in future wars.
Fisherman's Row V2
Fisherman's Row has received a complete redesign and has been expanded to be a full conquest region. This will allow us to support more players in the Conquest during high population situations. Much like Great March and Reaching Trail, it will exist as a stand alone region but there are plans to connect it to the mainland via water travel in the future.
Land and sea are married in the new layout, with the inner body of water being surrounded by observation towers, so the more of the ring that either faction controls will directly affect the radio intelligence of their navy. Our hope is that this will lead to more pivotal naval engagements and exciting amphibious landings across the map’s many beaches.
FCL Season 3
Season 3 of the community run Foxhole Competition League starts this update. For this new season, a new custom map has been created that is tailor made for these events. To register a team, head to the FCL Discord.
Other Key Changes
Forward Bases now leave behind a "husk" when destroyed that can be claimed by the enemy with Facilities intact
Structure decay can be prevented by building a Garrison Facility at a nearby Base and stockpiling it with Garrison Supplies
Garrison Timer has been removed and replaced with a requirement to build Garrison Facilities
Bases now have a large fixed AI radius and Tunnel Networks are removed
Local voice chat is now muted on the death screen
Foliage visibility rules have changed to make it clearer when a player is hidden
Port Base layouts have been redesigned for more efficient logistics
Vehicles moving at slow speed can no longer be blocked by enemies
Key Bug Fixes
Character jittering making it nearly impossible to hit players
Players no longer spawn in unplayable areas during Home Region or Skirmish lobby rollovers
Local voice chat is now muted on the death screen
Water travel issues resulting in Amphibious vehicles getting onto land
Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
Resource Mines
Mines are a new world structure that provide a brand new way to gather resources. For a nominal amount of Fuel, Mines will gather raw resources automatically over time. Players can kick off an order of raw resources from Mines along a supply route on the way out and then pick them up on their way back. This won't replace Hammer gathering, but will allow logi players to increase their overall efficiency when multitasking.
Since this is a brand new mechanic, we hope to hear your feedback on how it works in the live environment and are open to making improvements to it in the future.
Operations Voice Chat
Player Operations is a brand new tool to help players organize and communicate. Operations are essentially a group of players that work towards an objective. Players in an Operation can also see each other in a persistent player list on the HUD and also share dedicated communication channels.
Speaking of communication, we've completely revamped in-game voice chat. Operations enable players to form a group voice chat in-game. In conjunction with this, we've also ripped out our old voice engine and have replaced it with Vivox, the industry standard technology for voice chat.
In the future, we hope to add even more features to Operations, such as dedicated roles. Give us your feedback on what you want to see added in future updates!
New Combat Mechanics
We've completely overhauled the combat mechanics in Foxhole. There's several key areas of improvements:
Stability System - Player movement and shot recoil both significantly reduce the aim of a player, makes running and gunning tactics much less viable
Damage Falloff Indicator - Aim line now fades out at the location where your weapon damage falls off, clarifying how far you can effectively shoot
Aim Height Indicator - An additional orange line is now drawn to show exactly how far away from the ground the aim is, clarifying the target location
Firing Range - The firing range (target dummies) on the Home Islands now provide additional stability and range statistics
In addition, we've reworked the stats every single small arms weapon to take the new Stability system in to account. We will be continuing to tune these weapons in future updates.
For a full breakdown on the new combat mechanics, read our latest Devblog.
World Updates
There's been several big updates to the World in this update. First, the entire east coast of the Conquest mainline has been updated to support amphibious landings. Deadlands has been opened up to water travel as well which means you can now travel all the way from Farranac Coast to Endless Shore (through Deadlands) on a Barge for example.
Two regions in the world have been completely overhauled. Umbral Wildwood has been redesigned to include a shore so that amphibious landings can be made. Reaching Trail has also been completely revamped from the ground up and now offers a more balanced experience.
Every Conquest region has also been refreshed in some way, providing additional improvements. More natural barriers have been added to region borders to prevent free access to partisans. Certain towns have been pushed further from the region border.
Other Key Changes
Bug that causes ammo to not refill after a reload animation has been fixed
Tunnel Networks no longer decay
Camera now dynamically moves ahead for the driver of a vehicle, making it easier to avoid obstacles in front
The next World Conquest starts at 2PM EDT on Tuesday, Aug 28th at 11AM EDT.
Update: After rolling out the 0.16 update to the live environment, we found a server bug that will affect the operation of World Conquest. As a result, there is a high chance that the start time for Conquest will be delayed to later tomorrow. We will keep everyone updated on Discord. Skirmish mode will continue to operate without issues. Thanks for the patience.
Update 2: World Conquest start time has been delayed to Wed at 11AM EDT.
We've made several important quality of life improvements. First, map icons can be toggled on and off based on type. This will help reduce the clutter on the map screen which will assist in quickly finding points of interest. Second, Truck and Light Utility Vehicle drivers can now directly access Factories, Refineries, and Gates without getting out first. Finally, vehicle drivers can now optionally enable a minimap on the HUD, which should help with navigating over long distances.
Emotes & Footprints
The first batch of emotes have arrived! Using the 4-0 keys, players are able to perform a range of emotes including salute, wave, and surrender. We've also added footstep trails which help to direct players during a pursuit.
Our goal is to continue to deliver regular content and features updates every 3-4 weeks. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
Amphibious Warfare 2.0
This update brings amphibious warfare to a new level. The Cargo Ship has been added, existing amphibious vehicles have been redesigned, an island based map has been added, and water based game mechanics have been overhauled to make amphibious invasions a big part of the persistent war.
Amphibious Vehicles
The Cargo Ship is a brand new water vehicle that is used to support shore landings. They can deploy into a forward base on beachheads, providing a stockpile and spawn point for the invading party.
Gunboats have been revamped to better support amphibious assaults. The gunners are now enclosed within the vehicle, protecting them from flanking maneuvers during an invasion and the dual MG turret's range has been extended.
Gunboat visuals have also been completely redesigned. The Warden variant has also finally been added to the game. Warden players rejoice!
Oarbreaker Isles
To accompany this amphibious revamp, the first "islands" map has been added. Oarbreaker Isles contains one large island to the west, where a continuous land battle can occur between the Port Bases. The rest of the map is a series of small to large fragments of land that contain Forts, victory towns, and other world structure. The east end connects to the mainland via water border travel, so amphibious invasions on Farranac Coast can be staged from this region in World Conquest.
Strategic Structures
New strategic structures have been added to the world, which creates new objectives for players in both World Conquest and Skirmish modes.
Forts are strategic bases that are located in remote areas of the world. You can consider them to be "Mini Town Halls". They will serve as strategic points for staging invasions into new regions in World Conquest.
Observation Towers are giant lookout structures used to gather map intel over large areas. They have triple the detection radius of conventional Watchtowers and have tier 3 level armor.
Expanded World
Both World Conquest and Skirmish have been scaled up for larger more expansive wars. In World Conquest, three extra regions can optionally be included in the conquest, one of them being an exclusive water zone. As a result, cross region amphibious incursions and water supply lines are now key parts of the war effort.
Our goal is to continue to deliver regular content and features updates every 3-4 weeks. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
AT Rifle
The AT Rifle is effective at suppressing armored vehicle attacks. It's the first weapon in Foxhole that deals armor piercing damage, which means double damage against armoured vehicles like Light Tanks and Half-Tracks. The AT Rifle takes 13.5mm Ammo (new) and has a clip size of 8. It has a long range, equivalent to a normal Rifle and incurs heavy encumbrance.
Improved Foliage Visuals
The art team has been slowly chipping away at improving the environments in Foxhole. They started with the revamp of rocks (which is still being integrated into the game) and now they're taking a look at foliage. Many trees and bushes in the world have been replaced with higher fidelity versions that are more realistic and immersive. We've also added a decay effect that allows the player to still see their character when traversing through dense forests.
North South Conquest
The World Conquest mainland has been revamped to support the North-South orientation. This means that Wardens start in the North and Colonials start in the Southern regions. There are two big map changes to highlight. The Upper Heartlands got a major expansion and will be renamed to Heartlands. Second, Weathered Expanse has been extended to include a coastline. Some of these changes are being made to support additional gameplay features coming to Conquest in the future.
Other Improvements
Big game balance pass
Improved spawn point rules (incl. cross region spawn points)
The latest Foxhole update includes a brand new vehicle, a new skirmish map, new features, and a boat load of bug fixes. Our goal is to continue to deliver regular content and features updates every 3-4 weeks. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.
Armoured Car
The Armoured Car is highly effective against infantry in urban combat scenarios. Its frontal turret position allows for peeking around corners of buildings and has 360 degree firing capability. This allows it to defend against soldiers approaching from hidden areas within densely packed towns. In addition to urban combat, it can provide escort support for logistics vehicles like Trucks and CVs and is useful for patrolling supply lines.
The Armoured Car is available early in the Tech Tree and in Skirmish.
Great March - Skirmish Map
Deep into The Heartlands, The Great March is a central highway that runs between the southern regions of Veli up towards Sunhaven. This tense skirmish map revolves around two small roadside settlements featuring open field combat. Measured coordination and infiltration tactics will be required when approaching the central towns.
Other Improvements
Improved Team Balance features
Monument Park showing the permanent results of every historical war
The Reaching Trail is a brand new skirmish map that features trench warfare and a unique asymmetric layout. A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River. Colonial Paratroopers cut off Warden soldiers fleeing to the north and set up camp, establishing their own northern base of operations.
Supply Drops
Supply Drops integrate the results of Skirmish with Conquest, enabling all players to working towards the same ultimate objective. When a Skirmish is won, a supply of weapons and equipment is determined based on the Win Condition and the number of friendly players present at the end. The supply is then transferred to and accumulated at a Shipping Facility structure on the Home Island. Before the Conquest starts, the Shipping Facility will grow to a large arsenal that will be shipped to the three friendly Port Bases when the mainland invasion begins. After that, shipments will be made on a regular interval. Supply Drops are just the first step into integrating all game modes into the same unified war. Stay tuned for more!
Other Improvements
Players can play Skirmishes now while waiting in a queue to join Conquest
Queues have been tweaked to reduce wait times
Skirmish battles now have their own mini Tech Tree, adding a sense of progression to each battle
Skirmish battles now have more varied win conditions
The Reaching Trail is a brand new skirmish map that features trench warfare and a unique asymmetric layout. A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River. Colonial Paratroopers cut off Warden soldiers fleeing to the north and set up camp, establishing their own northern base of operations.
Supply Drops
Supply Drops integrate the results of Skirmish with Conquest, enabling all players to working towards the same ultimate objective. When a Skirmish is won, a supply of weapons and equipment is determined based on the Win Condition and the number of friendly players present at the end. The supply is then transferred to and accumulated at a Shipping Facility structure on the Home Island. Before the Conquest starts, the Shipping Facility will grow to a large arsenal that will be shipped to the three friendly Port Bases when the mainland invasion begins. After that, shipments will be made on a regular interval. Supply Drops are just the first step into integrating all game modes into the same unified war. Stay tuned for more!
Other Improvements
Players can play Skirmishes now while waiting in a queue to join Conquest
Queues have been tweaked to reduce wait times
Skirmish battles now have their own mini Tech Tree, adding a sense of progression to each battle
Skirmish battles now have more varied win conditions