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HARVESTER
After several years of waiting (no joke), the Harvester has finally arrived! The Harvester is a high end logistics vehicle that can be used in mining operations to gather resources more effectively. It can also be used to cleanup battlefields after a conflict has taken place.
HARVESTER FUNCTIONS
Mining - Hold LMB to gather resources
Dismantle - Hold LMB to dismantle AT Mines, Barbed Wire, and other defensive structures
Break - Hold RMB to split resources into multiple nodes so they can be gathered more efficiently by a mining team
SPECTATOR CAMERA
A proper spectator camera has been added to the game. No longer will you be staring at a blank screen while you wait to spawn after death. You will now be able to spectate other players (with some restrictions of course to prevent exploits). In addition, you will now also be able to use text chat and access the world map while you wait to spawn.
GODSCROFT & TEMPEST ISLAND REVAMPS
The island maps on the east side of the world have received some design changes so that they work better with the new hex world.
This is a large dumpster used to ship large quantities of raw resources. You can visually see the resources pile up in the container as it is filled, without needing to open up the UI. Resource Containers can be submitted directly to a Refinery, where their contained resources can be processed.
OPERATION STOCKPILES
This structure is used to securely store weapons and vehicles for an operation in the future. Once an operation start time and description are defined, equipment can only be submitted but not removed from the stockpile. We hope this will not only allow dedicated groups of players to prepare more effectively for long term operations, but will also allow other random players to contribute and participate.
MAP POSTS
We are introducing a new map tool for posting shared persistent messages on the world map. Posts can be used to communicate a variety of information including reports of enemy positions and requests for supplies at a base. Other players can reply to a post to respond to a request for example. Map Posts can also be upvoted/downvoted so only the most relevant posts are surfaced to other players.
GAME BALANCE
We've also made a number of game balance changes to help address some of the feedback we've received. While there are more changes that are being considered for future updates, for now you can expect the rare resource cost to be decreased for several key weapons and vehicles. Here is a sample of the changes:
Armoured Cars now consume Diesel instead of Petrol
Howitzer Shell HE Material cost reduced by 50%
Light Tank Production Part cost reduced by 30%
Light Tank Ammo rare resource costs reduced by 40%
Please refer to the release notes for additional changes.
Foxhole’s big summer update is live and includes a reimagining of World Conquest mode and a comprehensive overhaul of the logistics game. This is the most expansive update we’ve developed yet. To get a sense of what the sheer scale of the persistent war now, head over to this community made interactive world map tool.
Logistics have been reimagined to be more immersive, more cooperative, and to have far more depth than before. We've given players an entirely new toolset for organizing their production chains and supply lines.
CRANE The Crane is used to lift vehicles and heavy equipment, making it an advanced logistics support vehicle. It has a variety of applications, like loading a Field Artillery onto a Flatbed Truck or stacking Shipping Containers on top of each other.
FLATBED TRUCK The Flatbed Truck is used to transport light vehicles and heavy equipment like Production Parts. With the Flatbed Truck, players will finally be able to mobilize Field Artillery to set up firing positions at remote locations that were previously too far to reach.
FREIGHTER The Freighter is the ultimate vessel for transporting massive amounts of equipment over long distances. It's capable of storing over 200 crates of supplies or up to five heavy vehicles like Battle Tanks.
LOADING DOCK With the introduction of the Crane and Freighter, we needed to give players a larger area to organize their water logistics. To that end, we added Loading Docks, large areas where players can load their vehicles and equipment onto Freighters, Landing Ships, and Barges.
FUEL TANKER The fueling system has been completely overhauled to be more immersive and realistic. All vehicles now have a dedicated fuel tank, which require more effort to refuel. To help optimize the fueling process, we have added a new vehicle, the Fuel Tanker which can be attached to vehicles, ships, and structures for automatic fueling. Fuel Tankers are also capable of moving tons across a supply line.
OIL WELL The new fueling system includes a new type of fuel called Petrol, which is used to drive high end vehicles like tanks. The only way to obtain Petrol is by extracting it from Oil Wells and processing it at a Refinery.
SHIPPING CONTAINER Shipping Containers can now be built to store and transport stockpiles of equipment over long distances. They must be loaded onto a Flatbed Truck or Freighter before transport. Shipping Containers can also be stacked for players that are obsessed with organization.
CONSTRUCTION YARD This new structure enables the production of an entirely new class of equipment in Foxhole: Shippable Equipment. These are large pieces of equipment that have various uses, such as a Shipping Container or a large crate of Production Parts.
PRODUCTION PARTS We’ve gotten rid of the old Blueprint system, which was previously used for producing high end vehicles and relied on timer mechanics. Instead, players now build physical Production Parts at a Construction Yard, which must be transported to Vehicle Factories for mass assembly.
RESOURCE MINES Resource Mine mechanics have been revamped. They are now communal structures that behave more realistically. As long as they are kept fuel, they will continually produce raw resources. They take two types of fuel: Diesel and Petrol. Diesel produces a baseline amount of resources per cycle while Petrol produces a higher yield.
WORLD CONQUEST 2.0
The persistent war has been completely redesigned to be more expansive, cohesive, and player driven than ever before. We've removed the Port Bases, which means no safe zones or predetermined battle lines. The front line is now truly dynamic and can be oriented in any direction.
HEXAGON REGIONS The world is now one unique, designed land, accurately split into 23 hexagon shaped regions. Because the regions are now hexagon shaped, the front line is fully dynamic and can go in all directions depending on how armies choose to position their forces.
We’ve also revamped the border travel system and the way that regions are connected. Neighbouring regions are now streamed in, allowing players to see the actual landscape on the other side of a border before travelling.
EXPANDED WORLD The world has been significantly expanded and there are many new interesting locations for you to explore like The Linn of Mercy, an intimidating whitewater river that flows between icy northern falls and abandoned forest villages, The Drowned Vale, a vast wetland home to murky waters and twisting wooden pathways, and The Viper Pit, a mountainous region where an ancient garrison once stood strong.
NEW GARRISONED HOUSES With the introduction of the new village themed buildings, we’ve added 6 entirely new Garrisoned House types like this Pub building below.
PROCEDURAL RESOURCE LOCATIONS Resources are no longer in fixed positions. At the beginning of each war, the location of all resources are shuffled, creating a unique starting condition every time. In addition, rare resources are now only located in certain regions, making them strategic objectives on the world map.
UNIFIED MAP SCREEN
The regional and global map screens have been combined into one unified view that lets you observe the entire persistent war at once “Google Maps” style. Global intelligence from remote regions is now visible, enabling you to keep track of friendly and enemy troop movements from anywhere in the world in real-time so long as you have a radio equipped.
GARRISONED HOUSE UPGRADES
All garrisoned buildings in a town can be upgraded by up to 3 tiers now. Each successive tier has additional armour and the highest tier activates anti-tank defenses.
If you are enjoying these updates, please take the time to leave us a review on Steam.
The next World Conquest begins at 11AM EDT on Thursday, April 25th.
STAFF CAR
The last update for Relic of War brings us our final relic vehicle. The Staff Car is used by officers to reach the front line quickly and to deliver emergency supplies. The fastest vehicle in the game with storage has a boost feature (same as the Motorcycle) that allows it to move even faster at the expense of additional fuel consumption.
SUPPLY CACHE
This structure is an underground storage bunker used to preserve items for future conflicts. The Supply Cache is going to be the first structure that will persist between wars. It will store up to 15 crates (of select items) that can be retrieved at the start of the next war. Supply Caches can only be built during the resistance phase and requires special resources called Strong Materials, which are rewarded for claiming towns during this phase.
NEW LOGIN EXPERIENCE
The main menu has been redesigned to provide a login experience that is more relevant for present day Foxhole. Changes include a new faction select screen that no longer gets shown after you've committed to a faction and a brand new lobby screen that provides some context of the war before you join it. Right now, the lobby screen shows war stats and profile information, but in the future we want to show players how the war has progressed since they last logged in.
EXPERIMENTAL WIN CONDITION
We are continuing to experiment with the Win Condition. Our goal is to make the win condition achievable at various points in the war, not only when the tech tree is nearly exhausted. To that end, facility costs for Town Halls have been reduced by up to 95% in some cases so it should now be much more viable to claim victory towns in the early to mid stages of a war.
If you are enjoying these updates, please take the time to leave us a review on Steam.
TRANSPORT BUS
This Relic Vehicle is used to shuttle troops to the front line. It can carry up to 12 players at a time, making it the highest capacity vehicle in the game.
GAS MASK FILTERS
When attached to a Gas Mask, this filter provides fresh air to the wearer. Gas Masks now require Filters to absorb Green Ash damage. Filters get consumed when players are standing in a gas cloud. The days of being completely invincible against a gas attack are over! Remember that gas is effective against vehicle passengers so infantry now have another weapon to fight against end game tanks.
RETURN OF AT MINES
After a long absence, AT Mines are now back except with some key gameplay changes. Mines are now visible by friendly players, players on foot, and when placed on roads. However, enemy vehicles will not be able to see them, forcing tank columns to rely more heavily on infantry support in their attacks.
BIG GAME BALANCE PASS
After collecting feedback from the community, we've made a really big pass on game balance. The changes were focused on buffing defensive structures and other underutilized weapons and vehicles. In addition, the Sunken Pillbox has been repurposed as the AT Pillbox since it now fires anti-tank rifle shots. For the full list of balance changes, see the release notes
ADDITIONAL HIGHLIGHTS
In addition to the highlight features above, we've made many other improvements and tweaks:
Update 23 brings lots of new content, a more unified persistent world, and a more continuous experience between wars. If you are enjoying these updates please take the time to leave a review on Steam. Also remember that Foxhole is currently 40% off!
RELIC VEHICLES
Relic vehicles are unique vehicles left over from the Great Wars of the past that can be restored and used in the current war. The primary way to get Relic Vehicles is to find them in the world and excavate them. Keep in mind that these vehicles are really rare so don't expect to use them regularly.
Relic Vehicles can also be obtained by finding Blueprints. There is a random chance to find a Relic Vehicle Blueprint when gathering Components. There are 3 Relic Vehicles in Update 23 with more coming in Update 24 & 25. The set of Relic Vehicles available will rotate in each war.
ARMOURED FIGHTING TRACTOR A Colonial tracked vehicle from the old era used for escorting infantry and larger armoured vehicles at the front. This vehicle acts as an early war light tank and a late war tank column escort. It can absorb a ton of damage and has a 100 round clip.
STORM TANK An armoured mechanized vehicle from the Great Wars that was commonly used in wide line formations to overwhelm enemy forces. This vehicle is effective in wide Phalanx like formations. It's forward armor plating is extremely durable and it can move quickly in reverse.
REPURPOSED TRUCK An old agricultural truck that has been repurposed for military use. This old supply line runner can carry up to 25 items, but is slightly slower and more frail than normal Trucks.
A FULLY CONNECTED WORLD
Reaching Trail and Great March have been merged into the mainland, creating a larger and more dynamic World Conquest map. Every region in the world of Foxhole is now connected, which means that you can traverse from any point in any region to any other point in any other region.
REACHING TRAIL & GREAT MARCH Design changes have been made to these two maps to connect them to the mainland. In the north, Reaching Trail now has travel connections to Mooring County, Callahan's Passage, and Weathered Expanse and in the south, Great March now connects to Westgate, Heartlands, and Umbral Wildwood.
RESISTANCE PHASE
The Resistance Phase is a new phase of the conflict that closes the loop between wars. When World Conquest ends, instead of switching to Skirmish Mode (which is now gone), the conflict continues in the same persistent world. In the Resistance Phase, the side that lost World Conquest will convert to the Resistance Faction.
When the Resistance Phase starts, several things will happen. First, the Resistance faction will gain access to a new structure called the Resistance Camp, which is essentially a mini-FOB that can be built without a Construction Vehicle. Second, for a short duration after the Resistance Phase starts, Uprisings will occur at random towns in the world, which results in the Town Hall and Garrisoned Houses being flipped to the Resistance faction (defenses will be disabled as well). Finally, the Tech Tree will slowly decline, resulting in vehicles, structures, and weapons becoming Lost Technology. Keep in mind that Resistance Phase is VERY EXPERIMENTAL and BARE BONES at this point. We hope to expand on it in the future. For details on the motivations behind Resistance Phase and on where it's heading, read the latest Devblog.
The majority of this update is dedicated to addressing player feedback regarding logistics tools, quality of life, and addressing recent griefing issues. We've also introduced a new experimental win condition for World Conquest to mix things up! If you are enjoying these updates, please take the time to leave us a review on Steam.
LOGISTICS TOOLS
Several new features have been introduced to help users play a more effective and fun logistics game.
MAP TOOLS Players will now be able to hover over Bases, Factories, Refineries, and other objects on the map screen to get detailed information about their status. This will allow logistics players to improve their production efficiency and make informed decisions on what needs to be supplied where. For example, hovering over a Base will show the content's of it's stockpile and hovering over a Factory will show the progress of it's facilities.
STOCKPILE LOG The stockpile log will show all critical retrievals and submissions that happen at a stockpile. This log will allow players to monitor activity at a base. Clicking on a log entry will open up a contextual menu that can allow you to perform various actions on the player associated with each transaction, including commending and/or reporting.
GLOBAL OPERATIONS Global operations that are not coupled to any single region can now be created. This will allow players from multiple regions to collaborate on global tasks like logistics. In addition, all operations are now visible from any region.
QUALITY OF LIFE
Based on player feedback, we've added numerous quality of life improvements to help address some of the pain points in the game's interface.
INTERACT CONTEXT MENU Pressing 'Shift-E' will now bring up a menu that lets players select exactly which item/structure they want to interact with when they are within the vicinity of more than one. For items, the size of the stack is shown in the menu. The days of having to pick up multiple items just to keep one are over.
STOCKPILE SORTING Items that are actually stocked in a stockpile are now displayed at the top of the grid. This should reduce the average amount of scrolling required to retrieve items.
AMMO COUNT DISPLAY When hovering over an item in your inventory, if the item is a weapon that consumes ammo, the quantity of remaining ammo is now shown. It's no longer necessary to equip each item just to find the one that is usable.
BLEEDING STATUS ICON A status icon is now displayed on the HUD, indicating when the player is in the bleeding state. This should help reduce the number of cases where a player did not know they were in danger of dying from wounds.
CIVIC CENTERS
This update will introduce a new experimental win condition to the game. To claim a victory town, a Civic Center facility must first be built at that town's base. Furthermore, each region now has a single "Capital City" victory town instead of multiple ones. This will hopefully reduce the linear grind required at the end of a war and will help concentrate the final conflict.
ADDITIONAL HIGHLIGHTS
In addition to the highlight features above, we've made many other improvements and tweaks:
All chat channel can now be muted
Motorboats are now available to build in any region with shores
The Motorboat provides a versatile, fast form of infantry transport across water. This lightweight vessel allows players to easily hop between islands and cross rivers without needing a Shipyard. Built at any shore on the island regions, the Motorboat is incredibly flexible, capable of driving through destroyed bridges and underneath built ones.
ISLAND WARFARE
The theatre of war over water has gotten a major revamp. We've redesigned all 3 island regions, connected them to the mainland, and added new mechanics to make the islands strategically vital to the war.
WATER SUPPLY LINES Players can now freely travel between all island regions and the mainland. This means that vehicles and supplies can be ferried from the islands to the mainland and there will be more opportunities for cross region amphibious invasions. With the inclusion of the new Salvage Mines on the islands (see below), it's even more important to secure a supply line over water.
REDESIGNED ISLAND REGIONS The island regions have been redesigned to encourage more amphibious assaults within and between regions. We've tightened the distance between shores on Oarbreaker Isles and Fisherman's Row and added major port towns that can be used as offshore logistics bases.
SALVAGE MINES
These are special variants of Scrap Mines that gather Upgrade Parts instead of Scrap. With a new source of Upgrade Parts available, there is an opportunity to build more Facilities in the early part of the war without sacrificing progress on the Tech Tree. However, since Salvage Mines are currently only located on the Island Regions, a supply line must be setup over water in order to take advantage of this.
ADDITIONAL HIGHLIGHTS
In addition to the highlight features above, we've made many other improvements and tweaks:
Text chat window can be minimized
Garrisoned Church structure has been completely redesigned
Status icon is now shown on the HUD indicating when your character is hidden in foliage
The biggest update in Foxhole history is live! The entire game has been revamped with a Visual Overhaul, World Redesign, Urban Warfare, and full fledged end game content like Battle Tanks and Ballistic Rocket super weapons.
Fully realized town environments that have been built from the ground up, taking urban combat to a new level. Players can now enter the interior of buildings to take cover or climb on top of ruined houses to gain a high ground advantage, resulting in prolonged street battles. Abandoned buildings can be garrisoned and built into mortar emplacements or outposts, providing even more tactical options for town sieges.
MORTAR EMPLACEMENT HOUSE A fixed Mortar built on top of a house that can be used to directly target and fire at attackers during a siege.
SAFE HOUSE Special Garrisoned Houses in towns that act as support bases in the case of a siege.
BATTLE TANKS
The heaviest armored vehicle to date, the Battle Tank requires a crew of 5 to operate and a strong supply line to deploy effectively. This devastating machine of war introduces the unique role of the tank engineer, that is tasked with repairing and ammunition management.
LANCE-36 Tested and iterated and meticulously designed in the heart of the Velian capital of Damokratos, the Lance is the absolute workhorse of the storied Colonial armour division. Each bolt inspected with utter perfection. Every gear carefully calibrated, greased and maintained. Additional plates of armour were added after identifying several distinct vulnerabilities. Its Weight, speed, and ballistics are designed and produced with rigorous efficiency. Despite fleeting Warden efforts to plagerise the design, there isn’t another vehicle so capable as the Lance; There isn’t another army like the Colonial Legion. Both are destined for glory.
FLOOD MK-1 When Cormac Flood designed this, the Warden’s newest armour, they knew it needed to compete with what was, at the time, a far more versatile Colonial assault division. During the burnout of the Great Wars, Flood tore apart an abandoned Colonial Lance. With new knowledge gained, he applied his skill as craftsman and engineer to design a vehicle that was more efficacious and could out-maneuver or out-gun anything the Colonials could throw at it.
AMMUNITION FACTORY New unique factories have been added to the world that are capable of producing specialized shells for tanks. Factions that capture and hold these strategic objectives in the world will be able to add high explosive, armor piercing, and shrapnel tank shells to their arsenal.
BALLISTIC ROCKET SUPER WEAPON
Reactivate ancient Ballistic Rocket Sites in the world. These end game super weapons demand the highest level of team effort to achieve, requiring logistics, recon, and combat roles to all work together. Rockets are capable of leveling entire towns, permanently changing the landscape of war.
For more information on how the Rockets Function, see this fantastic walkthrough video from community member I Saw A Bear: https://youtu.be/hrMJ6WKcmW8
VISUAL OVERHAUL
Every square kilometer of the world has been recreated with higher fidelity assets, improved lighting, and densely populated environments, creating a richer battlefield.
ADDITIONAL HIGHLIGHTS
In addition to the highlight features above, we've made numerous other changes in this sweeping update.
Tier 2 Sandbag Walls for fortifying urban environments
New Dynamic Camera system that zooms for a strategic view
Radio Backpack now automatically generates map intelligence
New Garrisoned Building features like mountable windows
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.