Welcome to our first update of the year. Now that we're back in the swing of things, expect us to return to our monthly update schedule. In the next two updates (Trench Warfare Part 2 & 3), we will be wrapping up the work that began with Update 32. After that we will be moving on to focus on other parts of the game like logistics. You can see our near term roadmap below.
If you are enjoying these updates, please take the time to leave us a review. Thanks!
NEW BUNKER STRUCTURES
As we continue to expand on the Bunker/Trench system, we're adding two new Garrison structures (AI defenses).
HOWITZER GARRISON
The Howitzer Garrison is the first AI based artillery in the game. However, it behaves differently from other defensive structures. While it has a very far detection range, it will only perform reaction fire to aggressors. It's designed to keep a Bunker safe from solo or small raiding parties attempting to attack with heavy ranged weapons like Mortars.
MACHINE GUN GARRISON
The MG Garrison is the Bunker equivalent of the Pillbox. It has a narrow field of view, but is capable of dishing out sustained rapid fire in a single direction.
TRENCH CONNECTOR
The new Trench Connector structure allows for a lot more flexibility when building Trench lines. It can resize itself dynamically to connect two Trench / Bunkers, allowing more organic looking Trench networks to be built. Check out the results in the screenshot below.
ADVANCED RANGEFINDER FACILITY
This new facility enables the Storm Cannon to fire across entire region borders in the world. It also extends the range of the artillery by 33%, allowing it to reach distant targets on the battlefield.
RELEASE NOTES
There other improvements, changes, and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR VIDEO
For a detailed video walkthrough on all the changes in Update 33, watch this video from community member I Saw A Bear:
If you are enjoying these updates, please take the time to leave us a review on Steam. Thanks.
TRENCH WARFARE
Trench Warfare introduces a whole new base building game that lets you create intricate defensive lines of trenches, bunkers, and underground bases.
MODULAR TRENCH SYSTEM Combat Engineers have been given a new tool, the Shovel, which allows fully functional trenches to be built in the world. Trenches are made up of individual segments that snap together to form larger trench networks. There is no limit so one can built a trench line across an entire region!
CUSTOM BUNKERS Players can now design their own underground bunker networks that can be customized with different shapes, sizes, and upgrades. They can also be modified with Doorways and Firing Ports. Bunkers can also connect seamlessly to trenches, forming the ultimate fortification!
BASE MODIFICATIONS Both Trenches and Bunkers can be customized further with modifications. For example, Trenches can be modified with Barbed Wire to slow down invading enemies, or Bridges to allow vehicles to pass over from above. Bunkers may be upgraded with garrisons, such as this Rifle emplacements and massive Anti-Tank Guns. There's more modifications to discover and more to come in future updates!
WALL & SANDBAG CONSTRUCTION SET Engineers also have access to a redesigned set of Walls, Sandbag Walls, and Gates. There are three tiers of Walls and Gates, as well as straight and curved variants for Sandbags. All of these pieces are modular and can now snap to one another with ease.
STORM CANNON
Trench Warfare introduces a new super weapon to Foxhole, the Storm Cannon. The Storm Cannon is a heavy class artillery. Constructed from the foundations of large bunker bases, it can unleash devastating firepower on distant enemy targets. This weapon requires immense manpower to build and a firing crew to load 300mm shells into it's ammunition chamber.
ENGINE ROOMS This massive weapon must be powered by nearby engine rooms, connected with player assembled pipe networks. Engine rooms are also used to power other structures in the underground base, such as AT gun turrets and garrisoned emplacements.
MEDICAL EXPANSION
Trench Warfare expands on the role of the medic with new features, mechanics, and content.
AMBULANCE Medics now have their own dedicated vehicle, the Ambulance, which is used to transport medical equipment and to deliver incapacitated soldiers to hospitals in the back line.
HOSPITALS Hospitals are where incapacitated soldiers recover, which results in more player spawns being available at the front line. There are two Hospital types, the Field Hospital, which can be built anywhere, and Town Hospitals which exist in urban areas.
MEDIC EQUIPMENT New equipment is now available for Medics. Blood Plasma is the resource now used to revive wounded players with Trauma Kits, while bandages are required to heal players using the First Aid Kit. All medic equipment is now visible on the actual player, allowing medics to be properly identified on the battlefield.
NEW WEAPONS
New weapons have been added. The Light Machine Gun and Machine Gun are now available, with the new Heavy Deployable Machine Gun and Infantry Support Gun arriving in January's update.
RELIC BASES
Old Bunkers left behind from past wars are can now be found across the war torn world. They will act as world bases outside of towns, providing intelligence, garrisons, and equipment stockpiles. The structures themselves serve as fortified positions from where players can take cover and defend themselves against approaching enemy forces.
REDESIGNED HOME REGIONS
The Colonial and Warden Home Regions have been redesigned from the ground up with new visuals and a new layout that supports more players.
20+ OTHER NEW FEATURES & IMPROVEMENTS
Besides the features shown above, there are tons of other improvements, features, and tweaks packed into this update. Here's a few more highlights of what's new in Trench Warfare:
Portable Concrete Mixer structure has been added!
All equipment is now visible on the player character model (Fuel cans, Satchel Charges, etc)
Many weapon sound effects have been redesigned
Squad user interface has received several quality of life improvements
HUD now shows structure statistics, including the builder, health, etc
Frame rate has been improved overall, but especially when playing near region borders
Interior lighting of structures has been improved
Wounded timer has been increased, but players are now given an option to give up early
View range of all small arms weapons has been increased and unified
RELEASE NOTES
There other improvements, changes, and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR VIDEO
For a detailed video walkthrough on all the changes in Trench Warfare, watch this video from community member I Saw A Bear:
Consider this update as the prelude to the big Winter Update that's coming in December. We've added some features here to test the waters for bigger things coming in the next update. To find out what's coming in the Winter Update, be sure to tune into our Devstream next Tuesday, November 19th on Twitch.
SQUAD SYSTEM REVAMP
The Squad system has received a major overhaul that includes many new features. There is now a dedicated UI for Squad Management which can be used to manage Squad members across any region. Squads can now be named, support voice chat, and Squad members are uniquely coloured on the HUD.
There is also a new Squad Leader functionality. Squad Leaders have a unique colour designation on the HUD and there is also a special marker on the compass that will always point to the leader if he/she is nearby.
For a full list of new Squad features, please read the release notes.
COVER & SUPPRESSION
The new cover and suppression system is designed to make combat more tactical and encourage more teamwork in general, but specifically to make cover more valuable in the game in preparation for some new base building features coming in the Winter Update.
When a player is behind cover now, they will receive a chance to mitigate incoming gunfire and their aim will also steady much faster than if they were out in the open. Players can also be suppressed by nearby gunfire, which will negate the bonuses given by cover and will also make steadying aim slower for players that are out of cover.
A shield icon will appear on your HUD when you are cover and it will being to turn red when you are getting suppressed.
For more details on the cover and suppression system, please read the release notes.
RELEASE NOTES
There other improvements, changes, and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR VIDEO
For a detailed video walkthrough on all the changes in Update 29, watch this video from community member I Saw A Bear:
If you are enjoying these updates, please take the time to leave us a review on Steam. Thanks.
DEAD HARVEST IS BACK
Foxhole's annual Halloween event is back and better than ever. This year's event includes some big changes including multiple Undead classes, Undead Bases, World Conquest metagame, and a Bipedal Mechanized Vehicle (aka Mech).
To get started with event, please read our Dead Harvest guide. Remember that Dead Harvest is a fun sandbox event that is meant to be wild and unpredictable. Expect the unexpected.
WORLD CONQUEST
Dead Harvest takes place in World Conquest this year. The Undead have returned and their objective is to corrupt as many Forts across the world. They act as a third faction in the war that can attack both the Colonials and the Wardens.
CURSED FORTS The Undead have bases this year in the form of Cursed Forts. Once a Fort is destroyed by the Undead, they can be used as spawn locations. If enough Forts become cursed, the Undead can bring forth the Endless Night, which prevents the living from winning the war.
TOTEMS The living can produce Totems at Factories to protect themselves from the Undead curse. Once equipped, the wearer will be immune from conversion in an Undead.
WARDS The living have setup ancient Wards at critical towns in the world, which protect the area with a large barrier. Any Undead that passes through the barrier is instantly killed.
UNDEAD EVOLUTION
The Undead can now evolve into 3 distinct classes. Each Undead class can level up through 10 tiers and can evolve once they reach max level.
CURSED The Cursed are merciless undead creatures that grow in strength and number with each soul they consume.
THE AVARTACH Faster than other undead, it would be wise to fear the Avartach. If you blink you might miss the moment this horrid beast tears into your flesh.
BALOR SPAWN Evil incarnate, a single Balor Spawn has the ability to stop a tank in its tracks. Imagine what an army of them could do?
CENTURION MECH
The living have dug up an ancient weapon used to fend off the Undead: The Centurion. This bipedal mechanized vehicle is capable of shredding through hordes of Undead, cleansing the world of Caiva.
The Centurion is equipped with 2 independent machine guns and a frontal gun turret. It requires a crew of 5 to operate: a driver, 2 MG operators, 1 gun turret operator, and a commander.
SHIPPING CONTAINER CUSTOMIZATION
High level logistics players can now colour code their Shipping Containers for more organization. Choose from seven different colours!
RELEASE NOTES
There other improvements, changes, and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
If you are enjoying these updates, please take the time to leave us a review on Steam. Thanks.
FALL ROADMAP
The Fall Update kicks off a new season of new features and content. Check out the schedule below to know what to expect over the next few months.
NEW FIELD WEAPONS
New faction variants for the Field Artillery and Field Machine Gun have finally been added. Check them out below.
REGION ZONES
Each region in the world is now divided into zones that can be claimed by either faction. Zones will make the world feel denser and will add more points of interest for players to conquer. Region zone perimeters are shown on the map, visually denoting the front line and all the territory owned by each faction into the world map.
TROOP BUS
By popular demand, we've brought back the bus, but this time each faction has it's own variant. Buses are useful for shuttling players to the front as quickly as possible.
ARTILLERY AMMO TYPES
Six new diverse ammo types have been added. Mortars have Shrapnel and Flare Shells, Howtizers now have Smoke and Green Ash (Poison Gas) shells, Field Artillery has Armour Piercing and High Explosive Shells.
GREEN ASH SHELLS Chemical Warfare is making a comeback with Green Ash Shells. These enable a Howitzer crew to pelt a large area with poisonous fumes, killing anyone not equipped with a Gas Mask.
MORTAR FLARE SHELLS Flare shells can be used to light up the battlefield after nightfall. They also reveal targets for defensive structures to fire at night.
HOWITZER SMOKE SHELLS Smoke Shells are used to provide cover for infantry during town assaults. They also cause Shrapnel damage any infantry caught in the blast.
DEPLOYMENT SYSTEM
The entire spawn system has been reworked such that there's far less walking required to get to the front on average. It's also been designed around the idea of strategic movement of troop: Players can only spawn where other players have moved to in the world. The confusing and often unfair star base system that allows players to infinitely respawn without supplies has finally been removed!
ECONOMY REWORK
The economy has been changed to have much less of a grind for vehicles like Tanks and for more choice in play style. Production Parts have been removed so vehicles can be produced individually again. All heavy weapons like Mortars, Howitzers, and Tanks now have ammo types that can be produced without needing rare resources so these weapons can be used in any scenario. It's more viable now to play in short sessions, long sessions, solo, or grouped up.
RESTRUCTURED LOGISTICS TOWNS
The major logistics hub towns in the world have been redesigned for improved logistics workflow. Dedicated shipping "lots" have been added to each industrial area and roads layouts have been redone for less congested traffic.
QUALITY OF LIFE
Several important quality of life changes have been made in the UI:
Item Crate icons now have a subicon identifying the contents within
Hovering over an Item Crate will now show you the quantity of items contained within
The title on top of the stockpile panel shows you the total number of items as well as the capacity
HOME REGION TUTORIALS
The tutorials in the Home Regions have been refreshed, providing a better experience for new players. There are clearer directions to the various training locations and more tools have been added for veteran Foxhole players to train new recruits.
RELEASE NOTES
There other improvements, changes, and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR VIDEO
For a detailed video walkthrough on all the changes in Update 29, watch this video from community member I Saw A Bear:
If you are enjoying these updates, please take the time to leave us a review on Steam. Thanks.
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: