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0.14 Release Notes

We will be rolling out the update to servers in stages in the next 24 hours. Servers that have not been updated yet will appear greyed out in the server browser. During the rollout period, you can still access the 0.13 client by switching to the "Update-0.13" branch on Steam via the "Betas" properties tab.​

If you are having problems with any input, please reset your keyboard bindings to default in the options menu.

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 on Steam. Thanks for continuing to support the development of Foxhole.

Release Notes (0.14.16 Hotfix)

  • Players now receive a warning notification when a Cargo Ship is about to deploy

  • Tunnel Networks are no longer difficult to build from certain angles

  • Players no longer unequip their weapons when walking into shallow waters

  • Trucks and Light Tanks no longer get stuck when driving down a Barge Ramp (though this still happens in some extreme edge cases)

  • Fixed landscape issues in Oarbreaker, West Gate, Farranac Coast, and Mooring County that hindered amphibious landings

  • Players no longer drop below the landscape when spawning at a Forward Base that is partially embedded in the landscape

  • Small beach rocks no longer prevent build ghost placement

  • "Build Rocket" button no longer appears when using some structures

  • Player input no longer gets stuck when getting queued while border travelling

  • CVs build ghost placement is no longer blocked near Cargo Ships on some shores

Release Notes (0.14)

New Content

  • New Vehicle: Cargo Ship

  • A heavily armoured vessel that can permanently deploy into a forward base

  • Once deployed, Construction Vehicles can be built within it's vicinity

  • Redesigned Vehicle: Gunboat

  • New Warden variant model

  • Colonial model has been redesigned

  • Artillery and FMG turret locations have been reversed

  • Artillery and FMG mounted players are now inside the vehicle (and protected)

  • New World Structure: Forts

  • An ancient fort that has been repurposed into a remote operating base

  • New World Structure: Observation Towers

  • A tall lookout tower that provides map intelligence coverage over a very large area

  • New Conquest Map: Oarbreaker Isles

  • A new Conquest region designed specifically for amphibious warfare

  • Reaching Trail Expansion

  • Now supports 140 players

  • Great March Expansion

  • Now supports 140 players

Gameplay Features & Changes

  • Water Mechanics Changes

  • Players can now border travel on water

  • Stamina drain while swimming has decreased by 45%

  • Stamina no longer drains in water if player isn't moving

  • Water vehicles can now be entered while swimming

  • Vehicles can now drift (move slowly) on water even when out of fuel or disabled

  • Key Skirmish changes

  • Skirmishes are unique in the world (no more multiple instances of the same map running at once)

  • Reaching Trail and Great March have been expanded to support 140 players

  • Victory condition is consistent with Conquest now (claim all victory towns and build them to tier 3)

  • 3 hour time limit has been removed

  • Tech Tree is more comprehensive and has more branching choices

  • Oarbreaker Isles will be compatible with Skirmish mode

  • Key Conquest changes

  • A specific number of victory towns are needed to win the Conquest, not all of them Conquest can optionally be extended to include Oarbreaker Isles, Reaching Trail, and Great March New regions can open up several days after the Conquest starts Conquest mode will be exclusive while it is active (Skirmishes won't be available) The Travel screen has been updated with general improvements and to accommodate the new Conquest regions The World Map screen has been updated for the new victory condition

  • Barge

  • Ramp can now lower on any shore (as oppose to just Shipyards and Docks)

  • Can only move when there are 6 or less players standing on it

  • Model has been redesigned to include extra space for the driver to exit

  • Landing APC

  • Can only move when there are 6 or less players standing on it

  • Players can no longer stand on the cabin

  • Medical Station (previously only at Port Bases) is now included outside of Port Bases on some maps (Oarbreaker Isles) and can be destroyed

  • Shipyards have been removed from Weathered Expanse, Endless Shore, and Umbral Wildwood. This is a temporary change that was done to focus amphibious landings on the west coast of the mainland first.

Game Balance

  • Skirmish Tree Tech Tree has been redesigned

  • Now includes Landing APCs, Field MGs, Cargo Ships, Gunboats, Radio Backpack, Garrison Camps, Half-Tracks, and Light Utility Vehicles

  • Conquest Tech Tree has been changed

  • Westgate, Farranac Coast, and Mooring County have changed

  • Minor changes to production structure distribution in Westgate, Upper Heartlands, and Callahan's Passage

  • Garrison Supplies increase Garrison Size growth by 5x rather than 3x

  • Tunnel Networks

  • No longer requires Tech unlock (available by default)

  • Has reduced damage mitigation against all weapon types

  • Requires CV to build

  • Basic Material cost increased from 100 to 250 Basic Materials

  • Mortars now require Blueprints

  • Half-Track cost has changed from 120 Basic Materials to 120 Refined Materials

  • Barge cost decreased from 170 to 150 Basic Materials

  • Barbed Wire cost has increased from 15 to 20 Basic Materials

  • Barge item capacity increased from 12 to 15

  • Tech Part drop rate decreased by 15%

  • Sticky Bomb distance increased by 40%

  • Gunboat

  • Light Artillery turret damage radius has increased

  • FMG turret can now aim further

  • Supply Drop item quantities have doubled

Other Changes

  • Border travel now must be manually triggered by pressing 'E"

  • Redesigned Travel Screen

  • Now includes more information such as exact queue counts, contested areas, travel connections, and more

  • Redesigned World Map Screen

  • #war-is-starting channel for War Correspondent has been retired

  • "Need Help?" tool tips have been updated (and new ones added for Tech Center and Refinery)

Bug Fixes

  • Westgate minimap doesn't match road layout

  • Gate at Dredgefort (Umbral, P15) is permanently blocked

  • Field Artillery can't be unlocked with wrench right after it's been built at a vehicle factory

  • Colonial Bunker exists in Old Ismoth Warden Base (Mooring County)

  • Returning to Home Region while driving a Barge with a vehicle loaded despawns the vehicle

  • Returning to Home Region while driving a vehicle with a passenger causes the passenger to travel to another region

  • When logging off as a player on the platform of a Barge, offline "sleeping" character is left behind floating in mid air

  • Warden player intel renders behind other intel on the map screen

  • Backpacks don't drop onto the floor if you die on the second floor of a Garrisoned House

  • Foliage occlude player's vision when driving in vehicles

  • Invisible wall stops trucks in the road at H4 in Callahans passage

  • Chain link fences can't be shot through

  • Warden pillbox exists inside a refinery on Umbral Wildwood

  • Truck sometimes takes no damage from Pillboxes

  • Sandbags can be used to exploit scrapping nodes

  • If player switches from driver to passenger seat while waiting for travel, vehicle will disappear after traveling

  • Players can enter vehicles through walls

  • Open Gates interfere with aiming at targets with the tank

  • Garrison Supplies can't be removed from Port Bases

  • Player exiting a vehicle can sometimes get stuck in an object and forced to re-enter vehicle

  • You can walk inside a mountain mesh in Mooring County at J14

  • UI reports that it takes days to complete some Blueprints even though it's actually a lot sooner

  • Players spawning on top of an Outpost can be stuck in each other

  • Can place build sites from the back of a vehicle

  • Gunboat gets stuck at Shipyard at the Gallows on Westgate


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