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