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0.16 Release Notes

Our goal is to continue to deliver regular content and features updates on a monthly basis. 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.

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

  • Fixed client crash that sometimes occurs when dying in the middle of another action

  • 'O' key can now be bound to an action again

  • Voice chat connection state is now indicated in the chat window

0.16 Release Notes

New Content

  • Scrap Mine:

  • Produces Scrap using Fuel as a resource

  • Sulfur Mine:

  • Produces Sulfur using Fuel as a resource

New Communication Tools

  • Operations

  • A new tool that allows players to form groups around objectives

  • Operations have a dedicated voice and text chat channel

  • Operations have a dedicated player list on the HUD

  • Right click on a name in the player list to bring up a context menu to mute players

  • Operations are cross region

  • New Voice Engine

  • Vivox is now the main engine used for voice chat (see their website for details)

  • Push 'G' to talk to your Operation group

  • Text chat improvements

  • A new tab system has been introduced (Though it's currently only available for operations. We hope to expose it further in the future)

  • Scroll location stays in place even when a message comes in

  • Better use of colour to differentiate text chat channels

  • Text chat window visuals have been updated so it's clearer to tell when it has focus

Map Changes

  • Reaching Trail has been heavily redesigned

  • Mooring Country has been heavily redesigned

  • Umbral Wildwood layout has been redesigned

  • East coast regions have been redesigned to include amphibious landing zones

  • Water travel between Deadlands and Farranac Coast / Endless Shore is now available

  • Mines have been added to mainland World Conquest regions

  • Terra, Vulpine Watch, and the road between Iron's End and Spine have been moved so that they are further away from the region borders

  • Refinery has been moved from Thunderfoot to Stray in Umbral Wildwood

  • Ceo Highlands has been modified so that it doesn't provide an unfair vantage point

  • More natural barriers added to region borders to prevent free access to partisans

  • Scrap and Sulfur field locations have changed through out the conquest mainland

Gameplay Features and Changes

  • Weapon Mechanics Revamp:

  • New Stability system: All weapons are more accurate when you wait for them to stabilize first (stability level indicated by how far apart the reticule lines are)

  • "Running and gunning" is much less effective now

  • Certain weapons take longer to stabilize after moving than others

  • Certain weapons take longer to stabilize after firing than others

  • Accuracy has been tweaked across all weapons

  • Weapon stability can be visualized when entering the shooting range in the home regions

  • Camera now dynamically moves ahead for the driver of a vehicle, making it easier to avoid obstacles in front

Game Balance

  • Tunnel Networks no longer decay

  • Scrap fields now spawn 20% more nodes

  • Tank Trap cost reduced from 20 to 15 Refined Materials

  • Storm Rifles no longer require Blueprints to produce

  • Barracks inventory capacity increased from 12 to 15 slots

  • The time it takes a completed Factory order to move to the public inventory has been increased from 30 to 45 mins

  • Skirmish Tech Tree now includes the HMG

  • Forward Bases no longer provide map intel

Other Changes

  • Network logic for player activities has been reworked for increased robustness

  • Reload bug has finally been fixed as a result of this change

  • "Mission Objectives" have been renamed to "Squad Markers"

  • Moderators will now have a unique name tag colour in-game

Bug Fixes

  • Wind visual effect on foliage is stronger on medium/low settings and causes FPS drop

  • Foxhole is invisible from any angle when intersecting with grass

  • In Umbral Wildwood, northern border travel zone queues player for Heartlands instead of Endless Shore

  • Vehicle drivers can see players outside of vision zone during night time

  • Distorted sound effect plays loudly when travelling between regions

  • Commander can continue to fire Pistol after closing hatch on tank

  • Sometimes hits from Hammer / Sledgehammer won't register, skipping every other hit

  • Another player firing a shotgun launches your character backwards

  • Barged travelled onto land at the Gallows/Victa crossing

  • Players that load on your screen are given outlines through walls for a second

  • Stuck spot on the river in Deadlands F6K1

  • Players are able to repair defensive structures from inside Bunkers, Pillboxes, and Gunnests

  • Can keep stockpile UI open even after getting out of vehicle

  • Can get stuck in geometry behind the Victa hospital in Farranac Coast

  • AT Mines visually explode in the wrong location after running them over

  • Footprint trails appear on what should be hard / solid surfaces

  • Player can run while firing SMG

  • Oarbreaker road not properly reflected on map near The Report (G17k1)

  • Fixed floating tree on Warden Home Island

  • Leaving Skirmish doesn't reserve your spot when you reconnect immediately

  • No animation exists for equiping Bayonet while crouched

  • Barracks placed on slopes with the front facing into the cliff will spawn you under the ground

  • Cliffs and shore in Deadlands F7k8 have elements (trees, grass) floating above player

  • Players can launch themselves into the air using a gate and high latency

  • Player can move around with map open, after opening and closing chat with the map open

  • If Player mashes Q (enter) while repairing a vehicle, or structure which can be entered (ie; Pillbox), they will continue to repair while in the vehicle

  • Entering vehicles while prone does not unequip your current weapon

  • Ammo doesn't refill after reload animation plays back under high network latency conditions


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