top of page

0.17 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.

Due to the big changes in this update, we've also provided an FAQ to help clarify why certain changes have been made.

0.17.16.15 Client Hotfix Released

  • Fixed rare client crash that occurs under high latency conditions

0.17.16.11 Client Hotfix Released

  • Assign spawn point button flashes now if you spawn point is not set at the current base

0.17.16.8 Client/Server Hotfix Released

  • TAB key can be used again to close all inventory screens (not just backpack)

  • Increased opacity of text chat background so messages are more legible

  • New tutorial tooltips added to many in-game screens (Factory, Refinery, etc)

  • Existing help tooltips have been updated

  • Squad invite dialog button text is no longer cut off

  • Added some minor improvements to new player experience (directing players where to go when they enter)

  • Fixed issue that caused player list scroll bar to not disappear

  • Fixed issue that sometimes caused connection error dialog to not show up after failing to connect

  • Fixed issue that sometimes caused queue alert to not appear

  • Fixed another rare in-game client crash

  • Fixed bug that causes Smoke Grenades to not block visibility

0.17.16.5 Client/Server Hotfix Released

  • Fixed another rare crash on startup

  • Fixed issue that caused border travel to break for certain vehicles like CVs

  • Fixed issue where client would disconnect from Operations after travelling between regions

0.17.16.3 Client Hotfix Released

  • Fixed crash on start up for some users after updating to 0.17

  • Fixed issue that causes "Lost Connection to Server. Please try again" under normal network conditions for some users

  • Fixed issue that causes players to disconnect when they are killed while shooting the Field MG

0.17.16.1 Client Hotfix Released

  • Rare in-game client crash fixed (not the one that happens on startup/main menu)

  • Fixed clipping issues with 4:3 resolutions

  • Map image errors fixed

  • Travel map queue icon updated

  • Main menu / options menu background image updated

  • Other UI style tweaks

0.17 Initial Release

New Content

  • Storage Facility

  • A large building used to store crates of weapons and equipment

  • Acts as a "stockpile" for crates

  • Upgrade Part

  • Technology that can be used to build structure Facilities

  • Refined from Tech Parts

  • Research Part

  • Technology that can be used to research new weapons, equipment, and structures

  • Refined from Tech Parts

  • Factory:

  • Visuals & UI has been redesigned

  • Now requires Facilities to produce each type of item

  • Refinery (New):

  • Visuals & UI has been redesigned

  • Now requires Facilities to refine each resource type

  • Fisherman's Row V2:

  • Map has been expanded and redesigned to be part of Conquest and to support a larger number of players

  • FCL3

  • This is an experimental map used for Foxhole Competition League events

Gameplay Features and Changes

  • Facilities

  • Facilities are upgrade modules that add new functionality to World Structures

  • Base Facilities:

  • Small Garrison - Prevents structure decay on surrounding structures when Garrison Supplies exist in the stockpile

  • Large Garrison - Reduces the cost of Garrison Supplies for preventing structure decay

  • Factory Facilities:

  • Small Arms - Enables the production of small arms weapons.

  • Special - Enables the production of heavy and special weapons.

  • Utility - Enables the production of tools and equipment.

  • Medical - Enables the production of medical items.

  • Supplies - Enables the production of supply items.

  • Basic Materials - Enables refining Scrap into Basic Materials

  • Refined Materials - Enables refining Components into Refined Materials

  • Explosive Materials - Enables refining Sulfur into Explosive Materials

  • Base mechanics changes

  • Garrison Size is no longer exists

  • AI radius is fixed to 80m for Forward Bases and 150m for Town Bases

  • Small/Large Garrison Facility is now required to upgrade bases to T2/T3

  • Forward Bases now leave behind a destroyed "husk", which retains built Facilities and can be claimed by the enemy faction

  • All Town Bases can be upgraded to T3, regardless of whether or not they are at a Victory town

  • Tech Part changes

  • Tech Parts can no longer be submitted to the Tech Center directly

  • Tech Parts are now refined into Research Parts (Tech Tree) and Upgrade Parts (Facilities)

  • Bad luck protection - Chance for Tech Part drop is now guaranteed over a certain period of time

  • Pistols & Revolvers have a much shorter time to stability when aim is invoked

  • Foliage Visibility mechanics changes

  • Players are now only hidden when they are standing still inside foliage

  • Previous Medical Lab structures have been converted into Garrisoned buildings

  • Decay timer resets incrementally with each repair strike, rather than all at once when a structure is fully repaired

Game Balance

  • Campsite is no longer available

  • Tunnel Networks are no longer available

  • Bases now have a fixed large AI radius now, rendering Tunnel Networks obsolete

  • Outposts are now available in Skirmish mode

  • AT Rifle damage increased by 50%

  • Port Bases start with 500 Upgrade Parts in their stockpiles

  • Upgrade Parts have been added to Supply Drops

  • Obtaining these during skirmish will be vital in getting a head start in Conquest

  • Port Base layouts have been redesigned

  • Forward Bases without Garrison Facilities / Supplies now decay at a very slow rate

  • Storage Box item capacity reduced from 18 to 15 slots

  • All Base structure item capacities increased from 12 to 15 slots

  • Refinery cost is changed from Scrap to Basic Materials

  • Refinery now requires a CV to build

  • Tech Parts

  • Tech Parts now retrieve from stockpiles at a faster rate

  • Tech Parts are no longer stackable

  • Tech Part drop rate increased by ~30%

  • Tech Part drop rate increased by an additional 50% in Skirmish mode

  • Tech Tree changes

  • Scrap Mine and Sulfur Mine moved to an earlier location in the Tech Tree

  • Scrap Mine Research Part requirement decreased from 800 to 400

  • Sulfur Mine Research Part requirement decreased from 800 to 400

  • Metal Wall Research Part requirement increased from 250 to 400

  • Howitzer Research Part requirement increased from 200 to 300

  • Smoke Grenade Research Part requirement increased from 200 to 300

UI Revamp

  • The user interface has been revamped across the board for improved efficiency, usability, and immersion

  • The visuals may take some time to get used to, so please be patient!

  • Let us know if there is a particular workflow that is slower/more painful than before

  • Key improvements

  • Item Categories - Tabs to organize item categories on Production and Stockpile screens

  • Faster Item Retrieval - The stockpile screen no longer closes when retrieving items

  • Factory Screen - One screen displays all production information so all orders and queues can be managed in one place.

  • Items can now be individually removed from an order before submission without the need to cancel the entire order first.

  • Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning

  • HUD - HUD elements have been pushed to the corners of the screen, increasing the viewable area for gameplay

Map Changes

  • Almost every town now has a Factory, Refinery, and Storage Facility

  • Trench asset has been updated

  • Port Bases have been redesigned for consistency and game balance

Other Changes

  • Friends List

  • Players can now mark players as a friend from any player context menu (ALT-click OR operations list)

  • Alert is now shown when you spawn into a region where your spawn point was destroyed

  • Improved robustness of initial server connection code, which reduces the chances of "No Home Regions Found" error

  • Create operation button is now hidden when the player is already in an operation

  • Vehicles moving at slow speed can no longer be blocked by enemies

Bug Fixes

  • Player jittering making it nearly impossible to land a bullet on said player

  • RPGs being lobbed over long distances using tall environment meshes

  • When the last friendly town in Mooring County gets destroyed, players spawn in darkness

  • Water travel to Weathered Expanse causes multiple vehicles to become stuck

  • Drawbridge build sites don't properly collapse into a Destroyed Drawbridge after a server reboot (resulting in the bridge vanishing completely)

  • Facing west will cause you to instantly lose accuracy

  • Player can not edit profile; Sees error 'Could not retrieve profile'

  • Fixed critical server bug that causes entire regions to be inaccessible during poor network conditions

  • Stockpile items lost sometimes after a region server reboot

  • Gate state (open / close) isn't properly restored after a region server reboot

  • Welcome to Foxhole! message sends after traveling between regions every time

  • Players able to easily shoot other players that are prone behind sandbags

  • Gates can be built in places where they intersect with the landscape, prevents them from being closed

  • If you enter a boat while your character is drowning, you can no longer swim until you die

  • RPG can't fire over sandbags, hits AT mines on the road instead of flying over

  • You cause friendly fire if you throw explosives at friendly backpacks on the ground

  • You are not able to fire an RPG above sandbags while crouching

  • Travelling from Endless to Umbral sometimes positions vehicles incorrectly (ie; facing east instead of south)

  • Voice chat is not muted despite Foxhole being put into the background

  • After border traveling it is possible that your chat channel is set to nothing

  • Looking through binoculars and closing tank hatch causes crosshair to aim strangely

  • Players can fire out of Fortress Bunkers without facing proper direction

  • Metal bridges over trenches cause slow driving speed

  • Jumping off waterfall in Umbral Wildwood Q8K8 results in you can swimming in the air

  • Setting spawn at a Regional HQ and rejoining this region (from Home Island) consumes 1 Soldier Supply Works with every regional HQ

  • Local voice chat is now muted on the death screen

  • Map bugs

  • Players spawn in the water or other unplayable areas after a Home Region or Skirmish Lobby rollover

  • Central road and road just outside of Colonial Portbase Oarbreaker acts as if it's off road

  • Traveling from Deadlands to Farranac on land can place player in water

  • Vehicle Factory at Luch's Workshop in Mooring County buried in snow

  • Townhall in Oarbreakers, the Report, is raised above the ground

  • The Reaching Trail; Ice Ranch tag far removed from Townhall

  • Road outside Camp Posterus causes vehicles to slow

  • Barges are teleporting onto land in Westgate when travelling south from Farranac Coast

  • Very top right of the Umbral map (around T1) will show player at 0x0 on the map

  • Floating wall in Umbral Wildwood N7k5

  • Smoke effect above ground at L11k1 Umbral

  • Road in Southwest Deadlands / Southeast Farranac don't match up when traveling, goes from road to offroad

  • Random snow texture at C19 Umbral Wildwood

  • Snow footprints / vehicle tracks appear in mud/stone landscapes in Deadlands - D10K4

  • Weathered Expanse P13, most of the beach are cliffs, can't land troopship, drive APC up

  • If player goes to the northern, or southern border of Great March, the player location icon will be placed at A1k7

  • Road on map near Morrighan's Grave doesn't exist in world


Comments


bottom of page