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.
The Dead Harvest event goes live on Thursday at 11AM EDT and will last for approximately a week. The devs will be joining the Dead Harvest when it starts so this will also be your chance to play with the team!
0.18.16.3 Client Hotfix Released
Added reconnect button for voice chat (found in Options -> Voice -> Reconnect) that can be used to restore voice comms
0.18 Initial Release
New Content
Sniper Rifle
A scoped, bolt action rifle with very high accuracy and damage. It takes a much longer time achieve a steady aim than most other small arms.
The Sniper Rifle is currently only available in Skirmish and Dead Harvest modes
7.92mm Ammo
Standard ammunition for Sniper Rifles.
Dead Harvest Event
A special seasonal event where players can take control of the Undead!
Watch this video for an overview of this limited time game mode: Dead Harvest Event
Additional info:
Undead can gain up to 20 levels
Undead always spawn at one of the two Graveyards on the map
Once a player turns Undead, they remain that way until the Safe House is destroyed and the game restarts
Daytime lasts for ~10 minutes / Nighttime lasts for ~5 minutes
Weapons and Ammo can be found in buildings and camp sites around the map
Vehicles are damaged when they run over Undead
The Port Base stockpile is the only place to get materials
Colonials and Wardens can help build each other's structures and can access each other's Gates
Carved Totems must be equipped in order to be effective (having them in the inventory alone won't work)
Gameplay Features and Changes
Collaborative Logistics (Factories & Resource Mines)
Under the production queue panel, any order can be marked as:
Private - only you can pick up your orders
Squad - anyone in your squad can pick up your orders
Team - anyone on your team can pick up your orders
Home Base rule changes
Home Base status is transferred to a Town Base if the current Home Base is a Fort
Town Bases are always prioritized over Forts when a new Home Base is assigned (after the old one is destroyed)
Howitzers have been added to Port Bases
Game Balance
Switching seats has a longer delay
Shotgun encumbrance value increased by 100%
Shotgun effective range decreased by 10%
Pistol stability penalty from movement increased by 20%
Revolver stability penalty from movement increased by 15%
Garrison Supplies are now produced in crates
Garrison Supplies quantity per order has increased by 100%
Forward Base Small Garrison Facility cost decreased from 50 to 25 Upgrade Parts
Forward Base Large Garrison Facility cost decreased from 100 to 50 Upgrade Parts
Static Base Small Garrison Facility cost decreased from 100 to 50 Upgrade Parts
Static Base Large Garrison Facility cost decreased from 300 to 150 Upgrade Parts
Factory inventory size increased from 9 to 25
Sulfur/Scrap Mine inventory size increased from 9 to 15
Other Changes
Submit Starter Kit Button
All Base screens have a button that allows the player to submit their starter kit (so they no longer need to drop their starter kit items on the ground)
Any UI screen that shows the Backpack contents now also shows the encumbrance
Fuel is now categorized under the Supplies tab on the Stockpile panel
Players are now removed from "Recent Voice" section of HUD player list if they leave the operation
SFX is now played when a player leaves or joins your operation
Storage Facility renamed to Storage Depot
Monument data is no longer downloaded every session, significantly reducing bandwidth consumption
Rock visuals updated in Callahan's Passage and Mooring County
Bug Fixes
Item count overflows when too many items of a specific type are stockpiled
Vehicles can shift to a position above the ground after exiting them
Barracks and Watchtowers are vaultable, allowing players to access unintended high ground
Structures can be built at the rear part of Port Bases (even by enemy players)
Players can easily get stuck in trees
Stability does not reset when switching weapons
Quickly splitting an item stack twice may cause items to be lost
Backpack encumbrance icon in the inventory screen is fuzzy/blurry
Last letter in HUD alerts is sometimes cut off
1280x1024 resolution (4:3) can cause Voice Chat to overlap significant parts of other UI, making them unusable
No tech parts are given at Scrap mines if orders go public
When opening Refinery UI from Truck, "Backpack" is displayed in header instead of Transport
T2 Forward Base damaged visual state is missing
Fuel only exists under ALL category in Stockpile, and not under the Resources and Supplies category
Vehicles are missing the Z-Axis if you aim the weapon at highgrounds or structures
Map bugs:
Caustic lights appearing in weathered expanse
Scrap field west of Lochan Berth only spawning 2 scrap piles
Port of Rime in Weathered Expanse needs to have scrap nodes moved
Terra on Farranac Coast is missing a Refinery
Floating Fuel node in Fishermans' Row
Tree in the middle of the road in Mooring county V4k3
While in the ocean in Umbral Wildwood, player can't aim, or fire eastward