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Devblog 29


With the Amphibious Warfare update on the horizon (Sept 14), we're beginning to seriously work on new features and content that we haven't yet talked about. We're also going to be taking a close look at the many issues you guys have raised over the last few weeks. We know there are some bugs and exploits that have been deeply affecting the game for many of you. It's our top priority to get these fixed.

I also wanted to say thanks to everyone who contributed to our feedback thread on r/foxholegame. It's been very helpful in surfacing the most critical issues in the game at the moment.

Disclaimer: Any feature or piece of content shown here is a work in progress and subject to change in the future.

Tank Traps

We've been waiting a long time to pull the trigger on this one and there are still a few gameplay issues to sort out, but we're almost ready to add Tank Traps as a buildable structure.

Gameplay wise, they will act much like "Barbed Wire for vehicles". They will be used to deny vehicle access to an area. Much like Barbed Wire, they will be extremely difficult to take out with conventional weapons and will only be removable quickly with a wrench. We're still deciding on whether or not to allow these to be built on roads as they could be abused by griefers. Give us your thoughts on this one!


Tank Traps will be used to deny vehicles access to an area

Barge & Shipyard Update

Now that the Barge and Shipyard are both further along, we have some screenshots and videos to show them off! Don't forget that both of these features will be part of the Amphibious Warfare update that's coming on Thursday, September 14th.

Also, don't forget to check out the Landing APC spotlight video from our last devblog if you missed it.

Barge Gameplay Video


The Barge disembarking from the Shipyard

Screenshots


The Barge transporting a Truck at sea


The Barge docked at the Shipyard

Faction Vehicle Concept Art

We've been chipping away at faction specific vehicle designs over the last few weeks.

Here is the progress we've made on the Colonial Half-Track.


First iteration of Colonial Half-Track designs


Second iteration of Colonial Half-Track designs


Final Colonial Half-Track design

We will also be doing a Warden specific version of the Landing APC. Here is the concept work done for it thus far.


First iteration of Warden LAPC designs


Second iteration of Warden LAPC designs


Final Warden LAPC design

Server Queues

This isn't much of an exciting feature, but we're working on retiring our current server queue system and replacing it with a new implementation developed from the ground up. The current queue system has a lot of issues such as not properly removing players that have left the queue, inflated wait times, and players getting dropped from the queue on rare occasion. The new queuing system will avoid all of these pitfalls and will also support things like faction specific queues. While it's far from a flashy feature, I personally can't wait for this one to arrive.

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