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Devblog: Update 65

  • Jun 22
  • 4 min read

Updated: Jun 23


This devblog will cover what's coming in the next Foxhole update, Update 65. As previously stated, the current goal for development is to iterate rapidly on the features introduced in Airborne, improve balance across the game, and focus on quality of life and balancing adjustments.


Roadmap

Update 65 is the first minor update to follow the previously announced 6 week development cycle. As usual, the release notes will be coming alongside dev branch, but further below in this blog is a preview of what to expect.



Update 65 Preview


Quality of Life & Performance Improvements


Optimization and QoL continue to be a focus in this Update, with multiple improvements across the game.


Level Streaming Optimization

The border streaming system has been completely reworked to use a lightweight proxy map for each border. This significantly reduces memory usage and results in approximately 15x faster loading, which also reduces frame hitches near region borders.



Shift key for Factory UI

The Shift key can now be used to instantly fill or remove an item's production order at Factories. For example, for an order with 2 rifles and 2 rifle ammo, Shift clicking the rifle ammo will remove the rifle ammo entries.



Factory Map Tooltip Improvements

Players can now see their factory order status from the Map Tooltip.



Map Tooltip Pin Improvements

The pin function has been improved and now allows pinning any structure Tooltip. Players can also better control what is shown on the CSV export.


Refuel Button for Fire Suppression Room Players can now refuel water on a Fire Suppression Room from a nearby liquid container with the "Refuel" button.



Intel Changes


One of the goals for Update 65 is facilitating aircraft spotting, increasing the ease at which fighters can react to incoming bomber raids and also increasing the strategic importance of Aerial Interceptor Arrays. Multiple changes have been made to the Intel System for this goal.


Radio Changes The Aircraft Radio has been removed, as all Radios now provide both Ground and Air Intel. The only structures able to detect Aircraft Intel remain the Observation Bunker and Large Radar Installation.

Aerial Interceptor Array Changes

The Aerial Interceptor Array now provides an Air Intel circle at a targeted location over its battery duration. With a range spanning from 500m to 6000m, the closer the target is to the Array, the wider the Intel circle radius will be. Key radar installations could be used to spy on enemy airfields behind the frontline and provide advanced warning to prepare for an impending raid.



Bomber Aircraft Air Icon

Bomber Aircraft now have their own intel icon so they can be easily distinguished as a unique threat on map intel.



Pilot Mask

A new Intel-receiving item which goes in the headgear slot, allowing pilots to receive Intel updates and carry a parachute at the same time.


Air Siren

The Air Siren is a new piece of neutral tripod equipment which plays a sound whenever an enemy aircraft that is not a scout aircraft comes within 500m. When used on the frontline we hope this will alert players locked in combat to seek cover and man AA positions in advance.


World Changes


Multiple regions are getting tweaks and new features to provide more anti-air options, offer more strategic depth for Naval and Aerial warfare, and to add more visual flavour into the world.


World Automated AA Guns

Anti-Aircraft Guns are new AI world structures present at a limited set of rear-line airfields and towns. They automatically target enemy aircraft with their spotlight, firing three warning shots before engaging with accurate fire. AA Guns prioritise firing at enemy bombers if multiple aircraft are within its range.



New Southern Coastal Guns

Southern logistics town now have their own Coastal Gun to better fit their distinct architecture and theme.



Naval Bases Olavis Wake, Nevish Line, Sableport, Weathered Expanse, Reavers' Pass and Piper's Enclave now have areas specifically designed to be a safe harbour for Large Ships. These are intended to reduce the need for naval assets to return to rear-line regions for repairs and rearming. Each location includes Coastal and AA Guns, logistics infrastructure, rail connections, and space for a couple of Dry Docks.



Airfield Relocation

The Airfields at King's Cage and Endless Shore have been moved to make Airfield distribution more balanced across the world.



Naval Improvements


This update also expands on naval gameplay, with new features and improvements aimed at addressing player feedback.


Torpedo Net

Mine Boats can now lay down Torpedo Nets, which block small ship movement and detonate torpedoes. They are relatively fragile and can be destroyed by machine guns or by being rammed by Large Ships.



Destroyer and Frigate Improvements

The Colonial Conqueror Class Destroyer and the Warden Blacksteele Frigate have had their interiors redesigned. The Frigate's rear ammo rack has been moved to the central compartment. The Destroyer has gone through extensive changes to improve below-deck gameplay, making crew movement easier and adding a Sonar seat.



Stockpile Retrieval Improvements

Pressing "V" on stockpiles with multiple items stored now retrieves the large item that is visually represented on them.


Balance Changes & Bug Fixes


As usual, Update 65 includes many bug fixes, neutral and factional balance changes. Here are some examples of the neutral changes:


  • New restrictions on the Transport Aircraft passengers.

  • The damage modifier of Fighter and Scout Aircraft has been reduced.

  • Many aircraft cost adjustments.

  • FMGs can now switch into AA mode

  • Water Mines depth changed from 15m to 7m

  • Water Mines can be detected by sonar

  • Added a coal recipe to Tier 2 and Tier 3 Engine Rooms


 For the full changelog, check the Devbranch patch notes once they're out.


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