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Update 32 Release Notes

Dec 11, 2019
7 min read

Updated: Dec 18, 2019


Foxhole's biggest update of the year brings trenches, bunkers, a medic expansion, new weapons, and more!


Hotfix 0.32.15.8

■ Unstuck command - Self serve tool for stuck vehicles/characters

○ Type !unstuck into that chat window to activate

○ Unstuck can only be used a limited number of times per war

○ Unstuck is cancelled if nearby enemy movement, player movement, or other events occurs

■ Flatbed Trucks can run over/destroy Tier 2 Trenches

■ Players can now vault while carrying a Large Item (Critically Wounded Soldier)

■ Trench/Bunker Husks no longer consume Garrison Supplies

- Players can now log out from inside a Relic Base again (removed work around from previous hotfix)

■ Map screen frame rate has been optimized

■ Bug fixes

○ Frame rate stutter caused by long Squad list

○ Bunkers can no longer be partially placed on roads by rotating the structure

○ Players still getting stuck when spawning at Relic Bunkers

○ Concrete Materials can’t be pulled from a Concrete Mixer used by the other faction

○ Tier 3 Trenches decay too quickly (once decay starts)

○ Engine Room build site occassionally can cause holes in the landscape that players can fall through

○ Input is stuck and HUD is hidden on rare occassion after border travelling

○ Walls can no longer be built overlapping a Gate

○ Trenches that have a diasbled bridge (due to T-connected trench) can't be run over

○ Sledge Hammer can switch to Upgrade Mode when it shouldn't be able to

○ Map callouts wouldn't work when used over a Trench/Bunker

○ Tutorial images are showing incorrect map images in the Home Region


Hotfix 0.32.15.5

■ Trenches & Bunkers no longer harm nearby vehicles when they are destroyed

■ Forward Bases built in Frontier zones can now be deployed at from the Home Region

○ This is to reduce border lockdown and further decrease average queue sizes

■ Home Region map now defaults to a zoom level that allows you to read all the area texts

■ Message added directing new players to open their map in the Home Region

■ Fixed one more bug that causes players to get stuck when spawning at Relic Bases

○ There may be more cases of this bug so please report if you encounter it again

■ Fixed bug that prevented players from replacing a previously destroyed Trench/Fort that was in between other Forts/Trenches

■ Fixed but that sometimes prevented a Trench from being snapped to the side of another Trench

■ Fixed bug that allowed Trenches/Forts to be placed in terrain that would result in small holes at the edges of the Trench/Fort

■ Fixed bug that caused gates to degrade server performacne

■ Fixed bug that caused AT Garrisons to be blocked by low structures like Sandbags

■ Fixed bug that caused pipes to be visible when using Binoculars under rare circumstances


Hotfix 0.32.15.3

■ Trenches and Bunkers can no longer be built near vehicle bridges

■ Broken animation when picking up Critically Wounded Soldier has been removed


Hotfix 0.32.15.2

■ Destroyed Trench/Bunkers leaving behind holes in the landscape, which players can fall through

■ Players getting stuck when spawning inside crowded Relic Bases

■ Players unable to vault out of Trench build sites - Squad list is now properly sorted between private/public Squads


Initial Release Notes


Trench & Bunker System

■ All new modular base building system has been added to the game!

■ New Item: Shovel

○ Use the shovel to dig under the landscape to produce trenches and bunkers

■ New Modular Structure: Rifle Garrison (Tiers 1-3)

○ An entrenched bunker manned by stationed troops armed with Rifles

■ New Modular Structure: AT Gun Garrison (Tiers 2-3)

○ An entrenched AT gun manned by stationed troops

■ New Modular Structure: Engine Room (Tier 3)

○ A engineering facility that provides power to Bunker structures using pipe connections

■ New Modular Structure: Storm Cannon (Tier 3)

○ An extreme range artillery capable of firing up to 750m away ○ Large aim deviation, but massive firepower

○ Requires Loading Chamber Facility

○ Requires multiple connected Engine Rooms to power

■ New Modification:

○ Trench Bridge - Allows vehicles to cross over this Trench

○ Trench Barbed Wire - Slows down enemy infantry invading this Trench

○ Underground Pipes - Provides power connections from Engine Rooms to Upgrades

○ Bunker Doorway - Provides entry to this Bunker

○ Bunker Firing Port - Allows infantry weapons to be fired from the safety of this Bunker

■ Bunker & Trench Mechanics

○ Bunker segments can be connected to form Bunkers of different shapes and sizes

○ Connected segments share one big health pool

○ Bunkers trade size for structural integrity that affects the overall durability of your creations

○ Upgrade your base through 3 tiers.

• Tier 1 is produced with no cost of resources, but must be dug out with the shovel.

• Any number of players can dig a single build site in parallel to get it done faster.

• Tier 3 is very tough, but requires time for your concrete to 'settle'

○ Hold ALT to view pipes networks installed underneath Bunkers & Trench networks


Medic Expansion

■ New Vehicle: Ambulance

○ Used for transporting Critically Wounded Soldiers from the frontline to the Hospital or Field Hospital.

○ Stacks all medical equipment and supplies

■ New Structure: Hospital

○ When a player dies, there is a chance their body will convert to a Critically Wounded Soldier

○ Critically Wounded Soldiers can be placed into an Ambulance and delivered to a Hospital or Field Hospital in exchange for Soldier Supplies

○ Critically Wounded Soldiers delivered from the front can be recovered into Soldier Supplies

○ Provides 50 beds for recovering soldiers

■ New Structure: Field Hospital

○ Same as the Hospital, except buildable by players anywhere in the world

○ Provides 6 beds for recovering soldiers

■ New Item: Blood Plasma

○ New resource required to revive wounded players

○ Stackable in Ambulance only


Other New Content

■ New Weapon: Light Machine Gun

○ Can be fired while standing

○ Less Accuracy and smaller clip vs other Machine-Guns

■ New Weapon: Machine Gun

○ A refresh of the old Heavy Machine Gun

○ New visuals and SFX

■ New Shippable Structure: Concrete Mixer

○ Used to refine raw Components into Concrete for construction of high-level defences.

○ Constructed at the Construction Yard

○ Delivered and deployed via flatbed truck and crane ■ New Wall Construction Set

○ All walls and gates have been redesigned with new visuals and snapping capability

○ Sandbag walls now have curved variants


New Features

■ New Large Item Class

○ Special items that must be carried over the player's shoulder

■ First-Aid kits, Grenades, Satchel Charges, and other equipped items are now visible on the character, making the usage of these items identifiable on the battlefield

■ The Home Regions have been redesigned with new visuals and layouts

○ More training areas for you to rehearse your operations, plan your fortresses, or practice your abilities.

○ Clearer tutorial signage and updated tool-tips for better new player experience

○ More areas to deploy to the war so you can avoid the crowds (but not the queue!)

■ The Wounded Player countdown timer has been increased to 30 seconds

○ Wounded Players can now press E to 'give up' after 10 seconds

■ Many weapons have redesigned SFX and VFX, including the SMG and MG

■ Relic Base

○ Old Bunkers left behind from past wars that act as world bases outside of towns

○ Provides all normal Base facilities and built in AI defenses and cover mounts

■ Suppression of AI defences now works

○ Shooting at AI defences suppresses them, which reduces their rate of fire

○ Structures have different thresholds for suppression


Gameplay Changes

■ Squad window can now be minimized

○ Squads are now sorted by online/offline status and online player count ○ Count shown beside Squad now reflects online players only

○ Offline Squads are now grayed out ○ Offline Squad members can now be kicked

○ Offline Squad leaders can now be reassigned

■ The production speed of all Resource Mines now scales up with player population

■ Hammer now has an alternate fire mode (Press 'F') that is required to upgrade structures

○ Upgrade Mode also displays statistics for targeted structures like Health, Faction, etc

○ Upgrade Mode shows the original builder of a structure

■ Holding down the ALT key know reveals underground pipe networks

■ Barbed Wire collision has been changed so that slow movement is more consistent ■ Repairing any structure now takes Basic Materials (cost scales based on materials required to build structure)

■ First-Aid Kits now require bandages to be used as ammunition to heal

○ Bandages can still be used without a First-Aid Kit

○ Bandages have been made lighter by 90%, and their crate size increased to 80

■ Many maps have been altered to open up more viable building areas for Trenches/Bunkers

○ Significant changes in Sickle Hill (Farranac Coast) and Umbral Wildwood.


Game Balance

■ Component and Sulfur fields now spawn every ~6 hours instead of ~8, resulting in a 33% increase in resources overall

■ Sunken Pillboxes and Bunkers (Tier 4 walls) have been removed from the game

■ Light Tanks health increased by 20%, and their Petrol consumption rate reduced by 15%

■ Battle Tanks health increased by 10%.

■ Gun Nests damage mitigation against small arms & explosives significantly reduced

■ Gun Nest health increased slightly

■ Shotguns range reduced by 50%

■ Revolvers range reduced by 30%

■ Satchel Charge damage has been increased by 25%

■ Empty Trucks now travel 20% faster than Trucks that have a full inventory.

■ View distance for small arms and grenade weapons have been increased (consistent with the Rifle)

○ Sniper Rifle is the exception

■ Rifle range has been reduced by 10%

■ Carbine range has been reduced by 7% ■ Storm Rifle range single shot mode has been reduced by 7%

■ Green Ash Howtizer Shells have been removed from the game for now

■ Armoured Cars can only run over light and not heavy structures


Other Changes

■ New lore has been added to the game. Happy Hunting!

■ Improved interior lighting for some structures

■ Rendering performance drastically when playing near a region border


Bug Fixes

■ Textures under trees flicker under certain circumstances

■ Aim line sometimes indicates a clear shot when in fact the shot is blocked

■ Firing at certain walls when a player is on the other side produces blood visuals

■ Client can crash on rare occasion after border travelling

■ Shrapnel Mortar Shell inconsistently hit infantry near impact point

■ Mortar Shell can be duplicated using the Emplacement House

■ Resources can be lost at the Refinery if transferring to a full vehicle using right click

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