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