Update 42 Dev Branch Released

Updated: Feb 24, 2021


Instructions

Dev Branch is an experimental build that contains bugs and unfinished features. Please read the TESTING NOTES below to get a feel for things in the build that are known to be missing OR broken.

How to get the build

  • Go to the BETAS tab on the Foxhole Steam Properties window and select "devbranch -".

  • Select the LOCAL FILES tab and click "Verify Integrity of game files...".

  • On the "Join War" screen, select "DevBranch" from the drop down at the top left corner of the screen

Reporting

  • Please post any bug reports or feedback to the devbranch-bugs channel on Discord. Do not report bugs that are already known issues. Release notes will be updated as new builds are applied to the branch. Thank you!


Release Notes


IMPORTANT: The following release notes are preliminary and in draft form. Some features/changes will change or be omitted before final release.


New Content

85K-b “Falchion”

○ Class: Medium Tank

○ Faction: Colonial

○ Designed for mass-production in Kraunia, this medium tank features a modular turret system for maximum versatility. The “Falchion” class features a powerful if understated, 40mm cannon.

King Spire MK-I

○ Class: Scout Tank

○ Faction: Warden

○ This small tank has been recently recommissioned into the Warden arsenal. It boasts high maneuverability and an antenna that allows for long-range communications during high-stakes recon operations.

Devitt-Caine MK-IV MMR

○ Class: Light Tank

○ Faction: Warden

○ A modified Devitt fitted with a specialized Caine mortar turret at the expense of top speed.

Fire Pit

○ A pit of fire used to keep soldiers warm during Snow Storms. Requires Diesel to fuel.

Ammunition Room

○ A facility that stores ammunition for artillery. Artillery shells can be retrieved very quickly from this structure.

120mm

○ Payload for light artillery weapons.

150mm

○ Payload for heavy artillery weapons.


New Artillery

20-120 “Koronides” Field Gun

○ A long-range Colonial mobile artillery. The “Koronides” field gun is designed to lay siege to enemy fortifications.

Huber Lariat 120mm

○ A light artillery cannon designed to be a fixture in defensive fortifications. The Lariat sports a formidable long-range 120mm cannon designed to put immense pressure on enemy infantry.

Huber Exalt 150mm

○ A heavy cannon designed to shatter the garrisons and fortifications of advancing forces. The Exalt is best utilized when emplaced into a defensive position to take advantage of its impressive range.

50-500 “Thunderbolt” Cannon

○ This heavy artillery cannon is designed to cripple enemy fortifications from an entrenched position. Its long heavy barrel gives the "Thunderbolt" outstanding range.


New Weapons

This update contains many new weapons or redesigned variants of old weapons

■ Many weapons are now faction specific

Argenti r.II Rifle

○ Class: Rifle

○ Faction: Colonial

○ The primary infantry rifle of the Colonial Legion. Its predecessor, The Volta Repeater, was a sturdy, reliable firearm but had many limitations, namely, fire rate. The Argenti solves this limitation as well as being more compact and lightweight.

Fuscina pi.I

○ Class: Rifle

○ Faction: Colonial

○ This unique rifle fires three rounds in rapid succession. The Fuscina is the first of its kind, designed for laying down suppressive fire during assaults on fortified enemy entrenchments.

KRR3-792 Auger

○ Class: Sniper Rifle

○ Faction: Colonial

○ A Kraunian rifle modified for long-range engagements. It doesn’t have the range or stopping power of other marksman rifles but more than makes up for it with unmatched reliability in a range of environments and a superior effective rate of fire.

Catara mo.II

○ Class: Assault Rifle

○ Faction: Colonial

○ A titanic light machine gun capable of scattering infantry lines with ease, the Catara is a modern weapon for the modern Colonial.

KRN886-127 Gast Machine Gun

○ Class: Machine Gun

○ Faction: Colonial

○ The Gast is a deadly but cumbersome Kraunian heavy machine gun. It is best suited to holding and defending established fortifications or garrisoned structures against encroaching infantry.

“The Pitch Gun” mc.V

○ Class: Submachine Gun

○ Faction: Colonial

○ This classic submachine gun is sturdy and irreplacable as a general tool for close-range engagements. The Pitch Gun earned its namesake from Mesean sailors who employed the weapon to successfully defend against a night raid on the Geraston docks.

Ignifist 30

○ Class: Anti-Tank RPG

○ Faction: Colonial

○ This single-use rocket can be fired a short distance. Designed to punch holes into tanks, the Ignifist is the perfect tool for infantry anticipating armoured resistance.

Venom c.II 35

○ Class: Anti-Tank RPG

○ Faction: Colonial

○ The Venom RPG launcher fires anti-tank charges. Its simple design makes it easy to deploy, even in high-stakes operations.

Bane 45

○ Class: Anti-Tank RPG