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.
KNOWN ISSUE: Noble Widow MK. XIV reverse speed is not slower than it's fast speed as it is intended to be. Reverse speed will be slower in final release.
KNOWN ISSUE: Map changes are not reflected on the map screen yet.
New Content
■ Noble Widow MK. XIV
○ Class: Destroyer Tank
○ Faction: Warden
○ This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.
■ 85K-a “Spatha”
○ Class: Assault Tank
○ Faction: Colonial
○ The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”
New Weapons
■ “Lionclaw” mc.VIII
○ Class: Submachine Gun
○ Faction: Colonial
○ A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
■ No.1 “The Liar” Submachinegun
○ Class: Submachine Gun
○ Faction: Warden
○ This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
■ “Dusk” ce.III
○ Class: Assault Rifle
○ Faction: Colonial
○ This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
■ Booker Storm Rifle Model 838
○ Class: Assault Rifle
○ Faction: Warden
○ The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
■ Hydra’s Whisper
○ Class: Explosive
○ Faction: Colonial
○ This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
■ BF5 White Ash Flask Grenade
○ Class: Anti-Tank Grenade
○ Faction: Warden
○ An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.
Gameplay Changes
■ Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
■ Firepits can now be built on Seaport decks
■ Radio Backpack transmit function now only works when the player is standing on landscape or a structure
○ Transmission won't work if standing on Barges, rocks or other environment objects
■ Added dedicated key for dropping large items (defaults to V, but can be remapped)
○ Default key for Callout changed to H
○ Default key for Transmit changed to J
■ Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
■ Landing Ships are now reservable at Storage Depots/Seaports
■ Frontier Bases have been removed from the game
○ NOTE: Border bases are the new standard way to gain a foothold across contested borders
■ Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
■ Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
■ Rockets now cause No Man's Land at the target location
Game Balance
■ Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 trucks at the start of Conquests
■ Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
■ All Assault Rifles class weapon production times have been reduced by 20%
■ Improve Shotgun's ability to hit targets at point blank range
■ All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
○ NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
■ All Mortars (vehicle or infantry) long range accuracy increased by 30%
■ Green Ash crate size reduced from 20 to 10
■ Infantry Support Gun rate of fire decreased by an overall 75% (reload time increased%)
■ Mounted Bonesaw MK.3 rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
■ Aalto Storm Rifle 24 range reduced by 10%
○ NOTE: Reduction to further contrast this with the other new Assault Rifle
■ All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
■ HH-d “Peltast” rate of fire decreased by 20%
■ Devitt-Caine MK-IV MMR rate of fire increased by 25%
○ NOTE: Rate of fire slightly slower than HH-d “Peltast”
■ Field AT (both factions) rate of fire increased by 13%
■ Devitt-Caine MK-IV MMR cost reduced from 180 to 150 Refined Materials
■ High Explosive Grenade crate size reduced from 25 to 20
■ War Achievements have been updated as follows
○ Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
○ Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
○ Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
○ Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
○ Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones
Map Changes
■ Updated the landmass in the north of The Moors
■ Added an additional landmass to Fisherman's Row
■ Added an additional landmass to Tempest Island
■ Added an additional landmass to Stonecradle
■ Added new Map Layers to several logistics hubs to support a larger variety of starting conditions
Other Changes
■ Squad & Regiment Map Posts
○ Map post visibility can now be restricited to just your Squad or Regiment
■ Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
■ Frame rate can now be customized on the options screen, allowing for greater than 60hz
■ Offline characters in the F1 player screen can now be reported again
■ Shard selector UI changes
■ Stockpile logs now support Shippable structures
■ Added animation interpolation system to smooth out turret rotation, crane rotation, etc
■ Optimized map screen frame rate when there are a lot Map Posts
■ Optimizations to region travel to prevent network stalls during large war starts
■ Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes
Bug Fixes
■ Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
■ Vehicles on Barges can't be repaired due to collision detection issues
■ Vehicles can get into a state where players can walk through their collisions
■ Trenches can still cause holes to appear in the landscape with certain layouts
■ Harvester treads are not animated
■ Motorboats can prevent destroyed bridges from being rebuilt
■ Tooltips In The Refinery Flash Intermittently
■ 00MS "Stinger" doesn't Have A Horn
■ Client can in rare cases crash when flag visuals are changed based on wind
■ No "Whooshing" sound when punching air
■ New Drawbridges Missing Animation For Lever Flipping
■ Shipyard Full Repair action can be used to repair land vehicles
■ Kivela Power Wheel 80-1 icon shows a Colonial Motorcycle variant
■ Transmit hotkey remapping reflect in hints
■ Using Binoculars can momentariliy make the player appear somewhere else in the world
■ Ladders for certain bridges can't be climbed after the bridge is built
■ Items get dropped into the water when retrieving from the Seaport with a full inventory
■ Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
■ Tread animation for in-place rotation is only animating for the driver
■ Fire Pit model is floating when built on slopes
■ One Drawbridge type is missing animation for lever flipping
■ Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
■ Typo in 7.62 ammo description
■ Vehicles that rotate on the spot can rotate into walls, causing physics issues
■ Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
■ Very rare crash can occur when Bunkers are destroyed
■ Graphics flickering can occur on Trenches connected to each other
■ Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
■ Gunners on the Drummond Spitfire 100d are difficult to hit with small arms
■ Map Bugs
○ Endless Shore: Rocks creating unintended high ground
○ Oarbreaker: Freighters getting stuck at seaport
○ Great March: No River collision near The Swan
○ Allod's Bight: Players getting stuck at Mercy's Wail shipyard after submitting
○ Great March: No Safehouse in Sitaria in some Map Layers
○ The Moors: Rocks blocking naval passage in the river
○ Great March: Flatbeds getting stuck in Sitaria
○ Shackled Chasm: Old bridge underneath new bridge
○ Viper Pit: Can get stuck in crevice
○ Drowned Vale: Grass overlaps the road
○ Marban Hollow: Drawbridge ladders Aren't low enough to the water
○ Oarbreaker: Wall blocking access to Factory
○ Oarbreaker: Construction Vehicles/Cranes can't be built on beaches at Integrum