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 right 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.
■ The world map screen has not been updated to reflect all map changes.
■ Aesthetic map bugs.
○ Roads will meet with a hard edge without proper blending.
New Content
■ 86K-a “Bardiche”
○ Class: Assault Tank
○ Faction: Colonial
○ Unlike the 85-series, the Bardiche sports a heavier, more durable build and is fitted with a coaxial heavy machinegun along with a powerful, short-barrelled 68mm turret. Modern Kraunian engineering allows for a fast reload, making it an ideal tool to combat enemy armour.
■ Gallagher Outlaw Mk. II
○ Class: Cruiser Tank
○ Faction: Warden
○ Originally designed in response to increasing swarms of Mesean armour, the Outlaw is an exceptionally capable medium tank armed with a long-range 40mm turret and includes a built-in storm rifle support position.
■ The Hangman 757
○ Class: Revolver Rifle
○ Faction: Warden
○ The weapon of choice for pirates and smugglers, its legend is well-earned. With incredibly high stopping power and unique revolver mechanism, the Hangman often plays judge, jury, and executioner.
■ Volta r.I Repeater
○ Class: Heavy Rifle
○ Faction: Colonial
○ An old war Mesean rifle. It boasts high stopping power, but not as accurate as its modern variant. A weapon of legend, the Howling Lions wielded the Volta during their raid on the beaches of Fisherman’s Row.
■ Clancy Cinder M3
○ Class: Long Rifle
○ Faction: Warden
○ The Clancy Cinder is a classic, high-powered long rifle designed for use in mid-to-long range encounters. First deployed with the Hands during a high-risk operation in Acrithia.
■ KRR2-790 Omen
○ Class: Long Rifle
○ Faction: Colonial
○ An older but reliable model of Kraunian long rifle. The Omen is a sturdy, simple weapon best used in long-distance skirmishes.
■ Sampo Auto-Rifle 77
○ Class: Auto Rifle
○ Faction: Warden
○ The precursor to the storm rifle, the Sampo Auto-Rifle, is a mastercraft of its day. With a single shot and automatic fire mode, this versatile rifle may not reach the fire rates of automatic weapons but more than makes up for it with utility.
■ Small Shipping Containers
○ Produced at Construction Yards
○ Performs the same functionality as the old Shipping Containers
○ What you lose in carry capacity you make up for in flexibility as crates can be assembled on open terrain.
■ Listening Kit
○ A device used to intercept enemy radio broadcasts transmitted from nearby sources. ○ Works like a portable version of the Intelligence Center that works on local Intel sources
○ Requires a Tripod
■ New Town Bases
○ Replaces the old Town Hall structure
○ Three Town Base variants: Town Center, the School, and the Post Office
○ Unified gameplay with other town structures like Garrisoned/Safe Houses
○ Full interior spaces
○ AI garrison windows
○ Three upgrade Tiers
World Expansion
■ Fourteen new regions seven to the North, seven to the South.
○ New Northern regions from West to East are:
○ Nevish Line
○ Callum's Cape
○ Speaking Woods
○ Basin Sionnach
○ Howl County
○ Clanshead Valley
○ Morgen's Crossing
○ New Southern regions from West to East are:
○ Origin
○ Ash Fields
○ Red River
○ Kalokai
○ Acritia
○ Terminus
○ The Fingers ■ Southern environment set
○ Unique landscape and foliage.
○ New town environments and building style.
○ Four new Garrison Houses.
○ One new Safe House.
Building Update
■ Pillboxes
○ New defensive AI structures replace the now removed Foxholes and Gun Turrets
○ Rifle Pillbox - Fires 7.62mm
○ Machine Gun Pillbox - Fires 12.7mm with a limited firing arc but longer range
○ Anti-Tank Pillbox - Fires 20mm
■ New Bunker/Trench Modifications
○ Bunker Stairs allowing easy access to the roof
○ Bunker Ladder also allowing easy access to the roof
○ Interior Firing Port gives comer and fallback positions if the enemy gets inside
○ Bunker Sandbags gives a secure firing position on the roof while preventing enemies from climbing onto your bunker
○ Trench Sandbags provide ground level cover and prevents enemies from using your Trench against you
■ Barbed Wire Fence
○ Used to prevent enemy infantry movement through an area. This structure is difficult to destroy with conventional weapons and must be dismantled with a Wrench.
■ Foxhole (New PvP version)
○ A simple hole dug into the ground to provide infantry with makeshift cover from enemy fire.
○ Players can easily build this with a shovel
■ Observation Bunker (2x Tiers)
○ A radio bunker that provides intel to friendly units about the surrounding area. Reinforced with wood, it can withstand more punishment than a standard radio tower, and therefore is capable of increased effectiveness.
○ Requires power
○ Tier 2 has greater range than Watchtowers
○ Tier 3 has greater range than Tier 2
■ Intelligence Center
○ A high-tech listening post designed to intercept and decode enemy transmissions. The intelligence Center can target distant locations and will continue to decipher sensitive transmissions over a sustained period.
○ With the same prerequisites for construction as the Storm Cannon
○ Power requirements are exhaustive
○ Disabled during heavy Rain Storms
■ Large Materials building system
○ Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
○ Structures can be arbitrarily scaled and curved for more custom coverage
○ Such structures can be built on bridges
○ Large Materials are procured from Pallets, which are now available for construction at the Construction Yard and are distributed by Flatbed Truck.
■ New Power system
○ Power is now a finite resource that is produced and consumed in Wattage
○ Engine Rooms produce a certain amount of Wattage when fueled with Diesel
○ Power will distribute power equally to all connected structures within pipe range
○ Bunker Garrison structures now have lights that extend their targeting range at night
■ Bunker and Trench Reservation
○ The original builder of a bunker or trench may "reserve" their structure.
○ Reserved structures can not be upgraded, modified, or attached to except by the original builder or the owning squad.
○ The owning squad is determined by what squad the builder was in when the structure was originally constructed.
○ Structure reservation lasts 48 hours and can be refreshed by the original builder or anyone in the owning squad.
○ Structures that are less than 3 hours old and not concrete may be demolished by the owner or by a member of the owning squad.
■ AI visualized line of sight preview for selected structure build ghosts.
○ The visualized area will be displayed before placing a build site for construction and during structure upgrade.
○ Visualized area represents the AI's maximum range and accounts for physical obstructions including topography and other structures.
○ Temporary obstructions such as vehicles, other players, and concealed structures are not accounted for by the visualized area.
■ Bunker Infrastructure now provide passive buffs making them useful even after unlocking Base upgrades.
○ Bunk Beds/Lockers/Latrine: Nearby Bunker Bases have a small chance to not consume a Soldier Supply when a player spawns
○ Wash Station/Kitchen/Pantry: Nearby AT and Howitzer Garrisons fire slightly faster
○ Workstation/Computer Module: Nearby Storm Cannons and Intelligence Centers require less power to operate
○ Chalk Board/Radio Station/Strategic Map: Nearby Observation Bunkers can sight targets slightly outside of their detection radius
■ Bunker and Trench modification placement is more flexible
○ Barbed Wire modification can now be build on Trench Connectors.
○ Trench Sandbags and Barbed Wire can fit onto all sides of a Trench, including the ends of a Trench and beside Trench Bridges
■ Bunker modifications can now be added onto Engine Rooms, Bunker Ramps, and Ammo Rooms.
■ Bunker Garrison defenses now have full interior spaces where modifications can be built
■ Bunkers and Trenches will now visually degrade when damaged like tanks do when they lose armour.
■ Trenches no longer collapse when rammed by a vehicle.
■ Tanks, Tankettes, Scout Tanks, and Landing APC's can now drive over trenches
■ Engine Room can now be constructed at tier 2
■ Tier 1 Trenches and Trench husks can be filled with a shovel.
■ Bunker Garrison defenses can only be mounted from inside the bunker.
■ Certain Trench Modifications now block other trenches from connecting
■ Trench Connectors updated to reduce terrain holes and increase reliaibility.
Uniforms
■ Players can now equip uniforms, which can change your inventory configuration and provide one or more gameplay benefits
■ Uniforms are produced at Factories and delivered to Base stockpiles in Crates
■ Uniform types
○ Colonial Soldier Uniform - Legionary Fatigues
○ Kinetic weapon ammunition stacks
○ Kinetic weapons have reduced encumbrance
○ Warden Soldier Uniform - Infantry Battledress
○ Kinetic weapon ammunition stacks
○ Kinetic weapons have reduced encumbrance
○ Colonial Medic Uniform - Medic Fatigues
○ Bandages and Blood Plasma stack
○ First Aid Kits and Trauma Kits have reduced encumbrance
○ Warden Medic Uniform - Physician’s Jacket
○ Bandages and Blood Plasma stack
○ First Aid Kits and Trauma Kits have reduced encumbrance
○ Colonial Scout Uniform - Recon Camo
○ High chance of not being detected by enemy intelligence
○ Warden Scout Uniform - Outrider’s Mantle
○ High chance of not being detected by enemy intelligence
○ Low resistance to Snow Storms
○ Colonial Engineer Uniform - Fabri Rucksack
○ All materials have reduced encumbrance
○ Warden Engineer Uniform - Sapper Gear
○ All materials have reduced encumbrance
○ Colonial Snow Uniform - Heavy Topcoat
○ Kinetic weapon ammunition stacks ○ Low resistance to Snow Storms.
○ Warden Snow Uniform - Caoivish Parka
○ Kinetic weapon ammunition stacks
○ High resistance to Snow Storms
○ Colonial Tank Uniform - Tankman’s Coveralls
○ Gas Mask Filters stack
○ Basic Materials have reduced encumbrance
○ Warden Tank Uniform - Padded Boiler Suit
○ Gas Mask Filters stack
○ Basic Materials have reduced encumbrance
○ Colonial Rain Uniform - Legionary’s Oilcoat
○ Kinetic weapon ammunition stacks
○ High resistance to Rain Storms
○ Colonial Grenade Uniform - Grenadier’s Baldric
○ Grenades stack
○ All Grenade have reduced encumbrance
○ Warden Heavy Ammo Uniform - Specialist’s Overcoat
○ Heavy ammunition has reduced encumbrance
Tactical Camera
■ A brand new camera developed from the ground up, offering many new benefits
■ Aiming at the corner of the screen is no longer advantageous (viewing distance is equal in every direction)
■ Camera zooms out/pans far enough that most of the view range can be visible by aiming in the corresponding direction
■ Give players a much broader view of the battlefield, allowing better tactical decisions to be made based on what's visible around them.
■ The Tactical Camera is not available for artillery positions, drivers, and certain vehicle passenger positions.
Gameplay Changes
■ Shipping Container capacity increased by 50% (from 40 to 60 crates), but can now only be unloaded at Storage Depots and Seaports
○ NOTE: Small Shipping Containers now exist to perform the functionality of the old Shipping Containers (i.e. they can be unloaded anywhere)
■ The following Regional Seaports will begin, at war start, with starting crates of supplies: Stonecradle, Allod's Bight, Endless Shore, Farranac Coast. They will begin with:
○ 500 Crates of Rifles
○ 1000 Crates of 7.62mm
○ 500 Soldier Supplies
○ 200 Grenades
○ 500 Basic Materials
○ 50 Trucks
■ Border bases now prevent rapid decay.
Game Balance
■ Garrison House and Town Base High Explosive (artillery) damage mitigation significantly reduced at Tier 1 & Tier 2 (Tier 3 remains the same)
○ NOTE: The net result is that artillery destroys T1/T2 of these structures faster
■ 300mm (Storm Cannon) ammo has been added to the Tech Tree
■ Garrison Supplies and Bunker Supplies production time has been increased to 4 minutes per crate.
○ NOTE: Garrison/Bunker Supplies no longer share a production queue with Soldier Supplies
■ Garrison Supplies and Bunker Supplies crate assembly time has been reduced.
■ Garrison Supplies and Bunker Supplies item assembly time has been increased.
■ Soldier Supplies have been moved to the medical category at the Factory.
■ Ammunition maximum stack size has been reduced from 100 to 3 for the default Soldier Uniform.
■ Mortar Shrapnel Shells and Mortar Flare Shells no longer require Mortars to be unlocked to be manufactured.
■ Freighters no longer require technology to be constructed.
■ 300mm Shells now require technology to be manufactured.
■ Players no longer automatically stand up when the shift key is pressed. A movement key must also be received simultaneously before the player will leave their stance
■ 20mm no longer has damage falloff.
■ Bunker MG Garrison damage, range, and firing arc increased. Max fire rate decreased.
■ Bunker AT Garrison range, retaliatory range, and fire rate increased. Damage decreased.
■ Garrison Houses, Relic Bases, and Seaport AT damage increased.
■ Increase the encumbrance of all tank shells, artillery shells, and grenades.
■ Engine rooms structural integrity has been increased.
■ Garrison House and Safe House damage mitigation against armour piercing damage increased at tier 2 and tier 3.
■ Devitt Ironhide cost, health, and armour decreased. Armour endurance increased.
■ 85K-b "Falchion" and 85K-a "Spatha" armour and health increased. Armour endurance decreased.
■ Flatbed Truck and Halftracks increased torque.
Map Changes
■ Fisherman's Row: Eidolo Refinery has been relocated somewhere else in town.
■ Stonecradle: Bucker Sound Seaport moved to North coast.
■ Allod's Bight: Mercy's Wail Seaport moved to South coast.
■ Farranac Coast: Victa Seaport moved to Jade Cove.
■ Endless Shores: Wellchurch Seaport moved to Saltbrook Channel.
■ Bushes that provide soldiers concealment have been added to Northern regions.
■ Stonecradle: added names to new peninsula.
■ Oarkbreaker and Fisherman's Row opened up the Eastern ocean border to create an unobstructed waterway.
■ Godcrofts: extended cliffs to the landmass bordering Morgen's Crossing
■ Endless Shore: Relocated Seaport to North shore.
■ Farranac Coast: Mara bridge updated. Added default storage depot to Victa.
■ Silk Farms: Stone arch removed on the river.
Other Changes
■ Stockpiles have been organized.
○ Weapons are now consistently located near the ammo type(s) they're associated with.
○ Hammer has been added to the utility category.
■ Options screen now has reset defaults button.
■ Keyboard configuration now supports the modifiers Shift, Ctrl, and Alt.
■ Pipes are now visible in upgrade mode, not when alt is held down.
■ Ctrl key now allows players to view the second floor of Bunkers and other structures
■ Build menu has been pruned of options not available for the tool held. For example the Encampment has been removed from the hammer's build menu.
■ Shippables and Vehicles assembled while in a crane should start selected for the crane operator
■ New support button that initiates an interface for reporting server and other issues
Bug Fixes
■ Tracked vehicles on a barge will have their treads spin for no reason when the barge turns.
■ Rapid Decay Zone text missing near neutral Border Bases.
■ Safe Houses do not give commend notifications when supplied.
■ AT mines fail to deploy frequently.
■ Snowy bushes exist in various warm environments such as the Colonial Home Region.
■ Map intelligence update notification is not present when interacting with a base or observing the map screen time and date panel.
■ 7.92mm Ammo mentions light machine guns.
■ Tank commanders can drop items with the hatch open.
■ Resource mines mention advanced mining facilities in the help panel.
■ In some cases rock collision does not match the asset.
■ Players can run while crouched.
■ Map bugs.
○ Great March: tree on road in Sitaria.
○ Callahans Passage: a hole players get stuck in near Solas Gorge
○ Fisherman's Row: a rock on the border of Oarbreaker Isles with no collision.
○ Fisherman's Row: The Emplacement House's ladder (mortar house) in The Three Sisters can not be climbed.
○ Tempest Island: floating wheelbarrow on chicken nugget island.
○ Drowned Vale: North of The Baths there's a hole players can not escape.
○ Umbral Wildwood: players can walk underwater near Stray's South bridge.
■ Bunker Corners have a typo on the build menu.
■ Trench build sites can be tricked allowing construction on steep terrain.
■ Trench bridges can be constructed on T junctions
■ Bunker Garrison defense build sites turn neutral after a server restart.
■ Upgrading a bunker destroys the doorway.
■ Mountain collision has invisible walls. ■ Ignifists and other items stack in player inventory.
■ Players head poking out of the pillbox.
■ Pillbox firing point doesn't match the tracers.
■ Mortar benefits from tactical camera.
■ Client name tags reduce FPS.