Update 46 Dev Branch Released

Updated: Sep 17

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