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Update 49 Dev Branch Released.

Updated: May 27, 2022


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


  • 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!

Known Issues

■ An asset is missing it's texture.

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.

■ 86K-c “Ranseur”

○ Class: Assault Tank

○ Faction: Colonial

○ This evolution of the “Bardiche” is fitted quad-mounted RPG launchers paired with a high-velocity 12.7mm cannon. The “Ranseur” indicates progress in Kraunian design as they continue to leverage outdated equipment to create deadly, modern armour. ■ Gallagher Highwayman Mk. III

○ Class: Cruiser Tank

○ Faction: Warden

○ Colm Gallagher’s engineers designed a variation of the Outlaw that features an independently rotating MG turret sitting atop the main armament of twin anti-tank cannons. What it lacks in raw firepower compared to its older sibling, the Highwayman more than makes up for it with versatility.

New Features.

■ Improved Vehicle Physics.

○ Rear wheel drive and tracked motorized vehicles will see more realistic behavior when traversing uneven terrain, trenches, and rubble. Charging a tank over several trenches can be performed in an accurate advance that conforms to the shape of the terrain under your treads.

○ Abrupt lag spikes at bridges should no longer throw your truck into the ocean.

■ Localisation has returned and remains a work in progress for the following languages. ○ Chinese.

○ French.

○ German.

○ Portuguese

○ Russian.

○ If you would like to get involved with the localisation process and help improve the quality of our localisation, please see our post about it here

Balance Changes.

■ UV-24 "Icarus" range increased to 40m

■ T8 "Gemini" range increased to 35m

■ T8 "Gemini" inventory/ammo capacity increased from 6 to 10

■ Balfour Rampart 40mm deals 25% less damage against structures (damage vs vehicle is unchanged)

■ All deployed Tripod weapons have 50% more health

■ Field Machine Gun ammo capacity doubled (see bug fixes).

■ Clancy-Raca M4

○ Stability gain rate decreased.

○ Crate size reduced from 5 to 3.

○ Can no longer stand and fire without full cover.

○ Movement speed penalty increased.

○ High velocity reduced to 35%

○ Weapon can no longer fire from Barges or APCs.

■ KRR3-792 Auger

○ Stability gain rate decreased.

○ Refined material cost increased from 15 to 25.

○ Can no longer stand and fire without full cover.

○ Movement speed penalty increased.

○ High velocity reduced to 25%.

○ Weapon can no longer fire from Barges or APCs.

■ Ignifist 30 ○ Time to equip reduced by 20%.

■ 68mm Anti-Tank Cannon ○ Reload time increased by 30%. ■ Booker Storm Rifle Model 838

○ Max range and max effective range increased.

○ Turning speed increased.

○ Movement speed penalty decreased.

■ "Dusk" ce.III

○ Turning speed increased.

○ Movement speed penalty decreased.

■ Catara mo.II

○ Turning speed increased.

○ Movement speed penalty decreased.

■ Aalto Storm Rifle 24

○ Turning speed increased.

○ Movement speed penalty decreased.

■ Clancy Cinder M3

○ Stability gain rate decreased.

○ Maximum range increased.

○ Fire rate increased.

■ KRR2-790 Omen

○ Stability gain rate decreased.

○ Maximum range increased.

Gameplay Changes.

■ You can no longer enter a vehicle occupied by the enemy.

■ Sandbags, Wall (Tier 1), and Firepit build sites are now destroyed when rammed. ■ Keeps' and Outposts' interior are now warm environments.

■ Trench and Bunker build sites can now be demolished by the original builder.

■ Hammer built build sites can now be demolished by the original builder.

■ Demolition can be performed by the original builder without reserving the structure first.

■ Bunker Garrison defences will now leave a bunker husk of equivalent tier when destroyed.

■ Bunker Ramps no longer reduce the repair cost of bunkers.

■ Players can now vault out of craters being filled in with a shovel.

■ Packaging and unpackaging can now be cancelled with player movement like assembly can.

■ Passive Squad members can now lock and unlock squad claimed vehicles.

■ Passive Squad members now contribute to the required number of members to reserve a Storm Cannon, Intelligence Center, or Ammo Room.

■ Contested borders can no longer be prevented indefinitely by deliberately ignoring a factions last main spawn point.

■ Trench and Bunker husks will slow most vehicles attempting to cross over them.

■ Tripods can now be deployed in trench barbed wire.

Map Changes.

■ Additional environmental set pieces have been added.

Other Changes.

■ Regional chat tab added to the chat window.

■ All Light Tank variants have been reduced in size by about 10%.

■ S shaped bunkers are no longer eligible for Storm Cannon or Intelligence Center construction. ■ Engineering Center information tooltip no longer mentions researching higher research levels. ■ Crane hook rotation controls are now communicated to users operating a deployed crane.

■ Bunker Ramps can now be built or upgraded by hammering the open space the structure occupies.

Bug Fixes.

■ Crash when observing a bunker in a bugged state.

■ Region's war times are not in sync. ■ Weapon ammo count desync between server and client causes a ghost round to occupy the magazine.

■ Held item state desync between server and client causes the player to hold an invisible weapon.

■ Player rotation desync between server and client causes the player to face 90 degrees to their right.

■ An audio deadlock prevents the application from closing on exit.

■ When a Squad Leader is inviting multiple players to his squad only the first player to accept their invite can join.

■ The available squads list is not reset when a war ends.

■ The second player manning the emplaced artillery does not die when it is destroyed.

■ Field Machine Guns will consume two rounds for every one round fired.

■ Player activity logs do not reset at the start of a new war.

■ Weapon impact sounds will play twice when impacting objects.

■ Some bunker types can not be repaired from outside.

■ Concealment is provided to players in trenches when they are adjacent to bushes. ■ Garrison House window's tier 2 wood material is applied to all tiers.

■ Garrison House window's will force the player to walk after leaving the firing position in some locations.

■ Barn Garrison House material will fail to load and show as a glowing yellow during snow storms.

■ The Howitzer Garrison can be constructed into an obstructing vehicle.

■ Bridge approach support pillars at the start of the guard rail have no collision.

■ Cutler Foebreaker has a typo when mounted.

■ A player standing up in a trench can stop a tank driving over them.

■ Environmental assets fail to render to the player at the edge of the players screen.

■ Devitt Mk. III track animation rotates the wrong way.

■ Gallagher Outlaw Mk. II drive wheel animation is not a complete loop.

■ Gallagher Outlaw Mk. II driver vision port has nothing behind it.

■ Engineering Center Wall research options state that walls can be wrenched.

■ APC's rear passenger area can not be entered immediately after building the vehicle.

■ The smoke effect from disabled vehicles flickers when rotating the camera.

■ Neutral Safe Houses at war start may be interacted with a vehicle: allowing access to their stockpile.

Map Bug Fixes.

■ Fisherman's Row: A terrain spike is present near the border of Oarbreaker Isles.

■ Callahan's Passage: A rock west of Solas Gorge has no collision.

■ Deadlands: A fence is floating south of Sun's Hollow. ■ Deadlands: A rock has no collision adjacent to the border of Callahan's Passage. ■ Deadlands: There is a hole the players can fall into adjacent to the bridge west of Brine Glen.

■ Deadlands: The players can get stuck in the rocks south of Brine Glen.

■ Drowned Vale: A pile of logs will get the player stuck in The Baths.

■ Acrithia: Terrain flickering near the border of Kalokai

■ Endless Shore: Floating pottery at Saltbrook Channel Seaport. ■ Endless Shore: The players walk under the terrain north of Brackish Point at the map edge.

■ Tempest Island: Floating barrels west of Alchimio Estate ■ Umbral Wildwood: A tree is floating south of Stray.

■ Reaching Trail: A stump is floating north of Fort Mac Conaill.

■ Reaching Trail: Dwyerstown emplacement house is blocked by a tree.

■ Reaching Trail: Terrain is forming hard edges along the border with The Moors.

■ Godcrofts: The rocks north of Skodio have a spot players can get stuck in.

■ Westgate: Vine ladder in The Gallows kicks you off at the top. ■ Westgate: In Longstone the Refinery and the Factory are overlapping.

■ Terminus: Terrain flickering along most of the border with Shackled Chasm.

■ Callum's Cape: A chimney adjacent to an eastern Safe House is blocking access to a bicycle.


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