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Update 50 Dev Branch Phase 3 & 4

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 and devbranch-feedback channels on the Foxhole 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 (NOT FINAL)


This Dev Branch will be rolled out in phases. Only content and changes related to Phase 1 are listed in these notes. Do not test or give feedback on content that isn't included in these notes. Read our Dev Branch Details post for more information.


IMPORTANT: Before beginning to test, please read our Devblog, which gives an overview on how Facilities gameplay works.


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


Known Issues

  • Foundations can be built over roads which is not intended

  • Warden Combat Car rear turret is broken

Facilities

  • Facilities

    • A new logistics player activity that allows players to construct industrial bases. Read our latest Devblog for more details.

  • Gravel

    • Resource used for building Roads and Foundations.

    • Refined at logistics towns Refineries using Coal.

  • Provisional Roads

    • A temporary road used to enable vehicle access between main roads and remote bases.

  • Foundations

    • A foundation for building out areas suitable for Facilities construction.

  • Construction Materials

    • Construction Materials are the most basic Facility resource. It will be used to construct basic Facility buildings and can be further refined into more advanced resources as Facilities progress.

    • Water Pumps are used to collect Water to be used in Facility recipes. Water Pumps can be placed at any body of water.

    • Salvage and Coal Harvesters can be constructed at their respective resource fields to automatically harvest resource nodes.

  • New Resources

    • Coal fields have been added and Oil fields have been reworked. Both resource fields are used in Facilities production and power generation.

  • Materials Factory

    • Used to create Construction Materials. Can be modified to produce additional materials.

  • Metalworks Factory

    • It takes an input of Construction Materials and outputs small amount of a Processed Construction Materials used in Tier 2 Facilities construction.

  • Ammunition Factory

    • A factory that produces various types of heavy and advanced ammunition.

  • Pipeline

    • Transports various types of liquid automatically. Can connect to other types of pipes to form networks.

    • Pipes can freeze during snow storms

    • There are Underground and Overhead variants of this structure

  • Pipeline Valve

    • Controls the rate of flow through a pipeline. Requires a Wrench for adjustment.

  • Light Vehicle Assembly Station

    • Allows production of a wide variety of vehicles and equipment. Production can takes time and can be halted if resources are depleted. Some variants require a base vehicle to be present on the Assembly Station before production can be begin.

  • Field Modification Center

    • Vehicles can be further upgraded into higher tiers using this Facility. Higher tier vehicles have improved durability.

  • Diesel Power Plant

    • Generates a small amount of power from Diesel.

  • Power Station

    • This Facility generates a large amount of power using Oil or Coal as inputs.

  • Power Pole

    • Used to connect Power Lines together. Up to 4 Power Lines can be attached to a singe pole.

  • Coal Refinery

    • This Facility refines Coal into other useful materials for the purposes of production and power generation.

  • Oil Refinery

    • This Facility refines Oil into other useful materials for the purposes of production and power generation.

  • Transfer Stations

    • Resource Transfer Stations can store raw resources for importing and exporting.

    • Liquid Transfer Stations can store Fuels for importing and exporting.

    • Material Transfer Stations can store Large Materials for importing and exporting.

  • Fuel Changes

    • Fuel Tankers have had their fuel holding capacity decreased as a part of the balancing for Power in Facilities. Fuel Tankers no longer stack Fuel items but have had their inventory capacity increased from 2 to 25.

      • Note: To minimize the impact this change will have on the economy, we have reduced the input requirements of Salvage, Sulfur, and Component mines. As a result it should now be possible to keep these mines fuelled without player interaction for a longer period of time. In addition, all vehicles have had their fuel consumption rates reduced by 50% (meaning vehicles can drive twice as far on a full tank). Lastly, Players will be able to produce Petrol at their facilities and be much more abundant, but will require more effort to move around.

    • World Resource Mines have had their Diesel consumption greatly reduced to account for the reduction of Fuel transport capabilities. This means that mines will produce the same amount of resources but will need to be refuelled less.

    • Engine Room Bunker Modifications have had their Diesel consumption halved to account for the reduction of Fuel transport capabilities.

    • Fuel Containers

      • Stores a high volume liquids, supporting a variety of fuel types. Nearby structures or vehicles can be refuelled directly from this container.

  • BMS Foreman Stacker

    • The Foreman is an all-purpose, no-frills, easy to assemble crane. Perfect for hauling heavy loads in facilities where loading and offloading is commonplace.

  • Fuel Silo

    • Stores various types of fuel, including Heavy Oil, Petrol, and Crude Oil.

  • Maintenance Tunnel

    • Prevents decay for Facilities and Railway Tracks by providing Garrison Supplies to nearby structures. Garrison Supplies can also be produced on site using Construction Materials.

Fire System

  • Flamethrowers will be available in handheld and vehicle mounted variants.

  • Lit buildings can reach a Blazing state. Once this state is reached surrounding buildings have a chance to catch on fire. The impacted area is influenced by the wind direction.

  • Accurate Flamethrower bursts on players will set them on fire.

  • Many of the buildings in the world can be burnt, including Garrison Houses and Bunker Bases. Extinguishing fires can be done by throwing Water on fires with Water Buckets. Water Buckets can be filled from any body of water, including from wells in towns.

  • Some lighter vehicles can be burnt and destroyed by Flamethrowers.

  • Willow's Bane Model 845

    • Class: Flamethrower

    • Faction: Warden

    • Named for the unfortunate trees harmed in the development of this highly destructive weapon, the Willow's Bane utilizes flammable chemicals and fires them into a concentrated stream through an open flame. This liquid flame ignites Colonial emplacements and garrisons to route infantry while reducing their defences to a pile of ash.

  • "Molten Wind" v.II Flame Torch

    • Class: Flamethrower

    • Faction: Colonial

    • Using a deadly mix of flammable gasses and chemical compounds, the "Molten Wind" is the Colonial Legion's most devastating infantry weapon. Employing ancient techniques, Mesean chemists developed a technique to stabilize and weaponize liquid flames, which quickly transform any flammable structure into a raging inferno.

Train System

  • Train System

    • Tracks are placed by players via the build menu. Tracks can be manipulated with the right mouse button and the scroll wheel, allowing for players to change the direction and elevation.

    • Railways can be constructed across region borders by placing Tracks near the region border. The Track will appear on the neighbouring region border.

    • Train Bridges and Fixed Tracks have been added in strategic locations in the world that player built Tracks can connect to

    • If Train Cars are closed enough to one another they can be coupled by going between the two Cars and pressing E (or Shift-E if there are multiple usable objects nearby)

    • Negotiate rail yards with Track branches controlled by switches. Switches are automatically placed a branch is broken off from an existing Track.

    • There are three classes of tracks: Normal, Small Gauge, Crane

  • Small Gauge Trains

    • Small Trains are short-distance locomotives that are efficient for resource collection and material distribution within a Facility.

    • BMS Mineseeker

      • Class: Small Train Locomotive

      • The Mineseeker is the Bassett Motor Society’s mechanized mule. This small 0-4-0 locomotive can haul tonnes of weight over short distances with little overhead. Ideal for a mining operation or short-range supply chains.

    • BMS Railtruck

      • Class: Small Container Car

      • A low profile flatbed car for transporting large resources and munitions over short distances on small gauge tracks.

    • BMS Linerunner

      • Class: Small Flatbed Car

      • A small gauge container car for transporting raw materials.


New Vehicles

  • T14 “Vesta” Tankette

    • Class: Tankette

    • Faction: Colonial

    • The first T-class tankette to utilize this sturdier frame and versatile treads, the Vesta also represents the Velian’s first foray into fire weapons. The “Vesta” boasts a light flame turret and ample storage for the additional fuel supply required.

  • O’Brien v.130 Wild Jack

    • Class: Armoured Car

    • Faction: Warden

    • While the Noble Firebrand Mk. XVII is a deadly flamethrower tank, a more efficient means of employing flame weapons was needed. Enter the Wild Jack. Named for the fiery idols made by children for Dead Harvest, the Wild Jack is a variation of the Highlander.

  • R-17 “Retiarius” Skirmisher

    • Class: Truck

    • Faction: Colonial

    • A truck fitted with an advanced rocket propulsion rack, the “Retiarius” webs the sky with deadly, screeching rockets shot at a high frequency over long distances. Holds sixteen rockets.

  • Niska-Rycker Mk. IX Skycaller

    • Class: Half-Track

    • Faction: Warden

    • A first of its kind, the Skycaller is a variation of the Niska Motor Carriage with a Rycker designed rocket battery fitted in the rear bed. This unique armoured vehicle quickly fires rockets long distances with ease, and can be rearmed and relocated at the drop of a hat. The Skycaller is the deadly result of combined Nevish and Caoivish engineering.

  • T14 “Vesta” Tankette

    • Class: Tankette

    • Faction: Colonial

    • The first T-class tankette to utilize this sturdier frame and versatile treads, the Vesta also represents the Velian’s first foray into fire weapons. The “Vesta” boasts a light flame turret and ample storage for the additional fuel supply required.

  • O’Brien v.130 Wild Jack

    • Class: Armoured Car

    • Faction: Warden

    • While the Noble Firebrand Mk. XVII is a deadly flamethrower tank, a more efficient means of employing flame weapons was needed. Enter the Wild Jack. Named for the fiery idols made by children for Dead Harvest, the Wild Jack is a variation of the Highlander.

  • H-19 “Vulcan”

    • Class: Light Tank

    • Faction: Colonial

    • This modified “Hatchet” features a reinforced fuel cell fixed to its rear alongside a heavy flamethrower turret. This light tank can launch litres of burning fuel a fair distance, while its crew remains protected behind light armour plating.

  • Noble Firebrand Mk. XVII

    • Class: Destroyer Tank

    • Faction: Warden

    • In response to the Legion embarking on aggressive northern offensives, the Firebrand is designed to conflagrate and eradicate their garrisons with ease. Built using the aggressive frame of the Widow, the Firebrand is a pure force of nature when paired with a secondary armoured escort.

  • 85V-g "Talos"

    • Class: Assault Tank

    • Faction: Colonial

    • The Talos is a Velian modification to the 85-series, fitted with an oversized 75mm cannon. Knowing that such a heavy cannon would likely not be suitable, the engineers built it to disperse weight in such a manner that the 85-series chassis could bear it.

  • Gallagher Thornfall Mk. III

    • Class: Cruiser Tank

    • Faction: Warden

    • Armed with a rack of Bonesaw mortar launchers, the Thornfall is designed to launch an indirect mechanized assault on enemy armour. This unique vehicle supports an allied assault and cannot withstand large amounts of punishment.

  • Lance-36

    • Class: Battle Tank

    • Faction: Colonial

    • A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Lance is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.

  • Flood Mk. I

    • Class: Battle Tank

    • Faction: Warden

    • A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Flood is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.

  • O-75b "Ares"

    • Class: Super Tank

    • Faction: Colonial

    • Armed with a dual 75mm turret, the Ares is a lumbering beast. What it lacks in speed and versatility, it more than makes up for with raw destructive power.

  • Cullen Predator Mk. III

    • Class: Super Tank

    • Faction: Warden

    • This gargantuan beast is the brainchild of Gray Cullen. Once thought impossible, the Predator was Cullen’s idea of how a great ship might operate on land. It boasts two sets of quad-barrelled grenade launches and a heavy-duty 94.5mm forward facing cannon. While limitations of ground-based travel posed certain restrictions on the scope of the project, Cullen wasn’t deterred and made necessary adjustments to meet his vision of the ideal land ship.

  • Aegis Steelbreaker K5a

    • Class: Combat Car

    • Faction: Colonial

    • Known across the colonies as King of the Rails, this heavily armoured train car is designed to protect and exert dominance over contest rail lines, especially when transporting supplies into contested territory as well as safely transporting infantry. This armoured beast boasts a forward facing cannon, as well as heavy lateral guns.

  • O’Brien Warsmith v.215

    • Class: Combat Car

    • Faction: Warden

    • In his later years, O’Brien nearly died in an attack on a military passenger train while travelling to Whedon’s Row. In response, he put his team to work designing not only an infantry car that offered powerful protection to any locomotive, but one that just the sight of it would run off all but the most committed of attackers—Namely its thick armour plating and powerful twin turrets.


New Emplacements

  • DAE 1b-2 “Serra”

    • Faction: Colonial

    • Built like a saw blade, the DAE 1b-2 emplacement gun is fitted with three cascading machine gun turrets. What the Serra lacks in power, it makes up for in sheer rate of fire for a weapon of its size.

  • Huber Starbreaker 94.5mm

    • Faction: Warden

    • Built to compliment other free-standing artillery pieces, the emplaced Huber Starbreaker launches 94.5mm shells over very long distances. A necessary tool for infantry to knock back armoured Colonial advances.

  • DAE 2a-1 “Ruptura”

    • Faction: Colonial

    • Not to be outdone by its counterparts, the 2a-1 “Ruptura” is fitted with a 75mm cannon. Designed to aid in holding ground for longer durations, the “Ruptura” is a strong, efficient anti-armour tool.

  • DAE 1o-3 “Polybolos”

    • Faction: Colonial

    • To combat Caoivish ingenuity, the Meseans developed their own indirect RPG propulsion system. Dual launchers are fitted on a large emplacement platform to maximize coverage in an established position, rather than being relegated to a guerrilla warfare tool.


Other New Content

  • Fuel Container

    • Faction: Neutral

    • Stores various types of fuel including Heavy Oil, Petrol, and Crude Oil.

  • Water Bucket

    • Produced at the Factory and used to put out fires

    • Can be refilled at bodies of water or wells

    • Can also be refilled using Water resource item

  • Storage Rooms (repurposed from Ammunition Room)

    • Can store a wider variety of Large Items including: Metal Beams, Sandbags, Barbed Wire, Tripods, Tripod Weapons, Artillery Shells, and other ammo types.

Gameplay Changes.

  • Material Pallets are now constructed empty at the Construction Yards or Facilities.

  • Material Pallets now serve the role of transporting Facility Materials and heavy ordinance.

  • Small Shipping Containers have been removed from the game.

    • Note: When we shipped Entrenched a year ago the Small Shipping Container was added (and the Shipping Container 50% capacity was increased) as a temporary solution to a transport problem that we had always intended to resolve with trains. Now that we’re finally here, the Small Shipping Container is being removed (but the Shipping Container buff is remaining). Pallets will instead be used to make direct deliveries from player facilities to the frontline. This will include certain hard-to-move items such as 120mm, 150mm, 250mm, and 300mm Ammo types, as well as some new ones. For more details on this decision please read the Devblog

  • Sandbag, Metal Beam, and Barbed Wire materials can no longer be produced at the Construction Yard. Players will instead be able to produce them at Facilities or at logistics town Factories.

    • These crates can then be submitted to material pallets for easier transport.

  • Bunker base add-ons cost Sandbag, Barbed Wire, and Metal Beam materials again.

  • The old Crude Oil has been removed from the game as it has been replaced with the Oil item.

  • Vehicles can now be upgraded at the Field Modification Center.

    • Note that their increased durability improvements have changed

      • Tier 2 vehicles are 10% more durable than base vehicles

      • Tier 3 vehicles are 20% more durable than base vehicles

  • ARC/RPG ammunition can now be produced by Colonials.

  • 12.7 Anti Infantry Flak Gun is now a Warden specific emplaced weapon.

  • 68mm Anti-Tank Cannon is now a Warden specific emplaced weapon.

  • The Balfour Rampart 40mm has been replaced with the Balfour Rampart 68mm.

  • The 68-45 "Smelter" has been replaced with the 40-45 "Smelter".

  • Some team structures have a new action button that allows players to flag them for Disruptive placement. Structures that have been flagged by enough unique players will be vulnerable to friendly fire damage.

  • Most vehicle variants are now produced at Facilities (Vehicle Assembly Station)

  • Vehicle variants no longer require tech tree unlocks, but instead will require a base vehicle for production (the base vehicle is still bound by the tech tree)

Balance Changes

  • Base vehicles have had their material cost reduced to account for the additional requirements to produce variants at Facilities

    • T3 "Xiphos" refined material cost reduced from 40 to 25.

    • T12 "Actaeon" Tankette refined material cost reduced from 50 to 35.

    • H5 "Hatchet" refined material cost reduced from 135 to 115.

    • 85K-b "Falchion" refined material cost reduced from 165 to 135.

    • AA-2 "Battering Ram" refined material cost reduced from 30 to 20.

    • O'brien V. 110 refined material cost reduced from 35 to 25.

    • King Spire MK-I refined material cost reduced from 80 to 70.

    • Devitt Mk. III refined material cost reduced from 140 to 120.

    • Silverhand - Mk. IV refined material cost reduced from 170 to 155.

    • Gallagher Outlaw Mk. II refined material cost reduced from 165 to 155.

    • Balfour Wolfhound 40mm refined material cost reduced from 30 to 20.

    • Collins Cannon 68mm refined material cost reduced from 30 to 20.

  • Small arms changes

    • Cutler Launcher 4 refined material cost increased from 15 to 35.

    • 20 Nevile Anti-Tank Rifle crate size reduced from 5 to 3.

    • BF5 White Ash Flash Grenade

      • Crate size reduced from 15 to 10.

      • Explosive material cost reduced from 40 to 30.

    • Bane 45 encumbrance reduced from 50% to 45%

    • Hydra's Whisper damage increased by 40%.

  • Item/Econonmy changes

    • Petrol

      • Petrol cans now hold 50 litres of fuel.

      • To accommodate for the above change, assembling Petrol yields two cans.

    • All world resource mines have had their production output and cycle times increased by four times. This amounts to refueling four times less often.

    • All world resource mines now consume petrol two times faster.

    • Engine Room fuel consumption rate reduced by 50%.

    • Pallets are now produced at Construction Yards or Facilities.

    • Barbed Wire, Sandbags and Metal Beams are no longer constructed as pallets at the Construction Yard but instead as crates in Factories or as individual items at facilities.

    • 300mm Rounds are no longer produced at Factories and are instead made at Facilities

  • Vehicle balance

    • All vehicles have had their fuel consumption rates halved.

    • RR-3 "Stolon" Tanker and Dunne Fuelrunner 2d

      • Inventory no longer stacks items

      • Inventory size increased from 2 to 25

      • Off-road speed has increased by 75%

    • T5 "Percuito"

      • Ammo increased from 8 to 10.

      • Off-road speed has been improved.

      • Overall speed has been decreased slightly

    • Gallagher Highwayman Mk. III maximum inaccuracy (maximum size the reticle can bloom to) has been decreased

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