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 (PHASE 2 ONLY)
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: The following release notes are preliminary and in draft form. Some features/changes will change or be omitted before final release.
Orange bullet points are new as of the latest Dev Branch update.
Known Issues
Rocks in Reaver's Pass have inaccurate collisions.
Some map images are out of date.
Balfour Falconer 250mm is unavailable.
New Content
The Type C - “Charon” and 74b-1 Ronan Gunship have been reworked. These boats have been fitted with armour, a walkable deck, and are armed with two Tripod Mounts and a Heavy Mortar.
The 74c-2 Ronan Meteora Gunship has been removed.
Dry Dock
A floodable basin and construction platform that facilitates the assembly and repair of the largest naval vessels.
Naval Works modification for the Small Assembly Station
An assembly rigged to manufacture parts used in the construction of naval vessels at a Dry Dock.
This modification produces three new shippables, Naval Hull Segments, Naval Shell Plating, and Naval Turbine Components for Large Ship construction.
Navy Pier
A temporary pier that facilitates movement of goods and troops onto large naval vessels from the shore.
Offshore Platform
Offshore Platforms are open-water extraction facilities used to mine heavy-oil and extract Rare Metals. A steady supply of highly processed Coke is required to keep operations running as extracting materials from the ocean floor is a complex process.
World Expansion
Endless Shore, Tempest Island and Godcrofts have been moved east to form a new coastline.
Four new maps have been added to the world.
Clahstra
Reaver’s Pass
Stlican Shelf
Stema Landing
Fisherman’s Row and Oarbreaker have returned to the west coast and have received substantial changes to better reflect their original design goals.
Lance-46 “Sarissa”
Class: Battle Tank
This high-powered mobile artillery platform deploys a set of sturdy, mechanical legs to brace for the power of 150mm cannon fire. The “Sarissa” Lance variant is a highly custom and ingenious use of the Lance chassis that creates versatility in armour operations, reducing much of the overhead when transporting and deploying static artillery batteries.
Flood Mk. IX Stain
Class: Battle Tank
Built on an inverted Flood chassis, the Mk. IX Stain is a fully-featured mobile artillery platform. Once deployed, the Stain can fire a 150mm cannon over long-distances to pummel enemy positions with indirect fire.
Rooster - Lamploader
Class: Trailer
Faction: Neutral
A simple towable trailer that holds various fuel sources and can be used to refuel vehicles.
Rooster - Junkwagon
Class: Trailer
Faction: Neutral
A simple towable trailer that holds common building resources.
Rooster - Tumblebox
Class: Trailer
Faction: Neutral
A simple towable trailer that holds heavier building materials.
Niska Mk. III Scar Twin
Class: Half-Track
Faction: Warden
The third Niska Motor Carriage variation sports twin mounted machine guns at the expense of reduced passenger shielding and overall firepower. This simple revision was originally an ad hoc alteration by field engineers, but quickly sought after by armour regiments across the Caoiva-Veli front line.
This Half-Track has a hitch that can tow Trailers. See New Features for more details.
GA6 “Cestus”
Class: Field AT Rifle
Faction: Colonial
This simple, dual-barreled short-range field gun packs a punch. Its economic construction makes for fairly basic assembly at the cost of longevity. Meant for Anti-Tank support, the Cestus is best utilized in ambush tactics or woven between the lines of heavier armour.
Duncan’s Coin 20mm
Class: Field AT Rifle
Faction: Warden
This field gun is a capable, if somewhat flimsy, anti-tank weapon derived from cheap materials, crude processing, and utilizes dated technology. The affixed 20mm cannon may feel ancient by modern standards, but rest assured, it has no problems piercing modern armour.
New Features
Rockets have been readded.
Rocket Creation
AOE-9 Rocket Platform
This is a new Facility building that replaces the old Rocket Sites that were pre-placed in the world.
Rocket Manufactory modification for the Small Assembly Station.
This modification produces the following shippables: A0E-9 Rocket Booster, A0E-9 Rocket Body, and A0E-9 Rocket Warhead. These shippables are the three parts used in the construction of the Rocket.
These parts are immune to friendly fire and can be Reserved at a Reserve Stockpile.
Rocket Parts are used to build a Rocket via a Crane. Cranes can place the shippables on the Rocket Site in order to construct a Rocket.
Rocket Sites are fuelled with Heavy Oil over 24 hours before the launch process can begin.
Firing within the Region after 12 hours has been removed. A launch within or outside of your Region can only occur once the Rocket is fully fuelled.
Rocket Targeting
Radio Backpacks are no longer used for spotting.
Intel Center listening operations are now used to designate targets for a Rocket.
The Rocket Site must be claimed by a Squad before it can be used. Only members of that Squad can participate in the launch process.
The Rocket Site must be within 2000m of the target. The Intel Center does not have to be near the Rocket Site to generate a target.
Once a target’s codes are submitted to the Rocket Site by 3 players of the claiming Squad a target icon will appear on the map for both Factions. An alert will also play every 2 hours with details of the target location.
Rocket launches take 48 hours to complete.
Stopping a Rocket Launch
There are several ways a Rocket launch can be stopped in the 48 hours before launch:
Rocket launches can be cancelled by 3 members of the claiming Squad. Upon cancellation a new launch cannot be started for 4 hours.
The Rocket, Rocket Site or the active Listening Center can be destroyed.
Rockets no longer drop anything when they are destroyed.
Visibly damaging the Rocket will delay a Rocket launch until it is repaired.
Rocket Misc Changes
Rocket Sites have new icons. These icons show whether there is a Rocket at the Rocket Site or not.
Rocket Sites are no longer destroyed once a Rocket is launched and can now be reused.
Rocket Sites can be claimed by a Squad for 76 hours and can be refreshed like other structures.
Once the 76 hour claim elapses any Squad can reclaim the structure.
Rocket Impact Sites now have an icon.
Launch codes are no longer reused and are instead randomised each time.
Sirens will only play at World Bases that will be destroyed by a Rocket impact.
Dev Note: Previously bases of all types would sound sirens even beyond the range of the Rocket impact. This caused confusion as players would assume bases outside of the range were going to be destroyed.
Players close to the base of the Rocket as it launches will be set on fire.
The Intel Center UI has been updated to accommodate the launching process.
Dev Note: The Rocket Site has a useful tooltip explaining the whole process for constructing and firing a Rocket.
Naval
When deploying to an Island Region players are shown a message warning them that they’re disconnected from the main continent.
Gunboats and Large Ship cannons can change to Direct Fire mode for close quarters ship-to-ship combat.
Shipyards can now repair the armour of small boats similar to Garages.
Towing
Vehicles equipped with a hitch (Tractors) can tow Trailers, but the speed at which a vehicle moves while towing depends on both the Towing Capacity of the vehicle and the weight of the towed Trailer
If a Tractor's Towing Capacity is below the recommendation for a Trailer, the player will be warned when entering the driver's seat.
A Trailer can be towed by aligning the hitch of the Trailer with the hitch of a Tractor and interacting with the hitches similar to coupling Train cars.
The following vehicles are now equipped with a hitch
Dunne Transport
Dunne Leatherback 2a
Dunne Landrunner 12c
R-1 Hauler
R-5b "Sisyphus" Hauler
R-9 "Speartip" Escort
HH-b "Hoplite"
Armoured Fighting Tractor
Dev Note: A hitch with minimal Towing Capacity was added to the base Trucks to improve the accessibility of towing
All Field Weapons can now be towed, with each having different weights that impact the speed of the attached towing vehicle.
Balance Changes
BMS - Ironship
Health decreased from 4000 to 2600
Added armour.
BMS - Aquatipper now has armour.
Type C - "Charon" now has armour.
74b-1 Ronan Gunship now has armour.
HC-7 "Ballista"
Armour health increased by ~53%.
Minimum penetration chance improved (harder to pen).
Speed increased.
Mobility increased.
HC-2 "Scorpion"
Armour health increased by ~30%.
Minimum penetration chance improved (harder to pen).
Speed increased.
Mobility increased.
Cost changed from 5 Construction Materials to 5 Processed Construction Materials, 10 Assembly Materials I, 3 Assembly Materials IV
R-5b "Sisyphus" Hauler's max speed has been increased.
Gameplay Changes
The 120-68 "Koronides" Field Gun, 945G "Stygian Bolt", Rycker 4/3-F Wasp Nest, and the Balfour Stockade 75mm are now classed as Large Field Weapons.
Dev Note: Balance for these weapons has not been completed yet. Please provide feedback and bugs on a mechanical level only.
Bodies of water freezing due to maximum intensity Snow Storms has been disabled temporarily.
Vehicles that are produced at Facilities are automatically Squad locked to the Squad that has the structure reserved.
Exiting the driver’s seat of a vehicle that is in motion causes the vehicle to quickly, but not instantaneously, come to a stop.
Map Changes
World Rocket Sites have been removed from Great March, Morgen’s Crossing, Nevish Line, Origin, Reaching Trail, Endless Shore, and Farranac Coast.
Observation Towers have been removed from most Regions excluding Coastal and Island Regions.
All maps excluding Heartlands, Great March and Reaching Trail have had their rivers adjusted to accommodate Large Ships.
Allods Bight:
Land east of The Stone Plank has been removed.
Basin Sionnach:
A small Trainbridge has been added north of Sess.
Drowned Vale:
A slope east of The Saltcaps has been reworked to accommodate Endless Shore’s move east.
Endless Shore:
Vulpine Watch and Dannan Ridge have been removed along with their landmass.
The western side of the region has been reworked to accommodate the move east.
The Fingers:
All four of The Fingers have been reduced in length
The Routed and several Relic Bases have been removed or moved.
All roads into the Region have been removed.
Eight new islands have been added.
Fisherman’s Row:
All landmasses except for Fisherman’s Row itself (the main landmass) and The Satyr Stone have been removed.
A Relic Base has been readded to the south-west of the main landmass.
Three new islands have been added.
Godcrofts:
All landmasses except for The Axehead, Den of Thieves, and an unnamed sand island have been removed.
The Axehead landmass has been majorly reworked.
The Axehead is no longer a logistics town. The logistics town is now a new version of Isawa.
Seven new islands have been added.
Kalokai:
Baccae Ridge Seaport and logistics area has been adjusted to alleviate traffic.
Baccae Ridge Pre-Placed Track has been rerouted to no longer cut the Town in half when a Train arrives.
King’s Cage:
The Manacle bridge has been replaced with a more permanent structure.
Pre-Placed Tracks have been added to Manacle travelling east-to-west.
Marban Hollow:
Lughbone Dam has been moved and reworked slightly.
The mountain south of The Claim is now made of red rocks.
Morgen’s Crossing:
All existing land south of Lividus has been removed.
A new landmass extending from Weathered Expanse has been added.
Oarbreaker:
All landmasses except for Conclave, Castor, Pollux, Grisly Refuge, and Barrenson have been removed.
A Relic Base has been added to Grisly Refuge.
Five new islands have been added.
Conclave has been reworked to be a logistics town.
Reaching Trail:
Brodytown logistics areas have been reworked to spread out traffic.
Sableport:
Several breaches have been added to the Bulwark.
Several areas along the west and north have been smoothed to make attacking easier.
Talonsfort
The base has been moved to the north side of the road.
An additional road has been added leading to the base.
The nearby rockface has been smoothed out.
An additional road has been added leading to The Whetsone Relic Base.
The rockface leading to Barronhome from Lord’s Cellar has been smoothed out.
Terminus:
A Trainbridge has been added to the Winding Bolas landmass.
Weathered Expanse:
Port of Rime has been moved to Stlican Shelf.
The Weathering Halls is now a Logi Town.
The landmass has been extended south-east to connect to Stlican Shelf and Morgen’s Crossing.
Other Changes
The Dunne Dousing Engine 3R and the R-12B "Salva" Flame Truck have a new SFX for reloading.
The War Start popup image has been updated to reflect the updated world.
Dynamic vehicle tooltips have been improved to accommodate Large Ships.
The Rocket Factory modification for the Small Assembly Station has been renamed “Battery Line”.
The Rocket Factory modification for the Ammunition Factory has been renamed “Rocket Battery Workshop”.
Outdated Wiki link removed from Main Menu.
Crane hook rotation is now animated when transferring a shippable to something.
The background image in the map screen has been updated to reflect changes to the world.
Bug Fixes
The Main Menu language selection drop-down menu does not update what language is selected.
Facility Modification Center has some interior sections that accumulated snow.
Flame Ammo has an unnecessary qualifier saying it can be used in vehicles.
Rycker 4/3-F Wasp Nest veterancy camo tiers look very similar making them difficult to distinguish.
Weapon aim line visuals persist after closing a commander’s hatch.
Devitt Ironhide Mk. IV is missing veterancy camo from the front armour plate.
Field Weapons pitch excessively when moving over Facility Foundations.
Gates are obstructed from opening when a vehicle is touching the gate.
Vehicles based on the BMS - Aquatipper are misaligned after border travel.
The Large Assembly Station Train Assembly modification is missing snow on some train wheels.
The Power Station collision is excessively large in some sections.
Metalworks Factory Recycler modification collision is excessively large in some sections.
All Colonial Light Tanks have a rear wheel that does not animate whilst moving.
King Jester - Mk. I-1 firing pattern is different between the gunner and nearby observers.
When using the No.2B Hawthorne from a passenger seat the player does not aim left and right.
Resource Transfer Station UI is incorrect when observing a tab of Stockpile that the Resource Transfer Station does not have.
The War Start Popup shown in Resistance Phase uses both a twelve and twenty four hour time format.
Lance-25 "Hasta" commander rotates with the main gun.
The Anti-Tank Sticky Bomb has a grammatical error.
Gallagher Thornfall MK. VI driver obstructs shooting for the MG.
Players are visually rotated when exiting a mount that’s at an angle.
Field Weapons become difficult to turn when reaching high speeds down slopes.
The Dunne Dousing Engine 3R and the R-12B "Salva" Flame Truck’s gunner seat has several animation issues.
The War Start popup shows a default time when a war start has not been scheduled.
Encampments can be built on roads.
Map Bug Fixes
All maps have been visited to clear some road obstructions.
Basin Sionnach:
Cuttail Station gravel does not apply road speeds.
Farranac Coast:
A Salvage Field is missing from some logistics layers.
The mountain south of Victa can be climbed in some specific spots.
Great March:
Sitaria World Resource Mine is too close to a nearby Garrison to allow Cranes to interact with shippables.
King’s Cage:
The Manacle Town Hall can be built from the road below the west cliff line.
Origin:
There are some floating bushes along the northern border.
Some roads in Initium are misaligned.
Sableport:
The Bulwark has many gaps and misalignments.
Barronstown Construction Yard is misaligned.
There are several spots where players can get stuck around rocks.
Umbral Wildwood
Some trees are floating north of Amethyst.
Westgate:
A Salvage Field is missing from some logistics layers.
Dev Branch Specific Bug Fixes
Lance-46 “Sarissa” engineer does not have an animation for repairing.