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Update 57 Dev Branch Released

Updated: Jul 9

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!


Known Issues


Release Notes


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 devbranch update.


New Content

  • BMS - Bowhead

    • Class: Large Ship

    • Faction: Neutral

    • This BMS shipping vessel, the Bowhead, is specially designed to carry large quantities of resource containers and fitted with compartments for resource Harvesters. Named for a great whale, the Bassett Motor Society ensures that resources get delivered to the front lines where they’re needed and when they’re needed due to efficient loading bay design and a sturdy frame.

  • Wind Sock

    • Class: Equipment

    • Faction: Neutral

    • A sturdy fabric cylinder mounted on a tripod that’s designed to help nearby operators determine the speed and direction of wind.

  • Field Range

    • This easy-to-construct range is perfect for keeping warm in the cold, while being sturdier than a simple firepit.

  • Bunker Hearth

    • The keystone to any bunker, this simple hearth functions both as oven and warmth in the coldest weather, heating a fair area around it when built on solid foundations.

  • Weather Station

    • A high-tech weather module built on solid foundations within a bunker network. These stations help operators predict weather patterns. Multiple Weather Station modules may be chained together to make more accurate predictions, allowing armies to prepare for the worst conditions.


New Features

  • Facility Husks

    • All Facility buildings now have a destroyed husk version that can be rebuilt by members of the original builder's Faction to recover the resources inside.

    • Production Orders at production Facilities are preserved if the destroyed Facility is rebuilt.

  • Added an introduction screen when launching the game for the first time.

  • Stacks of items can now be split into specific quantities by pressing Ctrl+Right Mouse Button.

  • Inventories can now be sorted with a Sort Inventory button on all inventories of loose items.

    • Sorting an inventory will merge all item stacks of the same type and move all items to the left-most available slot.

  • Weather Changes

    • General Storm Changes

      • Improved how storm visuals increase overtime.

      • Concrete settle times increase relative to the intensity of a storm at the Concrete Build Site.

    • Snow Storms

      • Severe snow storms once again freeze over bodies of water, excluding ocean areas, over time.

        • Segments of ice can take damage and eventually completely crack.

          • Vehicles driving over ice will damage ice, with the damage increasing as the class of vehicle gets heavier.

          • Large Ships can sail through ice.

          • Explosives and flamethrowers can damage ice.

        • Broken or damaged segments of ice will refreeze over time.

    • Rain Storms

      • Mud is no longer gained from devastated terrain or T1 roads and Trenches.

      • Puddles now form overtime when a rain storm is over an area.

        • Puddles can form on the ground, in artillery craters, or in T1 Trenches.

        • If a player walks into a Puddle they accumulate mud, weighing them down.

        • Puddles can be removed with a Shovel or Water Bucket.

    • Weather Station

      • Weather Stations are large structures similar to Intelligence Centers or Storm Cannons that can be built on Concrete Bunker islands.

      • Weather Stations can connect to other Weather Stations to form a Weather Network

        • Weather Networks can provide estimates on current weather conditions and upcoming weather conditions when activated.

        • Weather Networks provide more accurate estimates as more Weather Stations within a Storm activate.

          • Only one Weather Station per Region will count towards Its Weather Network's accuracy increasing.


Dev Branch Specific Balance Changes

  • Reduced the Bunker Hearth's impact on Bunker integrity across all tiers.

  • 120mm Heavy Explosive Powder cost reduced from 10 to 5.

  • Increased the rate muddiness is gained.

  • Reduced ice's mitigation against Explosive and High Explosive damage types by 50%.

  • Increased Weather Station connection range from 1250 to 2000m.

  • Bowhead Resource Ship resource capacity increased from 64k to 95k.

  • Reverted changes to the Explosive Powder economy.

    • Dev Note: The changes to Explosive Powder transportation, such as being contained in Resource Containers, remain unchanged.

    • All Explosive Powder costs halved (returned to live values).

      • 120mm is unimpacted by this change as it remains a Heavy Explosive Powder.

    • Explosive Powder crate size reduced from 40 to 20 (returned to live value).

    • Conversion Ratio increased from 5:1 to 10:1 (returned to live value).

    • Conversion time increased from ~17 to ~33s (returned to live value).

    • Refinery personal output reduced from 12500 to 6000 (returned to live value).

Balance Changes

  • Material Pallet construction time increased from 5 to 15s.

  • Resource Changes

    • Explosive Materials renamed to Explosive Powder.

    • Heavy Explosive Materials renamed to Heavy Explosive Powder.

    • Gravel, Explosive Powder, and Heavy Explosive Powder are now Resources that can be transported in Resource Containers and vehicles similar to Salvage.

      • Balance changes to Gravel and Heavy Explosive Powder, matching the economy around other loose Resources:

        • Gravel

          • Assembly time reduced from 5 to 3s

          • Crate size increased from 10 to 20

        • Heavy Explosive Powder

          • Conversion ratio reduced from 20:1 to 5:1

          • Conversion time reduced from ~13 to ~3s

          • Crate size increased from 20 to 30

        • Stack transfer size increased from 2 to 5

        • Retrieve quantity increased from 10 to 20

        • All Explosive Powder costs have been doubled.

        • All Heavy Explosive Powder costs have been quadrupled.

    • Stationary Harvester (Scrap) and Stationary Harvester (Coal)

      • Output limit decreased from 2500 to 1850

      • Cycle duration increased from 12 to 18s

  • 120mm

    • Factory crate cost

      • Explosive Powder cost reduced from 30 to 0

      • Heavy Explosive Powder cost increased from 0 to 5

      • Basic Materials cost increased from 60 to 120

    • Ammunition Factory Large Shell Factory cost

      • Explosive Powder cost reduced from 3 to 0

      • Heavy Explosive Powder cost increased from 0 to 1

  • T5 "Percuito" has been separated from the Facilities (Tier 2) tech.

  • O-75B "Ares"

    • The second gunner has been removed. Both engineers now load the primary gunner.

    • Top speed has been increased.

    • Inventory size increased from 1 to 3.

    • Assembly Material V cost reduced from 175 to 105

    • Rare Alloys cost increased from 0 to 3

    • Cannons can now be fired in quick succession.

  • Cullen Predator MK. III

    • Assembly Material V cost reduced from 175 to 105

    • Rare Alloys cost increased from 0 to 3

  • Tempest Cannon RA-2

    • Assembly Material V cost reduced from 175 to 105

    • Rare Alloys cost increased from 0 to 6

  • All Concrete Foundation health increased from 3850 to 4000

  • All Tripods health increased from 750 to 1200

    • This excludes the Havoc Charge.

  • KRR3-792 Auger

    • Stability gain rate increased.

    • High velocity modifier increased from 25% to 55%.

    • Maximum inaccuracy increased.

    • Stability gained from cover reduced by 95%.

    • Basic Materials cost increased from 200 to 250

    • Refined Materials cost increased from 25 to 30

    • Crate production time increased from 125 to 250s.

  • Clancy-Raca M4

    • Stability gain rate increased.

    • High velocity modifier increased from 35% to 125%.

    • Maximum inaccuracy increased.

    • Stability gained from cover reduced by 95%.

    • Basic Materials cost increased from 200 to 250

    • Refined Materials cost increased from 15 to 25

    • Crate production time increased from 125 to 250s.

  • Catena rt.IV Auto-Rifle

    • Low velocity modifier removed.

    • Maximum possible accuracy increased.

  • Booker Storm Rifle Model 838 20% high velocity modifier added.

  • Daucus isg.III reload time increased from 2 to 3s.

  • Mortar Shrapnel Shell Explosive Powder cost reduced to 15

  • Mortar Flare Shell Explosive Powder cost reduced to 10

  • "Molten Wind" v.II Flame Torch range increased by ~17%.

  • Willow's Bane Model 845 range increased by ~34%.

  • Radio Backpack

    • Intelligence gathering radius increased from 30 to 60m

    • Weight reduced from 27 to 20%.

  • Added a Sulfur mine to each resource layer with Oil as a primary resource.


Dev Branch Specific Gameplay Changes

  • A Wrench can be used on the Field Range to dismantle it.

  • The Field Range and Bunker Hearth cannot be upgraded whilst fuelled.

  • Reduced the depth in which ice no longer renders for submerged submarines.


Gameplay Changes

  • BMS - Ironship has had a visual rework and been rescaled to better reflect the ship's intended scale.

    • Players can now walk around on the rear deck of the ship.

    • The passenger seat has been converted to a Spotter seat.

    • The driver's camera now matches the zoom level of Large Ship drivers.

  • Improved the logic for item consumption in inventories.

    • When an item is consumed the smallest stack will be prioritised first.

    • If all stacks of the relevant consumable item are the same, the right-most stack will be consumed first.

  • Assembling or transferring items from Large Ships no longer cancels border travel.

  • Players inside of vehicles, excluding the driver, are now able to use their own inventory.

  • Improved Wind logic to reduce the total randomness of the system, improving the overall feel.

  • Added the ability for certain passenger seats to equip only Binoculars

    • T12 "Actaeon" Tankette rear passengers can now equip Binoculars.

    • The following vehicle passengers been restricted from holding any secondary item to Binoculars only due to egregious clipping with secondary weapons:

      • Devitt-Caine MK.IV MMR commander.

      • Drummond Loscann 55c passengers.

      • Silverhand Lordscar Mk. X commander.

      • Interceptor PA-12 passenger.

  • Production Orders at Facilities or the Concrete Mixer no longer block Demolishing or Packaging when the Production Order(s) have nothing in the input or output slots.

  • Resources within a Trailer can be used in Factory orders.

  • By-products of power production now scales down when power supply is greater than the power demand.


Map Changes

  • Various Shipyards and Seaports have been adjusted to accommodate the changes to the BMS - Ironship.

  • Home Region Changes

    • Added a Facilities Training area.

    • Added a Storage Depot to the Vehicle Training area containing some basic vehicles.

    • Basic Training Course

      • Added suppression training.

      • Added firefighting training.

      • Shooting range expanded.

    • Artillery Training Course

      • Added Wind Socks.

      • Updated Artillery and Wind tutorial sign to mention Wind Socks.

    • Added a sign by the Deploy markings that can be localised.

    • Tutorial signs reflect the keybinds the player has set.

    • Various minor changes.

  • Fisherman's Row:

    • Adjusted the area around the Eidolo seaport to reduce the buildable area as structures could easily obstruct vehicle movement to the Seaport.

  • Stlican Shelf:

    • Crystalfleet Inlet river has had its ice fully filled in.

Other Changes

  • The Options menu has been revamped and standardised.

  • Added three new Map Post types: Intelligence, Logistics, and Facilities.

  • Materials refunded when using the Demolish action are now placed below the player when on-foot or below the driver when in a vehicle.

  • Added a drive wheel to Large Ship engines to indicate the engine's movement direction.

    • Some Large Ships have had adjustments to their interiors to accommodate this.

  • Large Ship engine pistons now animate when the ship is running.

  • Changes to the Use function for items in an inventory.

    • Use has been renamed to Equip for equipable items

    • Use has been renamed to Inspect for inspectable lore items.

    • Use has been removed from items that have no use function.

  • Added a tooltip to each Equipment Slot describing what the slot is and generally what can be held in said slot.

    • Equipable items now list what Equipment Slot they go in.

  • The construction arm animation of the Assembly Stations has been updated to be precise to each vehicle, similar to the Dry Dock crane arms.

  • Various client and server optimisations.

  • Gates can again be constructed over Railway Tracks and Small Gauge Railway Tracks.

  • Updated the message displayed when collecting Wreckage.

  • Trailers of Tractors now gain heat if the Tractor's engine is on.

  • Added a separate failure message for when !unstuck fails because the player is in a non-driver seat of a vehicle.

  • The Maintenance Tunnel no longer appears on map intel for the enemy.

  • Reservation times are now shown to players uniformly across all Reservable vehicles, structures, and emplacements.

  • Exterior lights of Large Ships now turn on only when the driver's seat is occupied.

  • Smoke stacks from Large Ships disappear when going below the ship's deck.

  • Added climbable ladders to the cranes of the Dry Dock.

  • Added a failure message when travelling across a border where the target area is too shallow for a ship.

  • Added a button to the Support menu that links to the Moderation FAQ.

  • Added a tooltip in player and relevant vehicle inventories to the Weight icon.

  • Updated Backpack tooltip to include information on precise stack splitting.

  • Improved snow visuals on some important assets or assets with egregious issues.

  • Updated the silhouette of the soldier in the player inventory. There is now a silhouette displayed depending on the player's selected sex.


Dev Branch Specific bugs

  • BMS - Ironship uses the old model when destroyed.

  • Weather Station is missing wet Concrete visuals.

  • Reconstructing a destroyed Weather Station places a Sandbag modification on the Bunker piece where the Weather Station was.

  • BMS - Ironship has to angle itself to initiate Border travel.

  • Some unintended areas of the BMS - Ironship can be climbed.

  • Advanced Bunkers Bunker Upgrade tooltip does not mention the Weather Station.

  • Weather Station weather vane arrow faces the wrong direction (it should point into the wind, not with the wind).

  • BMS - Scrap Hauler assembled from the BMS - Bowhead must be packaged twice before it can be lifted with a Crane.

  • Stationary Harvester (Scrap) total inventory capacity was set to 32000 unexpectedly.

  • Weather Station is using the Intelligence Center icon when manned.

  • Detected weather event icon is sometimes larger than expected.

  • Wind socks are not fully concealed when line of sight is broken.


Bug Fixes

  • Storms are missing cloud visuals.

  • No failure message appears when attempting to join a full Squad.

  • Snow on the side tyres of the BMS - Aquatipper is not static.

  • Some Large Ship ladders clip the player inside of the ladder.

  • Mounted Bonesaw MK.3 has an R.P.G. Shell in the barrel rather than an ARC/RPG.

  • Drummond 100a has a gap between the canvas roof and the front of the vehicle.

  • Attempting to drop an inappropriate shippable in the AC-b “Trident” shows an erroneous failure message.

  • The name of shippables on the deck of any ship is missing from the context menu.

  • Aegis Steelbreaker K5A has a Designated Ammo Slot for either MG.

  • Players do not move smoothly when moving against the sides of AB-11 "Doru".

  • Packaging and unpackaging Field Weapons inside of Bunker pieces allow them to be fired.

  • One small iceberg model has a collision.

  • Resource and Liquid Transfer Stations do not show their contents via map tooltip when Reserved.

  • Resource and Liquid Transfer Station descriptions incorrectly state they can be Reserved to prevent assembly from non-Squad members.

  • Unpacking Sandbags, Metal Beams, or Barbed Wire crates at a Storage Depot or Seaport resulted in only one loose item being given to the player.

  • Balfour Rampart 68mm and 40-45 “Smelter” Heavy Field Gun aim lines are misaligned.

  • Some minor details on Type C - "Charon" are missing.

  • Players are unable to aim down at things in the centre of a destroyed Train Bridge.

  • AB-11 "Doru" gunner does not animate.

  • The driver and gunner of 120-68 "Koronides" Field Gun do not release their hands from the handles when firing.

  • The voice chat enabled/disabled message appears every time the Options menu is closed on the Audio tab.

  • The RR-3 "Stolon" Tanker has a full stop in its name.

  • Some bollards on some Drawbridge variants are missing collisions.

  • The 'V' in O'Brien V.190 Knave is not capitalised.

  • Unequipping The Ospreay whilst a grenade is loaded deletes the grenade.

  • Exiting and re-entering the torpedo gunner seat of a Submarine can cause the displayed range to become desynched.

  • Several Warden medium tanks have no SFX for entering seats.

  • BMS - Scrap Hauler treads rotate in the wrong directions when performing a neutral turn.

  • The front 150mm turret on either Battleship is incorrectly tied to the rear turret subsystem.

  • Some structures are able to take damage from melee damage.

  • AU-A150 Taurine Rigger treads rotate in the wrong directions when performing a neutral turn.

  • Explosions impacting Large Ships produce dirt kick-up.

  • AC-b “Trident” front hatch is misaligned.

  • AC-b “Trident” has an erroneous failure message when attempting to raise anchor with the loading bay hatch open.

  • AC-b “Trident” artillery cannon has no collisions.

  • The A0E-9 Rocket Booster, A0E-9 Rocket Body, and A0E-9 Rocket Warhead do not collect snow on them whilst packaged.

  • The tooltip for manipulating Railway Track Build Sites has no 'padding' on either edge of the tooltip background.

  • The textures on the gun of the R-9 "Speartip" Escort are lower quality than expected.

  • Submarines can be placed under terrain in some rare cases.

  • Crossing a border in a Submarine with 0% electricity remaining refreshes electricity to 100%.

  • Dry Docks emptied of water have their bottom obstructed by an opacity layer.

  • Water Buckets can be filled through Bulkhead Doors of Large Ships.

  • The rotation tolerance for connecting Bunkers and Trenches to other Bunkers or Trenches is higher than intended.

  • R-12 - "Salus" Ambulance is missing snow over the cloth tarps.

  • The Stockpile selection dropdown sometimes needs to be clicked twice to open.

  • Oil Refinery has some sections that light up even when there is now power supply.

  • Adjacent Regions do not load in when observing the border at long distances in Spotter seats.

  • The hands of a Depth Charge launcher gunner are not positioned or animated correctly.

  • Sea Mine can be deployed whilst inside a Submarine.

  • BMS - Longhook MG gunners do not animate.

  • Submarine concealment can be broken if spotters rapidly click RMB.

  • Submarine Periscope operators cannot see players swimming in the water at a distance.

  • BMS Linerunner can be used to submit items directly to Submarines.

  • Engine Room (Tier 3) cannot be walked around on all sides.

  • Some actions can be performed whilst in the falling state.

  • Resources inside of a Resource Container visually disappear after Border travel.

  • Automatic weapons fire will stutter as they resume firing from player rotation.

  • The dirt texture on the floor of the Bunker (Tier 1) visually repeats.


Map Bug Fixes

  • Many areas where the Bulwark is visually misaligned have been fixed across all Bulwark maps.

  • Deadlands:

    • Players can walk along the riverbed north of Brine Glen.

  • Farranac Coast:

    • Waterfall VFX are placed in an inappropriate spot.

  • Fisherman's Row:

    • An area east of Arcadia Town Hall counts as a beach.

    • Some VFX are misplaced in Lake Nerites.

    • A World Resource Mine location west of Black Well has its interaction area obstructed by a well.

  • Great March:

    • The bicycle of the Sitaria Safe House spawns inside of a wall.

    • Lionsfort Relic is placed too low in the ground.

  • Heartlands:

    • Two trees are inside one another west of The Breach.

  • King's Cage:

    • There is a small hole in the ground next to the bridge west of Concubine.

  • Loch Mór:

    • Avoided renaming Missing Bones to Missing Collisions by fixing rocks with missing collisions on said rockface.

  • Marban Hollow:

    • Some trees and stumps are floating.

  • Oarbreaker:

    • Stones are floating over the water south of Silver.

  • Sableport:

    • Some areas of Aeyrie Bay are too shallow for Dry Dock construction.

  • Shackled Chasm:

    • There are hard edges for terrain north of Savages.

    • The ladders of the two Bridges around Savages cannot be climbed.

  • Stonecradle:

    • The west Shipyard of the two south of Buckler Sound cannot be reconstructed.

  • Tempest Island:

    • There are some stuck spots on the main island.

  • Terminus:

    • A ladder on a pier north-east of Therizó cannot be climbed to the top.

  • Umbral Wildwood:

    • Thunderfoot Safe House has a tree inside of it.

    • There are some trees inside of rocks south of Thunderfoot.

    • Several trees are floating.

  • Viper Pit:

    • Stuck spot by the Bridges south of Fort Viper.

  • Westgate:

    • Longstone Shipyard has dirt decals over it.

  • Endless Shores:

    • Some trees are floating north of Iron Junction.

    • Fences are buried in the terrain north of Iron Junction

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